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Divine Glow

rnewton8rnewton8 Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 131 Bounty Hunter
edited August 2013 in The Temple
Does anyone use Divine glow for T2 dungeon runs.

I usually run AS, sunburst (for ap and div) and bastion of health for the link spirit divine buf in T2 dungeons. And also Hallowed ground feated and ususally foresight feated as well.

But sometimes during the trash fights especailly, i swap out bastion of health for divine glow to give ppl increased damage, when they are not needing a whole lot of healing due to all the damage mit from AS, Hallowed ground and foresight.

Anyone one else use Divine Glow as as situtational encounter to give damage buff in T2 dungeons? is the damage increase worth it if u have 3 points in it?

Without sunburst i wouldnt have enough divinity, so if im using divine glow i also have to use sunburst, and AS.
Post edited by rnewton8 on

Comments

  • fondlezfondlez Member Posts: 0 Arc User
    edited August 2013
    I rarely use Divine Glow in Divinity mode because it works out mathematically you need to hit two or more people to gain a benefit over normal Divine Glow. Given how small the targetting circle for the spell is, this is rarely an option, especially on boss fights.

    However, I do use normal Divine Glow almost all the time, so it acts as a secondary Divinity generator. Default encounter bar for everything: Sunburst/Divine Glow/Astral Shield.

    This is not a playstyle most Clerics use or are comfortable with. Because it demands anticipating damage, high mobility and heavy use of Astral Seal and Divine Armor as fillers. I only heal Castle Never these days, but that has been my build in all T2s after they fixed Divine Glow to not splat your allies mitigation!
  • diogene0diogene0 Member Posts: 2,894 Arc User
    edited August 2013
    I use it when i help guildies doing T1. I also use it during the temple of the spider boss fight. Might find it useful in FH/last boss if there's a GF and if the CW isn't getting too much aggro. That's a lot of "ifs" though so i don't do it. Most of the times, your team will have a smoother run if you use only heals during T2. Not that they can't drink pots, but sometimes, it's just neat not to that.
  • seisem2seisem2 Member, Neverwinter Beta Users, Neverwinter Knight of the Feywild Users Posts: 0 Arc User
    edited August 2013
    I don't use DG or Hallowed Ground. I get a lot of flack from people, but when they realize how focused and good I am at healing they don't question it. For me, Hallowed Ground is a handicap when keeping them alive is what is most important.
    Seisem - DC 13K GS
    Catalina Erantzo - GWF 13.9K GS

    <Future> Guild on Dragon - Legit Non Exploit Guild (We are always recruiting great players)

    Future Guild Recruitment Thread: http://nw-forum.perfectworld.com/showthread.php?475381-lt-Future-gt-Legit-Non-Exploit-Guild-Recruiting
  • diogene0diogene0 Member Posts: 2,894 Arc User
    edited August 2013
    seisem2 wrote: »
    I don't use DG or Hallowed Ground. I get a lot of flack from people, but when they realize how focused and good I am at healing they don't question it. For me, Hallowed Ground is a handicap when keeping them alive is what is most important.

    Since deepstone blessing is a no-brainer on a cleric, well, it's obvious that hallowed ground may not be the optimal spell. It's only viable as a long-range healing, when you don't have anthing else available, and imo it's more interesting not to invest 5 feat points in the heal given by this spell.
  • bootyjoosbootyjoos Member, Neverwinter Beta Users Posts: 54
    edited August 2013
    I always use Divine Glow (and unfeated Hallowed Ground) as much as possible, everywhere, except at a couple boss fights (Spellplague, Castle Never) where it seems likely for the wizards to die unless I give more heals. And even there, if things are going smoothly, I'll swap out for Divine Glow. I use it in divine mode whenever I have ~1.6 or more pips of divinity, depending on how soon I can Sunburst or Astral Shield.

    I usually party with one or two friends and pugs.
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