I will be respeccing in a few days and wanted to get some opinions (yes that means you deistik, Unspecifiedderror, and yult
) as this has come about after checking out both your great builds. I will list power/feat spend and why I am leaning that way. My goal is for a semi Crit build but with alittle dps/survival for solo/aggro adds during dungeons.
At wills:
Sacred Flame (wards)
Astral Seal (heals), spm these when everything else is on cooldown for Divinity and APs
Encounters:
Forgemaster's Flame (FF),
Astral Shield (AS)
Healing Word (HW)
Rotation will be AS with Divinity, followed by a Divinity FF, spam all HW, then either hit Hallowed Ground or spam at-wills until AS is needed again. I will throw alittle Hammer of Fate and FS if/when soloing for some damage.
Main Daily:
Hallowed Ground
Comments
Although I'm not at endgame yet, I wonder if you have one heal too many. Forgemasters + AS produce a ton of heals, and they also give you the ability to heal in two different areas. The third skill could easily be DPS.
Has anyone tested the relative AP/ Div gains of a build with Healing Words vs one with Sunburst or Daunting Light?
As a healer I only see the 2 forms of heals as a plus and HW is for spamming to build AP/D. I am looking for the pure healing route and since we can't really surge heal I wanted to stack as much healing option as possible with some added buff power. I would however be switching HW out for some DPS however when solo. If anyone has any suggestion for a HW replacement that I can spam for Div and DPS do let me know.
And for oghier, HW is mainly for AP/D, but the regen on yourself is priceless.
Especially going deeper in to the Righteous line. Love Daunting too much to ever drop.
Deepstone (paragon feat) synergizes very well with Sacred Flame/FF
What numbers do you guys get from Astral? I run Brand all the time for a decent DoT and generation of AP/Div. Can feat for a sweet debuff too for boss encounters
Rising Hope has an amazing uptime and buff. I always go recovery, but power should be your 2nd/3rd top choice anyways, and weapons always have a ton of it. Can't help but think it is a very strong T1 feat
Does HW build much DP without loading Divine Fortune? I can't see giving up Foresight or Soothe. I also prefer a traditional encounter ability in the slot for three reasons:
- I gear for recovery, which does not effect Healing Word
- I am feated for Divine Boon (+DP when encounter skills come off cooldown), which HW does not trigger
- Somebody needs to explode that darn archer who refuses to be gathered into the AoE clump!
Has anyone actually tested the relative DP/ AP gain of HW vs Daunting Light (or Sunburst)? Especially with lots of recovery (and the usual +crit), those attack skills seem pretty useful for building resources.
You do make a good point about extra regen being helpful to survive.
Might want to check that again. It triggers for for all 3 charges, just not when it comes off of it's long cooldown. This is half the reason I use it.
http://reyva.com/resources/neverwinter-powers-feat-simulator.9/#bN9nefM4cbytj1ux8TomATpQVzXG8JrkrCM6qYKgAI2iECt948sOD0Aqttv1mCWpgFugj
this is what i'm looking at, would like some feedback aswell(could make another thread but as theres already one up, i figured i'd post it in here)
I'm not human so i'll be having 3 feats less, i won't be rerolling as i only have a few levels to go and i really cba with minmaxing, humans look boring imo.
I plan to have a crit=recovery build following it up with power>/=defense
Now the things i'm mostly in doubt about are;
-Deepstone blessing(max health = 10% healing) vs Enduring belief(5% extra healing after divinity heal), purely because i see everyone go for enduring which seems a bit weird, is it because having decent sacred flame uptime is near impossible or not "ideal" as far as playstyle goes?
-Linked spirit as i don't have access to restoration mastery due to race, is it really worth going for it with my statchoices? It'd be primairly for some additional dps as i'm assuming most of the healing required will in fact be on dps classes and not tanks due to mitigation etc. Does it work with % based heals from other feats? Concidering i'd also give up maxing righteous rage of tempus... i'm really curious wether or not its worthwhile to get it over the extra DP gain.
-Repurpose soul, this feat has actually been bugging me while i was doing instances at lower levels and even at this point. It seems like this is the feat that is causing me to aggro every single add that spawns together with Astral seal except that this is something i can't manage exactly.... I'm wondering if i would drop this for aggropurpose and getting some extra recovery from domain synergy or wether that would just decrease my hps too much?
Power wise, i think i've covered what i really wanted. I'm not a fan of brand of the sun and i think i have everything else that most people have?
You're going to draw agro no matter what you do, repurpose soul or not. Max out Soothe and keep it slotted is my best advice there.
I had no idea passives had to be "slotted" to be active. This changes everything!
I'm starting to have some crazy problems with aggro with the most notable event being the last boss in Mad dragon, i just get overwhelmed by adds and by spamming pots and just running like a madman i could barely survive. We didn't kill the boss because it was just a bit too hard. I were level 30 as well so that could have contributed to the difficulty to some degree but i still feel i must be doing something wrong since I'm just swarmed with adds, feels so strange coming from world of warcraft as a healer and having all the aggro haha.
One thing to note is that i didnt have Sooth on at the time (noticed after i left the instance) but would that have helped any bit?
So what i need are some tips on how to go about the healing business because as the last boss in that Dragon lair looked i might be in for a quick retirement from cleric, dont wanna be a tank more than a healer hehe :P
edit: I run in a static group where everyone knows priority: adds on me. If you have adds and noone's helping, you bring them over to where they are and let some dps drop some AEs on them. That'll get their attention.
Thanks anyhow
Tell me about it. I qued up for the Mad Lair Dragon dungeon and ended up in a group with 4 Rogues who didn't feel like helping out with the adds. After 2 wipes I left.
<Rarely Sober> - Beholder
mad dragon is easy but its a bit different fight than you've faced before.
Essentially have your rogue (or if your luck have both your rogues) pick up adds, if they are spec'ed right they can keep them down enough for you to get some heals off and keep the tank mostly alive (he should still be using pots).
Might not get him the first time but take a shot or two and you'll win.
I'm sure there are videos on win strats for him by now as well.
Good luck
Instead I've spec'ed more heavily into defence after reading one of the other threads on here.
So I am more defence, power, crit and recovery.
Since tanking adds is inevitable, I may as well be ready for it. It won't save you every time, but
the number of deaths I have experienced has dropped significantly. It also helps that people
are more add aware and not just tunnelling the boss. I actually tanked (and healed) most/all of Epic Crypts yesterday including the final
boss (who hits mostly like a wet noodle) but I was able to keep my agro up on him 95% of the time.
I'm not sure if it will be the came video or not but I'll also be posting something about stats, gear, and diminishing returns. The short version is anything over ~3,000 of a stat is a waste, except power which does not suffer from DR as it's 25 power = +1 damage/healing bonus all the way up to at least 4.5k power. It's important information to consider, especially if you are using a cat companion for extra stats. Keeping UNDER 3k recovery actually requires effort because of the way cleric gear is statted which means too many feats which give bonus recovery may not be ideal since going from 3.8k recovery to 4.3k recovery will only drop Astral Shields CD by 0.1 second and won't do anything for Sun Burst so that's 500 recovery that isn't good for much.
As I said though, I'll be posting a much more long winded explanation of all this in a video with gear swapping to demonstrate numbers.
Dwarf (RP choice) 21wis Str and Cha is around 18-19, Gear is leaning towards +Crit/+Rec
Other than that, looks solid.