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New Cleric Build DPS/Heal - Advice

baronvonboombaronvonboom Member Posts: 536 Arc User
edited July 2013 in The Temple
Hey peoples

Just started my 3rd toon as a Cleric an I gotta say im loving it so far, only level 12 but loving the ranged attacks/heals and the way it plays so differently from my 60 TR & 60 GWF..

Anyways i know there is a list of master builds that i can look at but im just after any advice with regards to best: At Wills/ Encounters etc

Looking to build a kind of hybrid DPS/Heal so any advice is really appreciated

Cheers
Post edited by baronvonboom on

Comments

  • derpaderpistderpaderpist Member, Neverwinter Beta Users Posts: 0 Arc User
    edited July 2013
    Hey peoples

    Just started my 3rd toon as a Cleric an I gotta say im loving it so far, only level 12 but loving the ranged attacks/heals and the way it plays so differently from my 60 TR & 60 GWF..

    Anyways i know there is a list of master builds that i can look at but im just after any advice with regards to best: At Wills/ Encounters etc

    Looking to build a kind of hybrid DPS/Heal so any advice is really appreciated

    Cheers

    Every cleric is a dps/support ( regardless of the build ) . Get your ARP ( armor penetration ) high and you'll see what i'm talking about .
    " We live in an age of the cheaply made, disposable, high priced junk. " - theunwarshed
  • pinkleetpinkleet Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 26 Arc User
    edited July 2013
    Wait till you get to 30. Your dps comparing to other classes will start sucking, and the heals as well. From that level range every level will be just a slipery slope, less dmg, less heals. And don't forget to pug few dungeons. Tanking the whole room while trying to heal is just fun...This game blows for clerics. HARD. Not only because we are gimped, but also because of the 100's of freaking adds that glue to you ALL THE TIME. If you like masohism than pls have fun...
  • tyrtallowtyrtallow Member, NW M9 Playtest Posts: 747 Arc User
    edited July 2013
    Ignore grandpa pinkleet. The days of adds continually getting aggro'd by the heals of a cleric are long gone, these days if at any time you take more aggro than you can comfortably manage the blame falls on the GF, the GWF or the CW. Worst case scenario, threaten to leave and a lot of mobs will magically start ignoring you.

    A DPS/heal cleric is essentially a virtuous cleric, and it's a tricky thing to pull off correctly since you don't want to DPS so much for the sake of topping DPS charts but (strictly) in order to power up your heals/dailies. While faithful seems good for this in paper, Moontouched Hallowed Ground is not really as powerful defense-wise as Divine Armor. And you want Divine Armor up as much as possible.
    There is some flexibility when it comes to your at-wills/encounters. As a cleric with a wider range of options than a passive healer-type cleric you will want to max Brand of the Sun (take the feat for that) and Astral Seal. Basically, if you party needs more heals use Seal. Otherwise, use Brand. For your main at-will choose between Lance of Faith (feated) or Sacred Flame (if you skip the Lance of Faith feat). Your encounter powers depend on how much healing your party needs, or whether you're currently leveling, PvPing, etc. The essentials (for dungeons and ultimately T1s/T2s) are Sunburst, Astral Shield and Forgemaster's Flame. Your essential passive power is Terrifying Insight. Use that to power up your Forgemaster's Flame and AoEs like Sunburst. You may swap it for something else depending on what you want done, but take it and max it. With Terrifying Insight leveling should be a breeze.

    Finally, I suggest taking Righteous Rage of Tempus and Ethereal Boon. Consider taking these two feats even before you start taking Virtuous feats. Trust me on this one. Fast divinity generation is essential for any cleric, but as a virtuous cleric you will be using some powers that will only heal when used in divine mode. This effectively prevents you from taking full advantage of the Divine Fortune power, which for many cleric builds is a core or important failsafe power that allows them to build divinity quickly even in hectic battles. Divine Fortune, unfortunately, will not work on many of the powers your cleric will be using.
    You there. New to the game? Feeling overwhelmed? Maybe you think getting to end-game is impossible for a casual player like yourself, or maybe you just need to be around a community that helps each other stay sane and competitive with the latest news, current trends, random chitchat and most of all LEGIT (that is, we try to keep things fair) gameplay. If you don't mind being around quirky people and the rare occasional drama (one of our prominent TR members is apparently a mafia godfather) join nw_legit_community at http://www.nwlegitcommunity.shivtr.com/forum_threads/2330542.
  • morsitansmorsitans Member, Neverwinter Beta Users Posts: 1,284 Bounty Hunter
    edited July 2013
    tyrtallow wrote: »
    Moontouched Hallowed Ground is not really as powerful defense-wise as Divine Armor. And you want Divine Armor up as much as possible.

    Hallowed ground does provide a hefty attack buff too, though. DA is great if your team tends to kite in random directions at the drop of a hat, or is simply highly mobile, and of course you can get benefit from it even on healthy peeps, but I generally find skills that let me dictate "the fight should be taking place HERE, people" (so astral shield, hallowed ground) are more helpful. And there's that attack buff.

    (plus to be fair I'm not massively specced into all the 'take advantage of temp HP' feats, so again HG is my first choice. I take both, obviously)
  • kattefjaeskattefjaes Neverwinter Beta Users, Neverwinter Hero Users Posts: 2,270 Bounty Hunter
    edited July 2013
    pinkleet wrote: »
    Wait till you get to 30. Your dps comparing to other classes will start sucking, and the heals as well. From that level range every level will be just a slipery slope, less dmg, less heals. And don't forget to pug few dungeons. Tanking the whole room while trying to heal is just fun...This game blows for clerics. HARD. Not only because we are gimped, but also because of the 100's of freaking adds that glue to you ALL THE TIME. If you like masohism than pls have fun...

    It does sound like you haven't tried to heal this since the big balance patch; either that or you pad your group with tunnel vision failrogues and nothing else.

    Personally, I jumped back in after the patch into epic T2s, and it was night and day. My DC, which I had shelved due to it being tiring and annoying to play was suddenly fun again.

    Still, it's always good to meet time travellers. Nice monocle.
  • baqqarabaqqara Member Posts: 41
    edited July 2013
    On that Divine Armor/Hallowed Ground discussion:

    Pair HG with an divine "Divine Glow" while 2 capable rogues are on the boss and just see what it does. No need for def or even healing.

    My 2 cents.
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