I'll preface by saying that I know the game isn't balanced yet, and that these aren't necessarily the most "optimal" ways of doing things. There are bugs and exploits still. However, I think it's imperative that the community begin playing the game how it was meant to be played and building good habits for when the issues are fixed. Proper gameplay will provide more reliable data for the developers than trying to take shortcuts or save time in dungeons. It's also always better to lead by example for the people new to the genre.
1: Let the guardian do his job. I know Rogues can do it as well, if not better RIGHT NOW, but you're not doing the game any favors by having them do the job. I have faith that the queuing system will begin placing a cleric and guardian in each group. Let them do their jobs. Let them learn the job. Begin learning how to facilitate them doing their job.
2: Let the guardian do his job. Let him dictate the pace of the dungeon. Be patient. Let him build some aggro before unloading. I know the zerg swarm works...for now. It might not in the future. Again, you're better served by practicing good technique than by indulging in the shortcuts an imbalanced game provides and being impatient for your loot and XP.
3: Help the guardian do his job. Guardians are very immobile compared to the rest of us. Let him handle the boss. He'll be fine. DPS and CC need to be prioritized on adds. Yes, it'll take longer than burning the boss, but it's good policy. Guardians don't like rounding up adds, and clerics don't like running from then. Please, please burn down the trash.
4: Let the cleric do her job. This mainly revolves around targeting. Targeting heals in this game is awful. It's just...very bad. Don't clump up. If you find yourself stacked on another player...move! Heals always seem to go to the wrong person in a clumped group. Most mobs/bosses are plenty large enough that melee can position themselves evenly spaced around it so that the cleric can target them easily. Ranged DPS should be spaced too, but not TOO distant. Find a happy medium.
5: Let the cleric do her job. Please, dismiss your companions. Relying on them is a crutch, and I'd be very surprised if they proved viable in dungeons in the long term. I severely doubt that was their intended use. As it stands, they just get in my way of sending heals to the right people. See above. It may make the dungeon slower, but as I've been stressing, build good habits.
6: Help the cleric do her job. Move out of red. Don't stand in fire. Don't shrug off traps just because you can. Sure, I'll probably be able to keep you all alive. We're awesome. But we'll hate you the entire time for being lazy. The few seconds you save by ignoring boss abilities isn't worth getting in bad habits. You all have dodges. Use them! Just because you can take void zones to the face right now doesn't mean that'll be the state of the game forever.
7: Don't be dip****s about loot. Need if it's a mat for your profession or an item for your class. Greed if it's not.
4: Let the cleric do her job. This mainly revolves around targeting. Targeting heals in this game is awful. It's just...very bad. Don't clump up. If you find yourself stacked on another player...move! Heals always seem to go to the wrong person in a clumped group.
5: Let the cleric do her job. Please, dismiss your companions. Relying on them is a crutch,
Rant done.
Great, you're done with your rant. Now let's move on to the important part: you're playing the cleric class very wrong. In a dungeon you DONT target healing. Ever. In PvP? why not.
In a dungeon you use AOE heals (AS, SB, FF). Period
Secondly, companions are not useless. The man at arms may be annoying, but anything else has either very little impact or a lot of impact, such as cats and stones.
And last but not least: not every cleric is female.
/blink
A tank that cannot get aggro is not a tank. The only tank in this game is the cleric right now. There is no "wait for aggro" because if the mob is actually WORTHY of a tank, it has so much HP that once dps starts, the tank CANNOT hold it --- aggro mechanics are broken. The only fix for this is to reduce attacks and dps down to a stupidly low level, dragging out the fight. And as any vet mmo player knows, longer a fight goes, the more chances for a mistake or running out of heals etc (not an issue in this one but you are fighting 15 years of experiences).
The rest seem illogical: help the cleric but dismiss your companion that can reduce the workload on the cleric?
On the more relevant points, you've summed up the problems very succinctly and somehow missed the point of the post entirely. That is how the game plays currently, yes. I'm simply advocating that people practice and be prepared for the (hopefully) inevitable shift in paradigm where companions are decreased in usefulness, single-target heals become relevant again, and the aggro mechanics are fixed.
3: Help the guardian do his job. Guardians are very immobile compared to the rest of us. Let him handle the boss. He'll be fine. DPS and CC need to be prioritized on adds. Yes, it'll take longer than burning the boss, but it's good policy. Guardians don't like rounding up adds, and clerics don't like running from then. Please, please burn down the trash.
^^ this one i can't disagree with. i liked the first half, but you started to wander a bit by then end.
