First off, a lot of this build comes from the "Critical Cleric" build.
I have taken it and played with it and come up with this set of powers/feats. I use this in both PvE and PvP to great success.
I have solo healed every T2 dungeon minus Castle Never (2 healed it). And when I am with another cleric that I don't know (most in my guild are now running this same setup) even if they outgear me I can out heal, out damage and out live them.
Astral Shield - 3/3
Hammer of Fate - 3/3
Most of those powers are just fillers/toys. I really only use 3 of them and 2 passives for pretty much everything.
Passives I run are Healers Lore and Foresight - more healing and more defense, can't ask for more than that. Pretty self explanatory.
Encounter Powers I run.
Sun Burst - Does decent damage, has a very nice heal attached with a very respectable range, builds tons of divinity and tons of action points. This skill pretty much keeps you healing and using dailies non stop. On top of that, on a couple of the boss fights in T2 mobs get knocked off ledges and platforms, using this with divinity can help a TON with that chore - your wizard will thank you.
Astral Shield - Do I really need to explain this one? Aoe Heal and Damage reduction, this is your number one tool and should be down at all times during the whole fight.
Forgemasters Flame - I have wondered why I never see posted builds using this ability. Fact is it is probably hands down our best heal when used in divinity. Every bit of damage it does it heals for the same amount to anyone near the mob you put it on. If you put it on a debuffed boss you can take someone from 10% health to full in a matter of a second or 2. When you have a ton of adds on you? Astral shield, stand in it - forgemasters flame use it on a mob near you, use Sun burst on cooldown for divinity and extra heals. Win.
Sacred Flame - builds a ton of divinity (over 1/2 a bar in one 3 attack rotation) while also putting out nice damage and doing some preventative damage from the shielding ability on it. You are doing 3 things at once with this ability, there is really no reason to use anything else over that.
Astral Seal - A ton of healing - sure it might be a bunch of little numbers, but those little numbers add up fast. Not to mention it does respectable damage per hit as well, and fills up divinity on top of it.
Stats you want in the order you want them in:
Crit to 35ish% > Recovery to 3kish > Power > HP > Defense.
Weapon enchant should be Greater Vorpal Enchantments - Critical severity is amazing, one greater is 50%, get that and your crit heals and damage will skyrocket.
Offense Slots - Crit
Defense Slots - HP
Utility Slits - Run Speed
As far as Armor Sets go I am leaning towards just going for all out stats and running two different T2 2 piece bonuses and then the Main hand and Off hand from Castle Never. The proc on Miracles is just disappointing (only hits one person, and prioritizes you over everyone else even if you are at 99% life and they are at 20%). It's Either bugged or worded wrong and until it's fixed or clarified I won't be using it.
Beacon of faith 4 piece I have no info on, how long does the proc last? with a 45 second internal cooldown, in order for it to be worth using it would have to last 25 seconds or more.
450 Recovery and 450 Power are guaranteed stats that you always have and don't have to rely on procs or internal cool downs.
Post edited by hardpeck1 on
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zingarbageMember, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 0Arc User
edited May 2013
Wait, you can put vorpal enchants in slots other than the weapon enchant slot?
Oh, also, in PvP you have got to be running brand of the sun with astral seal. A good CW is going to destroy you if you can not get ray of enfeeblement cleansed.
[SIGPIC][/SIGPIC]
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chillywillysMember, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 8Arc User
edited May 2013
I've been looking for something decent on my new cleric im playing! This is what I'm looking for to be able to do endgame aswell as pvp in one spec without spending dat $$. Only prob I have is no screenshots of your powers/ feats that would help specialy to us nooby clerics
It's starting to look like there's a pretty standard build now. 1/20/9 (pick where you put the last point), run SB, FF, AS, SF, ASeal, Foresight, Healer's Lore.
Only notes I have are:
Greater Vorpal is 38%, not 50%.
Greater Divine Power is useless, drop the point and put it in Rising Hope. Better up time on Rising Hope is way better than a 4th pip that should never even get part way filled. You should be using divinity, not saving up 4 pips. Really 2 pips is the most you should ever have, 1 for FF and 1 for AS saved up. If you actually hit 3 pips you aren't maintaining FF and AS, either start doing it or if you don't need the FF healing and you're always 'saving it' then drop it and take Daunting Light for more damage and burn Pips on that.
Wait, you can put vorpal enchants in slots other than the weapon enchant slot?
Oh, also, in PvP you have got to be running brand of the sun with astral seal. A good CW is going to destroy you if you can not get ray of enfeeblement cleansed.
Sorry, edited for clarification. I'm tired and running delves atm lol.
It's starting to look like there's a pretty standard build now. 1/20/9 (pick where you put the last point), run SB, FF, AS, SF, ASeal, Foresight, Healer's Lore.
Only notes I have are:
Greater Vorpal is 38%, not 50%.
