ok, mostly general stat/feat questions more than anything:
1) at my current rate of leveling-up with ability scores and everything, i'm going to end up with 18str/22wis/20cha. is it worth respeccing this to get an extra point in strength?
2) divine armor worth investing in? it seems like hallowed ground is just more useful all together.
3) since i'm going to need to respec my feats anyway (since linked spirit doesn't act like i thought it would): is only putting 3 points in healing action good enough? it only lists 3 values, after all. great fortune seems pretty meh, anyway, so i suppose i'd put 3 points into healing action anyway, l0l.
4) how good is invigorated healing? it doesn't seem like its that good. a 2.5% heal after 6 seconds seems really bad. that's 500 health with a 20k health pool. is power of life straight up better than it to take as a tier 3 talent? i'm not sure how much 10% more healing on divine seal/10% more temporary hit points on SF is worth.
5) i'm guessing mark of mending just isn't worth it. i haven't used healers lore at all since i got a different set of class powers (foresight/holy fervor reppin) and adding to this seems... bleh.
6) what the hell is combat advantage?
7) since i'm constantly using skills in divine mode, how much does rising hope proc with 5/5 in it?
and... i think that's it. i wish these tool-tips weren't so ****ing vague. (i'm looking at you, linked spirit)
actually, do eldritch runestones stack? i have two on my companion currently, but read randomly somewhere that they don't.
Ad 1) It's going to depend on your build. Popular builds are critical based, and if you're going for one of those, the extra point in strength might help.
Ad 2) Some people use it as a more defensive alternative to Hallowed Ground. I, however, almost exclusively use Hallowed Ground, because it just seems better, given the damage buff it gives instead of temporary hitpoints.
Ad 3) I haven't put any points in Healing Action, 3 feats for a meager 3% more action points seems like a pretty bad deal, and since you will most likely be stacking recovery as a cleric anyway, your rate of gaining action points is rather high as it is. For a min/max purpose if your goal is close to 100% uptime on Hallowed Ground, then maybe you'd want it, but I find the 3% yield for 3 points invested too harsh.
Ad 4) I find Invigorated Healing useless, like you say, a 2,5% heal is barely anything, so once again, a feat that isn't worth the investment in terms of what you get out of it. If I had to choose between Invigorated Healing and Power of Life, I would choose Power of Life. However, Astral Seal doesn't do big numbers as such, so even that 10% gain will yield very little in terms of higher numbers. Over time it will end up as an improvement, but in the short term, when your rogue gets hit for 15,000 damage, that extra 10% won't make much of a difference, which is why I skipped Power of Life too. In the Faithful tree, the important feats are Benefit of Foresight, Moon Touched and Mark of Mending, in my humble opinion, and even Mark of Mending is questionable.
Ad 5) Like I said, Mark of Mending is questionable. I picked it simply because I tend to run with Healer's Lore, and I'm stacking power and recovery, so it does benefit me.
Ad 6) No idea.
Ad 7) Unspecified, who gave me a lot of inspiration for my build and playstyle, and whose guide you should read did some testing with Rising Hope and figured out that with just two points in it you're looking at a very high uptime in dungeons where you're typically chain pulling mobs. I doubt the proc rate increases the more points you have in it, so more than 2-3 points in it are wasted.
"Bring me my Bow of burning gold;
Bring me my Arrows of desire:
Bring me my Spear: O clouds unfold!
Bring me my Chariot of fire!"
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nvmbanelingsMember, Neverwinter Beta UsersPosts: 0Arc User
edited May 2013
@ groborthir: ic.
well, the main point is that moving up in the tree, i need to either choose: linked spirit, invigorated healing or power of life. i suppose invigorated healing WOULD be the best choice, since, AS is pretty much mandatory and sun burst is a skill i use a lot. LS doesn't work like i want it, at all. does invigorated healing apply on each tick of astral shield, or, just the initial one?