4 i disagree with, simply because current mechanics make targeted heals such a pita. however, it could be modified with a good group and voice chat allowing the person in danger to get clear for incoming heals. I wouldn't expect that from a pug though, and most of the content seems to work just fine with current aoe heals and damage mitigation, i think it's working as intended, but could be optimized with a good group.
5 i have to disagree with completely, as was mentioned, stones.cats are nice, extra half idiot healbot clerics are also nice, and a tank or controller companion might keep a mob off me at some point, which i'm all in favor of.
6- eh. if they eat a huge hit they can pop a pot. that's what single point healing is all about in the current state of the game. i feel no shame when it happens, i'm certainly chugging them nearly every cool down thanks to that bs 40% healing debuff.
7. can't deny, a$$hats are annoying, but in most pugs i find that once i get them talking, (and i'm a chatty sort) people start acting like reasonable human beings again for the most part. and if they keep needing on everything, i'll do the same. eventually i'll find a nice guild and not have to worry about the perils of pugs unless i want to.
I'll preface by saying that I know the game isn't balanced yet, and that these aren't necessarily the most "optimal" ways of doing things. There are bugs and exploits still. However, I think it's imperative that the community begin playing the game how it was meant to be played and building good habits for when the issues are fixed. Proper gameplay will provide more reliable data for the developers than trying to take shortcuts or save time in dungeons. It's also always better to lead by example for the people new to the genre.
1: Let the guardian do his job. I know Rogues can do it as well, if not better RIGHT NOW, but you're not doing the game any favors by having them do the job. I have faith that the queuing system will begin placing a cleric and guardian in each group. Let them do their jobs. Let them learn the job. Begin learning how to facilitate them doing their job.
2: Let the guardian do his job. Let him dictate the pace of the dungeon. Be patient. Let him build some aggro before unloading. I know the zerg swarm works...for now. It might not in the future. Again, you're better served by practicing good technique than by indulging in the shortcuts an imbalanced game provides and being impatient for your loot and XP.
3: Help the guardian do his job. Guardians are very immobile compared to the rest of us. Let him handle the boss. He'll be fine. DPS and CC need to be prioritized on adds. Yes, it'll take longer than burning the boss, but it's good policy. Guardians don't like rounding up adds, and clerics don't like running from then. Please, please burn down the trash.
4: Let the cleric do her job. This mainly revolves around targeting. Targeting heals in this game is awful. It's just...very bad. Don't clump up. If you find yourself stacked on another player...move! Heals always seem to go to the wrong person in a clumped group. Most mobs/bosses are plenty large enough that melee can position themselves evenly spaced around it so that the cleric can target them easily. Ranged DPS should be spaced too, but not TOO distant. Find a happy medium.
5: Let the cleric do her job. Please, dismiss your companions. Relying on them is a crutch, and I'd be very surprised if they proved viable in dungeons in the long term. I severely doubt that was their intended use. As it stands, they just get in my way of sending heals to the right people. See above. It may make the dungeon slower, but as I've been stressing, build good habits.
6: Help the cleric do her job. Move out of red. Don't stand in fire. Don't shrug off traps just because you can. Sure, I'll probably be able to keep you all alive. We're awesome. But we'll hate you the entire time for being lazy. The few seconds you save by ignoring boss abilities isn't worth getting in bad habits. You all have dodges. Use them! Just because you can take void zones to the face right now doesn't mean that'll be the state of the game forever.
7: Don't be dip****s about loot. Need if it's a mat for your profession or an item for your class. Greed if it's not.
Rant done.
This sounds like all the people who were bad at playing WoW 1.0...
1) What is the guardian's job? Asside from mobs that are unable to be stunned, frozen etc, there is no need to 'tank' anything. The good GFs do that anyways. If you want us to 'stop dps' to let the 'warrior tank' build 'agro' like im back on Molten Core trash with a tank who doesn't know what his abilities do.
2) as above
3) This is the GFs only role. Keep the boss facing away and don't die from not being with the rest of the group in a blue circle actually killing the boss. I have done a boss fight where I tanked the boss as a CW and the GF did add duty.
4) The clerics job is a blue circle on the ground and to put it somewhere smart and stand in it, bringing all the mobs to the group so they can be AOE damage or Controlled as needed. There are times where it is beneficial to stand on top of each other to concentrate ground based enemy AoEs from taking up all the space in the blue circle.
5) Why would I dismiss my companion? Are you stupid? This is free damage and healing... Not to mention stats...
1. Classes should do what they are best at. If right now rogue is best on boss and GF is best working on that, there is no reason not to do that.
2. The faster we clear, the better for me. I don't want to stand around while the GF tries to figure out where to go or what to do. As long as people aren't putting themselves in a position to get killed, I don't care.
