clerics need a lot of love at this point... some of their single hit attacks are very strong, so attack wise they aren't so bad but they don't get the insane per attack damage other classes have that makes those classes auto win most all the time, and that there is the problem the lack of defense as well as way too low of healing per cast... the cleric does have some damage over time single hit spells they can use to finish off those who run and try to stealth away, but the cleric is pretty much a slow turtle unable to cover up or protect themselves and their main and biggest problem is that their defenses aren't worth a thing (unlike others they weren't given dodge/deflection and if you push defense all the way up its still only around 35 to 40% damage reduction when damage one and two hits through it). Clerics need to be able to heal and they need heavy turtle like defenses more along the lines of 70% given the insane damage numbers that are in play against them. Perhaps for clerics instead of dodge they should be given reflection, which decreases damage against them and reflects the percent decreased at the damage dealer then people would be less willing to rush mob the fodder. Assuming a cleric runs with a 35% defense damage reduction, and has another 35% reflection, then the cleric becomes really strong but its ability to kill hinges upon their attackers helping them out with much of the work through which the cleric would try to heal through. In the end the cleric would be a lower damage, longer melee standing character that heals and buffs, which is exactly what a cleric should be like.
The damage that is reflected also should not be subject to being lowered by whatever defenses the attacker has upon them (that is to say reflected damage ignores all damage reductions except that which is first absorbed by the initial target's damage reduction).
Fix the cleric by fixing their defense, and fix their inability to kill so well with the same stone by giving them reflection and not giving reflection to everyone else unless a paladin type class comes out that makes sense and is crafted to have it.
in addition to reflection I think clerics should have a 50 to 100% healing percent increase, healing word really needs to be able to slowly heal whomever it is cast upon up in a single cast, on divinity I've casted it three times in a row before and failed to heal 1/3rd of my health bar (this is totally unacceptable). Astral shield's duration should also match or even be slightly less than its cool off time as clerics often are engaged and unable to immediately get AS back up.
we also need some skills for immunity from CC. the only one that provide that is a daily skill which is hammer of fate.
I do agree, we need some defenses instead of the lame dodge. we should have a temp increase in defense for instance.
31.4% DR by Def (2770) + 6% DR by AC (12) + 11% by Foresight = 48,4% DR and like 10% deflect chance
my GF in comparision with 35.2% (3908, what a joke at diminishing returns regarding Def) + 11% and ~7% by feat got barely more and tbh I liked tanking adds more on my DC than I do it on my GF. Giving DC even more defense? Nah, it's fine. Maybe 1 or 2 different more dmg focused encounter but however, making them a good dps with decent def AND heal would be to strong. Replacing DoT focused Dmg by more spike dmg would be interesting maybe.
Main prob I see for most DCs is that they are almost only using power/crit/rec items, pushing those stats far over their soft caps instead of trying a more balanced/defensive build without loosing any noticable offense.
we also need some skills for immunity from CC. the only one that provide that is a daily skill which is hammer of fate.
I do agree, we need some defenses instead of the lame dodge. we should have a temp increase in defense for instance.
our talents we get to put points in gives 5% defense bonuses which isn't just low but is absolutely a joke, to get that bonus which doesn't last but 10 seconds perhaps we have to critical heal, now most of us will only carry one healing spell typically astral shield which takes awhile to cool down which means we have severe trouble even trying to get the defense bonuses that suck up our points... but if we do get those benefits, it doesn't even matter we are still going to be killed just as quickly
31.4% DR by Def (2770) + 6% DR by AC (12) + 11% by Foresight = 48,4% DR and like 10% deflect chance
my GF in comparision with 35.2% (3908, what a joke at diminishing returns regarding Def) + 11% and ~7% by feat got barely more and tbh I liked tanking adds more on my DC than I do it on my GF. Giving DC even more defense? Nah, it's fine. Maybe 1 or 2 different more dmg focused encounter but however, making them a good dps with decent def AND heal would be to strong. Replacing DoT focused Dmg by more spike dmg would be interesting maybe.