I'm afraid I can't help you there, I use Linked Spirit instead of Power of Life and Invigorated Healing. Over time, I'm sure Power of Life heals more than Invigorated Healing. And I believe Invigorated Healing does not stack, so if you cast Astral Shield first, then Sun Burst right after, I think Invigorated Healing just applies the 6 second timer again instead of healing for the first cast. So if you plan on using it, you have to wait 6 seconds between Astral Shield/Sun Burst if you want both of them to heal. Maybe, again, I'm not sure, as I haven't used Invigorated Healing much.
"Bring me my Bow of burning gold;
Bring me my Arrows of desire:
Bring me my Spear: O clouds unfold!
Bring me my Chariot of fire!"
6) I think combat advantage is if you and a friend attack a foe from opposite sites. Sandwiching your target in between...basically. If you have combat advantage you deal bonus damage.
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nvmbanelingsMember, Neverwinter Beta UsersPosts: 0Arc User
edited May 2013
@groborthir: ic. i heard that invigorated healing stacks up, so, if you do them back to back, there's two charges and they expire separately, but, my question was if each "tick" if astral shield applied it; i'd guess no, since, that'd be ridiculous.
@kyomih: ic. i did google it and got: "Combat Advantage: This term is used to refer to a a creature under the effect of being flanked, dazed, surprised, immobilized ect. When under this effect, it gives others a +2 bonus on attack rolls.", but, this isn't technically DnD, so, i'm not sure if that's 100% accurate.
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xippinMember, Neverwinter Beta UsersPosts: 0Arc User
@kyomih: ic. i did google it and got: "Combat Advantage: This term is used to refer to a a creature under the effect of being flanked, dazed, surprised, immobilized ect. When under this effect, it gives others a +2 bonus on attack rolls.", but, this isn't technically DnD, so, i'm not sure if that's 100% accurate.
It's the same concept here.
For example imagine these are positioning on the battlefield
P1 = Player 1
P2 = Player 2
E1 = Enemy 1
E2 = Enemy 2
P1 E1 P2 : Because there are players on multiple sides of the enemy, both players deal increased damage because the defense is divided between two directions.
P1 P2 E1 E2 : In this scenario there is no advantage giving because all defenses are focused to the front of each member.
E1 P1 E2 : Because the enemies are dividing the players' defenses they have increased damage against player 1 increasing the damage he takes.
The trait is good in theory, but if people are doing what they are supposed to, it's realistically unnecessary because it's an AI, it's designed to find the shortest path to the player and attack it. They only spread if their are too many to all be in front of you, but a simple step backwards and they tend to bunch up again, then try to spread. Along with the fact that CW's can reposition entire hordes of enemies at once, this is a useless trait.
Another example you may have experienced in game is, when mobs are in front of you, you can generally take a beating with little fear, but if you ever get surrounded you'll notice you die a lot faster. Simple awareness of the mechanic itself can prevent the damage though.
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cwiyk13Member, Neverwinter Beta UsersPosts: 5Arc User
The trait is good in theory, but if people are doing what they are supposed to, it's realistically unnecessary because it's an AI, it's designed to find the shortest path to the player and attack it. They only spread if their are too many to all be in front of you, but a simple step backwards and they tend to bunch up again, then try to spread. Along with the fact that CW's can reposition entire hordes of enemies at once, this is a useless trait.
Tell that to the flocks of Imps that swarm the cleric when no one is taking care of adds.
I think the Imp AI is specially coded to behave as a flock and maintain combat advantage whenever possible. When I've been in dungeons/skirmishes with Imps, they inevitably find their way to me and swarm around me. I've tried moving to reposition them all in front of me, but they move back into position to surround me. A single imp wouldn't be a threat; a swarm of them with combat advantage can tear you down if they aren't eliminated quickly.
Krae Vull - Devoted Cleric
0
nvmbanelingsMember, Neverwinter Beta UsersPosts: 0Arc User
Comments
Ad 2) Some people use it as a more defensive alternative to Hallowed Ground. I, however, almost exclusively use Hallowed Ground, because it just seems better, given the damage buff it gives instead of temporary hitpoints.