Greater Divine Power is useless, drop the point and put it in Rising Hope. Better up time on Rising Hope is way better than a 4th pip that should never even get part way filled. You should be using divinity, not saving up 4 pips. Really 2 pips is the most you should ever have, 1 for FF and 1 for AS saved up. If you actually hit 3 pips you aren't maintaining FF and AS, either start doing it or if you don't need the FF healing and you're always 'saving it' then drop it and take Daunting Light for more damage and burn Pips on that.
4 pips is worth way more than more uptime, the uptime on it is permanent pretty much anyways at one point, it lasts 30 seconds, which is a loooong time.
I use save up 4 pips going into every boss fight, and it helps a ton having an extra. Especially on end bosses like spellplagued where you are helping knockback as well, ice dungeon where you are pretty much kiting the whole fight and every pip you get counts because you can't stop to cast much except AS without risking getting caught.
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zingarbageMember, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 0Arc User
That is a good feat, but the divine power gains from crit and powers coming off of cool downs are a must have in the later content.
A guildie and I did some testing as well and I'm going to be editing the feats - mainly Healing action, for our playstyle does nothing, absolutely nothing. You gain zero extra action points from your damaging spells that heal, ie sun burst, forgemasters flame and it doesn't work with shield either.
It only works with the 2 worst heals we have, healing word and bastion.
As well as you only need one point in cleanse really. 10% is still a good sized proc chance and you will always get a cleanse off with all the little heals that go out.
We also came to the conclusion that running linked spirit is much better for the group than running invigorated healing, at least in a group situation.
Linked Spirit has a pretty terrible time staying on people. Unspecified and I have both tested this a bunch, and a lot of our heals don't even trigger it (AS doesn't). Soothing Light triggers it every time... but then you'd have to use Soothing Light...
Maybe it's the groups I run with in guild, but it's up quite a bit, definitely not 100% for sure, but a good chunk of the time. I'm not sure which abilities we are running to get the procs as I haven't tested that, I will do so today sometime.
- Linked Spirit will proc off Soothing Light no matter what. All other forms of healing seem to require the ally to not be at full health. Forgemaster's Flame and Bastion of Health will definitely proc it, though I'm not sure if it's consistent, at the very least the "not at full health" requirement keeps it's up-time low. It cannot proc on YOU but if it procs on an ally you get the buff too.
Hope that helps some. I run all my groups with the guild, testing things in a pug make my head hurt.
Yeah i don't do any testing with pugs lol. I use forgemasters quite a bit and that probably helps, along with as fast as we move in T2 dungeons, we are pulling the next pack before the first pack dies and constantly on the move, so people are almost never full health. and on bosses, well the adds help out a lot there lol. I'm pretty sure sun burst procs it too, but will need to do some testing.
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dethvirMember, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 9Arc User
edited May 2013
Can anyone else confirm that the Miracle set is only healing one person?
Comments
Oh, also, in PvP you have got to be running brand of the sun with astral seal. A good CW is going to destroy you if you can not get ray of enfeeblement cleansed.
Only notes I have are:
Greater Vorpal is 38%, not 50%.
Greater Divine Power is useless, drop the point and put it in Rising Hope. Better up time on Rising Hope is way better than a 4th pip that should never even get part way filled. You should be using divinity, not saving up 4 pips. Really 2 pips is the most you should ever have, 1 for FF and 1 for AS saved up. If you actually hit 3 pips you aren't maintaining FF and AS, either start doing it or if you don't need the FF healing and you're always 'saving it' then drop it and take Daunting Light for more damage and burn Pips on that.
Sorry, edited for clarification. I'm tired and running delves atm lol.
4 pips is worth way more than more uptime, the uptime on it is permanent pretty much anyways at one point, it lasts 30 seconds, which is a loooong time.
I use save up 4 pips going into every boss fight, and it helps a ton having an extra. Especially on end bosses like spellplagued where you are helping knockback as well, ice dungeon where you are pretty much kiting the whole fight and every pip you get counts because you can't stop to cast much except AS without risking getting caught.
I understand that, I've been waiting for the prices to come down a bit to switch over to vorpal. **** things are expensive.
A guildie and I did some testing as well and I'm going to be editing the feats - mainly Healing action, for our playstyle does nothing, absolutely nothing. You gain zero extra action points from your damaging spells that heal, ie sun burst, forgemasters flame and it doesn't work with shield either.
It only works with the 2 worst heals we have, healing word and bastion.
As well as you only need one point in cleanse really. 10% is still a good sized proc chance and you will always get a cleanse off with all the little heals that go out.
We also came to the conclusion that running linked spirit is much better for the group than running invigorated healing, at least in a group situation.
Hope that helps some. I run all my groups with the guild, testing things in a pug make my head hurt.
Numerous people have tested it and posted it.