NW calc build link ->
http://nwcalc.com/dc?b=nlp:4ai2f:85of,1f323f5:60000:6z0uu:6z000&h=1
This is my
"All-Around" Cleric build. I was able to gain access to all powers mainly by sacrificing points that would only give small increases. Many of the Cleric's offensive powers
only gain 10% damage increase from subsequent training; these powers are left at level 1 instead of wasting points for such a small gain. This way you have access to them when you want to go offensive, but you don't have to sacrifice points from powers which benefit more from training.
Feats and Powers shine the most in
healing, but with access to all powers it can do well in other areas too. I am always top healer in groups, but I have also came out second in damage when I have gone
offensive. I suggest
human for the 3 extra feats. You can still use this build with other races but you would just have to take out 3 points from
Cleanse and/or
Bountiful Fortune.
Powers
-All Passive abilities maxed provides
versatility for different situations. You can change your passives depending if you are solo, group, or pvp. If you have two clerics in your group you can go with offensive passives if the other cleric can handle the healing.
Foresight passive has synergy from
Benefit of Foresight feat giving it 5% Defense bonus.
Prophetic Action is good for PvP.
-
At will powers: Astral Seal and
Sacred Flame are maxed and have synergy with
Power of Life feat.
Brand of the Sun is at level 1 for when you want to go offensive.
-
Encounter powers: You have access to all of them for just about any situation.
Searing Light and
Daunting Light are left at level 1 as they only gain 10% damage from training.
Chains of Blazing Light are left at level 1 as I personally don't like the skill, but it
could be useful for PvP. I don't like PvP personally but if I did I may have considered putting more points into the skill.
Daily Powers: I use
Hallowed Ground for defense and
Hammer of Fate for offense.
Divine Armor is the only power which is not available to this build. The
Moon Touched feat turns Hallowed Ground into a heal which makes Divine Armor useless.
Feats are focused on healing.
Domain Synergy is skipped because 5% recovery even at 3000 is only a 150 point bonus which IMO is not that great. For your last point
you decide if you want the extra Divine Power level from
Greater Divine Power, or if you want the buff proc from
Rising Hope. It's up to you
That's it pretty much. As for
gear I just go for
blue (rare) items, or whatever the game marks as recommended. I am still leveling my character up and this process makes it faster to equip and sell items since items are replaced so fast during the leveling process. Once I start to get into the higher levels I plan on spending more time on my gear if necessary, but so far the blue (rare) items are working well.
NW calc build link ->
http://nwcalc.com/dc?b=nlp:4ai2f:85of,1f323f5:60000:6z0uu:6z000&h=1
Comments
Use this instead: http://nw-forum.perfectworld.com/showthread.php?314631-Guide-to-Everything-Cleric-What-you-need-to-know-have-to-solo-heal-everything-PvE
@lerapiso - I'd rather have 4% threat decrease than crit increase of 35 (3500 * .01 = 35) . That's pretty small. From what I have read Power of Life and Invigorated healing heal for about the same amount. I have kept up groups with astral seal alone.
neverwintercleric.tumblr.com
I'm curious as to what level of content this is for. Really do not see keeping anyone alive in T1/T2 except maybe cragmire/cloak tower with just seal. What specific level of content/type of play does this address?
DA is not useless without a second cleric, that thread is not from the current patch. With the gap in AS you need a larger heal on a fairly frequent basis to keep the party up (at least in T2 content), and DA fits the bill. Moontouched/Hallowed is great, but I've found and so have many others that you now have to bite the bullet and fire off DA. I would consider a must-have, personally.
Yeah the Crit feat suxx, but it seems like you dont know that you can get lower tier feat to unlock the higher ones ... like Toughness, Healing Action, Domain Synergy and Weapon Mastery.
Stop read this forum and do your test, you will see that Power of Life is totally ****ty even if you play with astral seal + sacred flame.
DA is the only Oh-S.h.i.t. button in the game.
He did not say it was useless. That guide is from previous patch where it was still considered excellent even with 2 clerics and even with insane AS stacking... If that doesn't make you realise its value now, then I don't know what to say.
Also, what "threat"? Any "threat" you get now is aggro, as in no one else is hitting that mob so it goes to you as either the nearest person or the person healing the most or the person with the most self-heals or using aoe skills. Threat reduction skills, i.e. skills that lower your number on the threat table of a mob, are completely wasted post patch, even less value than they were before the patch (when they made almost no difference).
neverwintercleric.tumblr.com
As far as what the build is for I haven't tested it in T1/T2 stuff but I'd like to be able to do anything with the build including those. I'd like to have an all around build of some kind, that is if it is possible to do those tiers without having a 'spec' build. As I am still early in the leveling process I can still take everyone's suggestions into account.
neverwintercleric.tumblr.com
How much do you get with Prophecy of Doom Healing? I tried that recently but it seems like Sun burst gave more healing points and of course divine power