Ad 3) I haven't put any points in Healing Action, 3 feats for a meager 3% more action points seems like a pretty bad deal, and since you will most likely be stacking recovery as a cleric anyway, your rate of gaining action points is rather high as it is. For a min/max purpose if your goal is close to 100% uptime on Hallowed Ground, then maybe you'd want it, but I find the 3% yield for 3 points invested too harsh.
Ad 4) I find Invigorated Healing useless, like you say, a 2,5% heal is barely anything, so once again, a feat that isn't worth the investment in terms of what you get out of it. If I had to choose between Invigorated Healing and Power of Life, I would choose Power of Life. However, Astral Seal doesn't do big numbers as such, so even that 10% gain will yield very little in terms of higher numbers. Over time it will end up as an improvement, but in the short term, when your rogue gets hit for 15,000 damage, that extra 10% won't make much of a difference, which is why I skipped Power of Life too. In the Faithful tree, the important feats are Benefit of Foresight, Moon Touched and Mark of Mending, in my humble opinion, and even Mark of Mending is questionable.
Ad 5) Like I said, Mark of Mending is questionable. I picked it simply because I tend to run with Healer's Lore, and I'm stacking power and recovery, so it does benefit me.
Ad 6) No idea.
Ad 7) Unspecified, who gave me a lot of inspiration for my build and playstyle, and whose guide you should read did some testing with Rising Hope and figured out that with just two points in it you're looking at a very high uptime in dungeons where you're typically chain pulling mobs. I doubt the proc rate increases the more points you have in it, so more than 2-3 points in it are wasted.
Bring me my Arrows of desire:
Bring me my Spear: O clouds unfold!
Bring me my Chariot of fire!"
well, the main point is that moving up in the tree, i need to either choose: linked spirit, invigorated healing or power of life. i suppose invigorated healing WOULD be the best choice, since, AS is pretty much mandatory and sun burst is a skill i use a lot. LS doesn't work like i want it, at all. does invigorated healing apply on each tick of astral shield, or, just the initial one?
Bring me my Arrows of desire:
Bring me my Spear: O clouds unfold!
Bring me my Chariot of fire!"
@kyomih: ic. i did google it and got: "Combat Advantage: This term is used to refer to a a creature under the effect of being flanked, dazed, surprised, immobilized ect. When under this effect, it gives others a +2 bonus on attack rolls.", but, this isn't technically DnD, so, i'm not sure if that's 100% accurate.
It's the same concept here.
For example imagine these are positioning on the battlefield
P1 = Player 1
P2 = Player 2
E1 = Enemy 1
E2 = Enemy 2
P1 E1 P2 : Because there are players on multiple sides of the enemy, both players deal increased damage because the defense is divided between two directions.
P1 P2 E1 E2 : In this scenario there is no advantage giving because all defenses are focused to the front of each member.
E1 P1 E2 : Because the enemies are dividing the players' defenses they have increased damage against player 1 increasing the damage he takes.
The trait is good in theory, but if people are doing what they are supposed to, it's realistically unnecessary because it's an AI, it's designed to find the shortest path to the player and attack it. They only spread if their are too many to all be in front of you, but a simple step backwards and they tend to bunch up again, then try to spread. Along with the fact that CW's can reposition entire hordes of enemies at once, this is a useless trait.
Another example you may have experienced in game is, when mobs are in front of you, you can generally take a beating with little fear, but if you ever get surrounded you'll notice you die a lot faster. Simple awareness of the mechanic itself can prevent the damage though.
Tell that to the flocks of Imps that swarm the cleric when no one is taking care of adds.
I think the Imp AI is specially coded to behave as a flock and maintain combat advantage whenever possible. When I've been in dungeons/skirmishes with Imps, they inevitably find their way to me and swarm around me. I've tried moving to reposition them all in front of me, but they move back into position to surround me. A single imp wouldn't be a threat; a swarm of them with combat advantage can tear you down if they aren't eliminated quickly.
ic.
funny enough, right after i posted that about combat advantage, i went back in-game and a loading screen tool-tip popped up about combat advantage.