3. GFs can't dodge but between lunging strike and threatening rush they can get pretty much anywhere pretty quick.
4. Could probably #4 and #6 into: Stay out of the red circles, Stay in the blue circles.
5. Why? yeah, I totally want to make my job harder for whatever reason. I would really just say put the tank companion away and use something else.
I'll preface by saying that I know the game isn't balanced yet, and that these aren't necessarily the most "optimal" ways of doing things. There are bugs and exploits still. However, I think it's imperative that the community begin playing the game how it was meant to be played and building good habits for when the issues are fixed. Proper gameplay will provide more reliable data for the developers than trying to take shortcuts or save time in dungeons. It's also always better to lead by example for the people new to the genre.
4: Let the cleric do her job. This mainly revolves around targeting. Targeting heals in this game is awful. It's just...very bad. Don't clump up. If you find yourself stacked on another player...move! Heals always seem to go to the wrong person in a clumped group. Most mobs/bosses are plenty large enough that melee can position themselves evenly spaced around it so that the cleric can target them easily. Ranged DPS should be spaced too, but not TOO distant. Find a happy medium.
5: Let the cleric do her job. Please, dismiss your companions. Relying on them is a crutch, and I'd be very surprised if they proved viable in dungeons in the long term. I severely doubt that was their intended use. As it stands, they just get in my way of sending heals to the right people. See above. It may make the dungeon slower, but as I've been stressing, build good habits.
6: Help the cleric do her job. Move out of red. Don't stand in fire. Don't shrug off traps just because you can. Sure, I'll probably be able to keep you all alive. We're awesome. But we'll hate you the entire time for being lazy. The few seconds you save by ignoring boss abilities isn't worth getting in bad habits. You all have dodges. Use them! Just because you can take void zones to the face right now doesn't mean that'll be the state of the game forever.
7: Don't be dip****s about loot. Need if it's a mat for your profession or an item for your class. Greed if it's not.
Rant done.
5 and 6 I agree with. I use my healing rings when I have enough D until I'm stuck kiting the aggro the whole match. I do prefer to use a HoT and then follow up with AS, or FF, or whatever. I do agree that the cleric should have a 1-5 option for ease of targeting players for the HoTs. Many say this will "enable" me to stand still like other MMOs. I rarely get the option to stand still in PvP- but I would like to have 1-5 for targeting my group easier when were all in a pile. What will that hurt ? With the current state of the game what will it hurt if I can throw HoTs the same way in PVE ? I still have to move to throw around all the other good stuff plus the crummy aggro.
You have accidentally posted this to a Neverwinter forum. Hopefully this warning will help you amend or remove your post before you're mercilessly mocked. It's almost as though you thought that direct single target healing was a viable approach in this game, rather than a rather feeble vestigial ability with three charges on a fifteen second cooldown that barely touches the sides in combat.
Presumably you meant to post this to a WoW forum, where such sterling advice would be germane and useful. Quick, before anyone sees!
I'll repeat what others have said -- some of the OP does not appear to reflect the game mechanics in NW, at least not in endgame dungeons:
Clerics don't rely on single-target heals after getting Forgemaster's Flame, much less Astral Shield. Healing Word may still have a use in some builds for some fights, but those uses are to build divinity when kiting and to heal the cleric. So please, *do* bunch up - the heals are coming from the big monster (FF) or the blue circle (AS)
Tanking the boss is simply not an important task in most fights. Bosses generally have no autoattack, just windups, and anyone can avoid red stuff on the ground. Most groups let the rogue handle the boss so it dies faster
Keep companions out, as they do some good until they die. In the long run, you'll want a cat or a pet rock -- but whatever you've got is better than nothing
It's nice for folks to post helpful guides, but this one is either based in general MMO mechanics or sub-level 30 play.
Comments
Great, you're done with your rant. Now let's move on to the important part: you're playing the cleric class very wrong. In a dungeon you DONT target healing. Ever. In PvP? why not.
In a dungeon you use AOE heals (AS, SB, FF). Period
Secondly, companions are not useless. The man at arms may be annoying, but anything else has either very little impact or a lot of impact, such as cats and stones.
And last but not least: not every cleric is female.
I want this class in NW.
A tank that cannot get aggro is not a tank. The only tank in this game is the cleric right now. There is no "wait for aggro" because if the mob is actually WORTHY of a tank, it has so much HP that once dps starts, the tank CANNOT hold it --- aggro mechanics are broken. The only fix for this is to reduce attacks and dps down to a stupidly low level, dragging out the fight. And as any vet mmo player knows, longer a fight goes, the more chances for a mistake or running out of heals etc (not an issue in this one but you are fighting 15 years of experiences).