Main prob I see for most DCs is that they are almost only using power/crit/rec items, pushing those stats far over their soft caps instead of trying a more balanced/defensive build without loosing any noticable offense.
that is if you take the second cleric path to and put 5 points in to buff foresight, you take the second path though and you are giving up quite a lot for something that won't even keep you alive any longer than before given the insane damage, and no one is going to catch a GF when they run away
Has anyone looked at the passives on a cleric??? Want more defenses or maybe to be able to heal yourself and not just your allies? We have a passive that makes our heals 40% less effective on OURSELVES! That's huge. The only fix clerics need is to scale that passive back. I can see why they gave us that to stop us from becoming unkillable heal gods, but 40% is harsh, try 20% and that might be fairer. 20% still nerfs us, but gives us a bit more defense too.
Has anyone looked at the passives on a cleric??? Want more defenses or maybe to be able to heal yourself and not just your allies? We have a passive that makes our heals 40% less effective on OURSELVES! That's huge. The only fix clerics need is to scale that passive back. I can see why they gave us that to stop us from becoming unkillable heal gods, but 40% is harsh, try 20% and that might be fairer. 20% still nerfs us, but gives us a bit more defense too.
lol, we are being one hit and slaughtered in PvP and you think healing alone is going to be a fix... I don't care if I can heal my cleric up every couple seconds its still going to be slaughtered in PvP
Maybe learn to play. Every cleric i have seen complaining are the same clerics who thing GS is important. If you have trouble staying alive as a cleric then you are doing something very very wrong. If they were to give clerics full healing to self then we would never be killed.
The problem is that a majority of people are still trying to play the cleric just like an old school healer. They are trying to get big heals and relying purely on healing as big as possible. This is not what the cleric should be doing. In PvE astral shield is more then enough to keep most people at full HP most of the time. The danger comes from someone being hit by massive spike damage, either from a boss or mass adds. Damage mitigation is far more important, no matter how much power and crit you stack you are never going to be more effective then a potion at quickly getting someones HP back. You should be concentrating on keeping people at full HP, which is any easy task with just astral, Temp HP is wonderful and worth far more then heals, essentially it is a heal that goes above max HP (it can also give a GF 15% more dmg if he has the feat) and finally DMG resist and defense which is taken care of with astral, foresight and continuous dailies.
PvP is a bit different clerics should really spend most of their time at the mid point being involved in as many big fights as possible. Astral is of course a must and a well placed divine glow can be just as damaging. PvP requires even less healing since spike dmg is even more prevalent, no amount of crit heals is going to save the guy on 3k hp from the TR... divine armor might though. Clerics get targeted first so often that extra defense and HP is even more important.
Basically I cry whenever I see a DC in chat with his 11+k GS, every time I check it is always someone with 4000+ crit. Crit is such a waste on a cleric, not only does Astral not crit you get plenty just from your armor. When a cleric dies his team dies, it does not matter if you crit 7-8% more of the time if you cannot survive being attacked by a single GF of take hit from a boss or some adds.
Maybe learn to play. Every cleric i have seen complaining are the same clerics who thing GS is important. If you have trouble staying alive as a cleric then you are doing something very very wrong. If they were to give clerics full healing to self then we would never be killed.
The problem is that a majority of people are still trying to play the cleric just like an old school healer. They are trying to get big heals and relying purely on healing as big as possible. This is not what the cleric should be doing. In PvE astral shield is more then enough to keep most people at full HP most of the time. The danger comes from someone being hit by massive spike damage, either from a boss or mass adds. Damage mitigation is far more important, no matter how much power and crit you stack you are never going to be more effective then a potion at quickly getting someones HP back. You should be concentrating on keeping people at full HP, which is any easy task with just astral, Temp HP is wonderful and worth far more then heals, essentially it is a heal that goes above max HP (it can also give a GF 15% more dmg if he has the feat) and finally DMG resist and defense which is taken care of with astral, foresight and continuous dailies.
PvP is a bit different clerics should really spend most of their time at the mid point being involved in as many big fights as possible. Astral is of course a must and a well placed divine glow can be just as damaging. PvP requires even less healing since spike dmg is even more prevalent, no amount of crit heals is going to save the guy on 3k hp from the TR... divine armor might though. Clerics get targeted first so often that extra defense and HP is even more important.
