Leveling a cleric...starting to think for end game stats because I plan on saving every single enchantment stone I pick up from now till I hit 60. This is what I am thinking so far...
Power
Defense
Recovery
Not interested in doing crit build, I think I would rather rely on consistent output with my heals so I can truly know how much I'll be healing for.
It sounds like you're set on avoiding Crit, so I'm not sure what I would say other than prioritise Recovery over Power. Even if you want super consistent heals, look at Recovery as a way to interact with the game on a more frequent basis by lowering your cooldowns, as opposed to investing in Power, which will make your direct heals slightly better.
I recently made a tiefling cleric with +2 on int and cha and +1int+1cha whenever i allocate stats.
Prioritizing Recovery over anything else and I must say... i'm enjoying the extremely short cooldown on daunting light and sunburst =3
screw criticals when you can cast stuff more often.
[SIGPIC][/SIGPIC]
I want this class in NW.
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nvmbanelingsMember, Neverwinter Beta UsersPosts: 0Arc User
edited May 2013
if you're set on avoiding crit (which is silly, imo):
recovery ('til 3k, or, less than 15 second cd on astral shield) -> power -> defense/regeneration -> crit.
@oroness: the problem with that is you're gonna hit the DR and prolly wanna switch those int points to strength. honestly, strength is much better than int for a cleric. that stamina regeneration is huge, especially when 90% of all boss fights involve the cleric kiting or dodging constantly.
@oroness: the problem with that is you're gonna hit the DR and prolly wanna switch those int points to strength. honestly, strength is much better than int for a cleric. that stamina regeneration is huge, especially when 90% of all boss fights involve the cleric kiting or dodging constantly.
You're probably right, but leveling with it is so easy O.o. You practically spam your whole encounter bar all the time.
I'll probably have to respec later if i find myself having too much Recovery.
Not interested in doing crit build, I think I would rather rely on consistent output with my heals so I can truly know how much I'll be healing for.
You are weakening yourself by have no crit. Personally I'm going recovery build more so when you get feats like ethereal boon, moon touched which rely on things like cooldown timers and action point gain which is most affected by recovery and are completely unaffected by power.
In my opinion the only ability we have that power really matters on is Forgemaster's Flame but casting that more often is still better than having a higher power stat... so where is power left being useful? Sacred Flame I guess... maybe the regen effect of Astral Shield (I haven't tested that) overall I wouldn't advise a power build unless your cooldowns are so short that recovery has no point anymore. Being able to use a moontouched Hallowed ground every 30 seconds just overpowers recovery/CHA and underpowers power/WIS.
Overall, right now, I regret having a high WIS stat and lower CHA/STR stats. If I could reset my ability scores on my cleric I'd focus on CHA/Recovery and then STR/Crit.
The abilities I use are
solo:
Sunburst (recovery > crit > power)
Forgemaster's Flame (crit > recovery > power)
Searing light (crit > recovery > power)
Sunburst here is for building divinity and action points, sunburst is VERY good at this. It is medium damage and low healing and so it's most useful feature is definitely the speed at which it builds divinity/action points. Forgemaster's flame is the self heal here, using divinity makes it a very very significant heal but again, using this more often is more important than it being powerful, which is to say casting it more often is more consistent.
Searing light inflict the damage here, critical is definitely the most important thing on this ability and it's our only real DD move that is worth it's salt.
As above, Sunburst if for building divinity/action points and forgemaster's flame for healing, however forgemaster's flame is now more of a back-up move and to be used when people are actually losing health thus the lost importance of recovery for this. The biggest reason for this is the divinity cost of healing forgemaster's flame, since you are also using divinity on Astral Shield. If you can get the divinity build to justify it then you can spam forgemaster's flame but that's a hard point to get to, Ethernal Boon is almost certainly a must for this. Sometimes I use forgemaster's flame normally just build more divinity at points where I maybe running low.
Astral Shield is the primary move to concentrate on, Damage mitigation AND healing together, the only thing that beats this out in party play is Hallowed ground and unless you have moon touched, it can't heal. If you do have Moon touched then hallowed ground essentially becomes the most OPed move we have since it ticks 5 times and heals a % of each player's Max HP, fully upgraded Moon touched hallowed ground will heal a total of 25% of a player's Max HP if they stand in the AoE for the entire duration... Being % based, power means nothing to hallowed ground...
*could be wrong on power> crit on astral shield since it can still crit. Also it's easy to get to the softcap point on Astral Shield via recovery, that is the point where you recharge the ability before it's worn off, at that point you may consider not building recovery anymore.
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nvmbanelingsMember, Neverwinter Beta UsersPosts: 0Arc User
you get 8 ability scores total to spent (with 12 being distributed automatically to each stat twice).
i'd suggest putting every point into strength, tbh, and then put the other points into wis/cha equally.
and yes, i'd agree with the above poster. crit is useful because a few of our most useful talents scale with crit and there's the fact that crit works differently here, in that if you crit with the initial tick/hit of an AoE or DoT/HoT, every single part of that ability will crit.
plus, while power doesn't have a DR, it doesn't help that much until you get massive amounts (which only really happens at 60). iirc, 3k power is only an extra 120 healing/damage... and no one really knows how the scaling works because the tooltips are so vague. is it to each tick of an ability? 120 flat damage? its just annoyingly vague.
you'll still have a high crit percentage, regardless, unless you deliberately avoid gear that has crit on it, which would be stupid.