The rest seem illogical: help the cleric but dismiss your companion that can reduce the workload on the cleric?
^^ this one i can't disagree with. i liked the first half, but you started to wander a bit by then end.
4 i disagree with, simply because current mechanics make targeted heals such a pita. however, it could be modified with a good group and voice chat allowing the person in danger to get clear for incoming heals. I wouldn't expect that from a pug though, and most of the content seems to work just fine with current aoe heals and damage mitigation, i think it's working as intended, but could be optimized with a good group.
5 i have to disagree with completely, as was mentioned, stones.cats are nice, extra half idiot healbot clerics are also nice, and a tank or controller companion might keep a mob off me at some point, which i'm all in favor of.
6- eh. if they eat a huge hit they can pop a pot. that's what single point healing is all about in the current state of the game. i feel no shame when it happens, i'm certainly chugging them nearly every cool down thanks to that bs 40% healing debuff.
7. can't deny, a$$hats are annoying, but in most pugs i find that once i get them talking, (and i'm a chatty sort) people start acting like reasonable human beings again for the most part. and if they keep needing on everything, i'll do the same. eventually i'll find a nice guild and not have to worry about the perils of pugs unless i want to.
This sounds like all the people who were bad at playing WoW 1.0...
1) What is the guardian's job? Asside from mobs that are unable to be stunned, frozen etc, there is no need to 'tank' anything. The good GFs do that anyways. If you want us to 'stop dps' to let the 'warrior tank' build 'agro' like im back on Molten Core trash with a tank who doesn't know what his abilities do.
2) as above
3) This is the GFs only role. Keep the boss facing away and don't die from not being with the rest of the group in a blue circle actually killing the boss. I have done a boss fight where I tanked the boss as a CW and the GF did add duty.
4) The clerics job is a blue circle on the ground and to put it somewhere smart and stand in it, bringing all the mobs to the group so they can be AOE damage or Controlled as needed. There are times where it is beneficial to stand on top of each other to concentrate ground based enemy AoEs from taking up all the space in the blue circle.
5) Why would I dismiss my companion? Are you stupid? This is free damage and healing... Not to mention stats...
1. Classes should do what they are best at. If right now rogue is best on boss and GF is best working on that, there is no reason not to do that.
2. The faster we clear, the better for me. I don't want to stand around while the GF tries to figure out where to go or what to do. As long as people aren't putting themselves in a position to get killed, I don't care.
3. GFs can't dodge but between lunging strike and threatening rush they can get pretty much anywhere pretty quick.
4. Could probably #4 and #6 into: Stay out of the red circles, Stay in the blue circles.
5. Why? yeah, I totally want to make my job harder for whatever reason. I would really just say put the tank companion away and use something else.
7. This I can agree with.
5 and 6 I agree with. I use my healing rings when I have enough D until I'm stuck kiting the aggro the whole match. I do prefer to use a HoT and then follow up with AS, or FF, or whatever. I do agree that the cleric should have a 1-5 option for ease of targeting players for the HoTs. Many say this will "enable" me to stand still like other MMOs. I rarely get the option to stand still in PvP- but I would like to have 1-5 for targeting my group easier when were all in a pile. What will that hurt ? With the current state of the game what will it hurt if I can throw HoTs the same way in PVE ? I still have to move to throw around all the other good stuff plus the crummy aggro.
You have accidentally posted this to a Neverwinter forum. Hopefully this warning will help you amend or remove your post before you're mercilessly mocked. It's almost as though you thought that direct single target healing was a viable approach in this game, rather than a rather feeble vestigial ability with three charges on a fifteen second cooldown that barely touches the sides in combat.
Presumably you meant to post this to a WoW forum, where such sterling advice would be germane and useful. Quick, before anyone sees!
Clerics don't rely on single-target heals after getting Forgemaster's Flame, much less Astral Shield. Healing Word may still have a use in some builds for some fights, but those uses are to build divinity when kiting and to heal the cleric. So please, *do* bunch up - the heals are coming from the big monster (FF) or the blue circle (AS) Tanking the boss is simply not an important task in most fights. Bosses generally have no autoattack, just windups, and anyone can avoid red stuff on the ground. Most groups let the rogue handle the boss so it dies faster Keep companions out, as they do some good until they die. In the long run, you'll want a cat or a pet rock -- but whatever you've got is better than nothing
It's nice for folks to post helpful guides, but this one is either based in general MMO mechanics or sub-level 30 play.