Basically I cry whenever I see a DC in chat with his 11+k GS, every time I check it is always someone with 4000+ crit. Crit is such a waste on a cleric, not only does Astral not crit you get plenty just from your armor. When a cleric dies his team dies, it does not matter if you crit 7-8% more of the time if you cannot survive being attacked by a single GF of take hit from a boss or some adds.
AS not getting crit is a huge problem as many of the skills clerics have to put points into only activate when heals critical and to have both AS and healing word slotted means you have nothing left to really attack with. You also mention defense, of which clerics lack, they can get defense points up but they only offer clerics about 35% damage deduction, 40% if you push it, and that doesn't even keep pace with how much damage scales upwards. Other classes that are expected to draw and hold mobs get something like 40% dodge to go along with their 40% defense and ability to heal up with dailies. Clerics don't get blocking, they are lucky to have 4%. Seems like the other classes also get stealth and movement advantage, what does the cleric get?
Comments
I do agree, we need some defenses instead of the lame dodge. we should have a temp increase in defense for instance.
my GF in comparision with 35.2% (3908, what a joke at diminishing returns regarding Def) + 11% and ~7% by feat got barely more and tbh I liked tanking adds more on my DC than I do it on my GF. Giving DC even more defense? Nah, it's fine. Maybe 1 or 2 different more dmg focused encounter but however, making them a good dps with decent def AND heal would be to strong. Replacing DoT focused Dmg by more spike dmg would be interesting maybe.
Main prob I see for most DCs is that they are almost only using power/crit/rec items, pushing those stats far over their soft caps instead of trying a more balanced/defensive build without loosing any noticable offense.
our talents we get to put points in gives 5% defense bonuses which isn't just low but is absolutely a joke, to get that bonus which doesn't last but 10 seconds perhaps we have to critical heal, now most of us will only carry one healing spell typically astral shield which takes awhile to cool down which means we have severe trouble even trying to get the defense bonuses that suck up our points... but if we do get those benefits, it doesn't even matter we are still going to be killed just as quickly
that is if you take the second cleric path to and put 5 points in to buff foresight, you take the second path though and you are giving up quite a lot for something that won't even keep you alive any longer than before given the insane damage, and no one is going to catch a GF when they run away
lol, we are being one hit and slaughtered in PvP and you think healing alone is going to be a fix... I don't care if I can heal my cleric up every couple seconds its still going to be slaughtered in PvP
The problem is that a majority of people are still trying to play the cleric just like an old school healer. They are trying to get big heals and relying purely on healing as big as possible. This is not what the cleric should be doing. In PvE astral shield is more then enough to keep most people at full HP most of the time. The danger comes from someone being hit by massive spike damage, either from a boss or mass adds. Damage mitigation is far more important, no matter how much power and crit you stack you are never going to be more effective then a potion at quickly getting someones HP back. You should be concentrating on keeping people at full HP, which is any easy task with just astral, Temp HP is wonderful and worth far more then heals, essentially it is a heal that goes above max HP (it can also give a GF 15% more dmg if he has the feat) and finally DMG resist and defense which is taken care of with astral, foresight and continuous dailies.
PvP is a bit different clerics should really spend most of their time at the mid point being involved in as many big fights as possible. Astral is of course a must and a well placed divine glow can be just as damaging. PvP requires even less healing since spike dmg is even more prevalent, no amount of crit heals is going to save the guy on 3k hp from the TR... divine armor might though. Clerics get targeted first so often that extra defense and HP is even more important.
Basically I cry whenever I see a DC in chat with his 11+k GS, every time I check it is always someone with 4000+ crit. Crit is such a waste on a cleric, not only does Astral not crit you get plenty just from your armor. When a cleric dies his team dies, it does not matter if you crit 7-8% more of the time if you cannot survive being attacked by a single GF of take hit from a boss or some adds.
AS not getting crit is a huge problem as many of the skills clerics have to put points into only activate when heals critical and to have both AS and healing word slotted means you have nothing left to really attack with. You also mention defense, of which clerics lack, they can get defense points up but they only offer clerics about 35% damage deduction, 40% if you push it, and that doesn't even keep pace with how much damage scales upwards. Other classes that are expected to draw and hold mobs get something like 40% dodge to go along with their 40% defense and ability to heal up with dailies. Clerics don't get blocking, they are lucky to have 4%. Seems like the other classes also get stealth and movement advantage, what does the cleric get?