Thanks for the information re stats. Much to learn in this game, but being a beginner again is a great thing, a much more preferably thing imo than being jaded.
Comments
Prioritizing Recovery over anything else and I must say... i'm enjoying the extremely short cooldown on daunting light and sunburst =3
screw criticals when you can cast stuff more often.
I want this class in NW.
recovery ('til 3k, or, less than 15 second cd on astral shield) -> power -> defense/regeneration -> crit.
@oroness: the problem with that is you're gonna hit the DR and prolly wanna switch those int points to strength. honestly, strength is much better than int for a cleric. that stamina regeneration is huge, especially when 90% of all boss fights involve the cleric kiting or dodging constantly.
You're probably right, but leveling with it is so easy O.o. You practically spam your whole encounter bar all the time.
I'll probably have to respec later if i find myself having too much Recovery.
I want this class in NW.
str 14
cha 16
wis 16
int 11
all others 10
My apologies if this has been discussed elsewhere, this was the first thread I found discussing stats
You are weakening yourself by have no crit. Personally I'm going recovery build more so when you get feats like ethereal boon, moon touched which rely on things like cooldown timers and action point gain which is most affected by recovery and are completely unaffected by power.
In my opinion the only ability we have that power really matters on is Forgemaster's Flame but casting that more often is still better than having a higher power stat... so where is power left being useful? Sacred Flame I guess... maybe the regen effect of Astral Shield (I haven't tested that) overall I wouldn't advise a power build unless your cooldowns are so short that recovery has no point anymore. Being able to use a moontouched Hallowed ground every 30 seconds just overpowers recovery/CHA and underpowers power/WIS.
Overall, right now, I regret having a high WIS stat and lower CHA/STR stats. If I could reset my ability scores on my cleric I'd focus on CHA/Recovery and then STR/Crit.
The abilities I use are
solo:
Sunburst (recovery > crit > power)
Forgemaster's Flame (crit > recovery > power)
Searing light (crit > recovery > power)
Sunburst here is for building divinity and action points, sunburst is VERY good at this. It is medium damage and low healing and so it's most useful feature is definitely the speed at which it builds divinity/action points. Forgemaster's flame is the self heal here, using divinity makes it a very very significant heal but again, using this more often is more important than it being powerful, which is to say casting it more often is more consistent.
Searing light inflict the damage here, critical is definitely the most important thing on this ability and it's our only real DD move that is worth it's salt.
party:
Sunburst (recovery > crit > power)
Forgemaster's Flame (power / crit > recovery)
Astral Shield* (recovery > power > crit)
As above, Sunburst if for building divinity/action points and forgemaster's flame for healing, however forgemaster's flame is now more of a back-up move and to be used when people are actually losing health thus the lost importance of recovery for this. The biggest reason for this is the divinity cost of healing forgemaster's flame, since you are also using divinity on Astral Shield. If you can get the divinity build to justify it then you can spam forgemaster's flame but that's a hard point to get to, Ethernal Boon is almost certainly a must for this. Sometimes I use forgemaster's flame normally just build more divinity at points where I maybe running low.
Astral Shield is the primary move to concentrate on, Damage mitigation AND healing together, the only thing that beats this out in party play is Hallowed ground and unless you have moon touched, it can't heal. If you do have Moon touched then hallowed ground essentially becomes the most OPed move we have since it ticks 5 times and heals a % of each player's Max HP, fully upgraded Moon touched hallowed ground will heal a total of 25% of a player's Max HP if they stand in the AoE for the entire duration... Being % based, power means nothing to hallowed ground...
*could be wrong on power> crit on astral shield since it can still crit. Also it's easy to get to the softcap point on Astral Shield via recovery, that is the point where you recharge the ability before it's worn off, at that point you may consider not building recovery anymore.
you're fine.
you get 8 ability scores total to spent (with 12 being distributed automatically to each stat twice).
i'd suggest putting every point into strength, tbh, and then put the other points into wis/cha equally.
and yes, i'd agree with the above poster. crit is useful because a few of our most useful talents scale with crit and there's the fact that crit works differently here, in that if you crit with the initial tick/hit of an AoE or DoT/HoT, every single part of that ability will crit.
plus, while power doesn't have a DR, it doesn't help that much until you get massive amounts (which only really happens at 60). iirc, 3k power is only an extra 120 healing/damage... and no one really knows how the scaling works because the tooltips are so vague. is it to each tick of an ability? 120 flat damage? its just annoyingly vague.
you'll still have a high crit percentage, regardless, unless you deliberately avoid gear that has crit on it, which would be stupid.