Ouch! Even healer's AP? You sure it wasn't one of those exotic reduced Recovery mobs but not actual AP drain, which conceptually makes almost no sense. It would be like having a mob that drains your Rage meter in WoW or something. Mana and life drains make sense since you start with that resource.
No, it's AP. I know the things he's talking about. They're in the new campaign. I think they're called Witherers. They're not a big deal really. Just trash.
Been doing some testing myself. Soothing Light can actually proc Repurpose Soul (and with Healer's Lore slotted the overall result is a massive stream of healing - it's a gamble but at least we have that option). Also, a lot of the time you don't actually need to heal anything for some of our healing procs to work. You just have to be in combat (ie, you can trigger Linked Spirit on you and your allies if you use any of your at-wills on an enemy target before using divine Sunburst/Bastion of Health). Finally if you want your healing skills to generate AP (especially Astral Shield, which is one of our strongest AP generators) you need to be "in combat" before casting them. The best way to do this is to deal damage (while receiving damage/healing damage also works, imo we should be more proactive on this one). Note that the state if being "in combat" goes away if you stop attacking/taking damage (it seems to do this even when the rest of your group is still busy fighting) so you'll want to attack every so often to guarantee that all your healing encounter casts are generating AP.
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I noticed when I was testing some stuff out that Guardian of Faith (Daily) will proc linked spirit if cast in divine mode
The heal from it, you mean. GoF is a skill I forgot about (mainly because no one uses it once they reach flame strike) but it isn't really high on my list of priorities to check out, although I'd be interested to see what else it's heal procs.
Been doing some testing myself. Soothing Light can actually proc Repurpose Soul (and with Healer's Lore slotted the overall result is a massive stream of healing - it's a gamble but at least we have that option). Also, a lot of the time you don't actually need to heal anything for some of our healing procs to work. You just have to be in combat (ie, you can trigger Linked Spirit on you and your allies if you use any of your at-wills on an enemy target before using divine Sunburst/Bastion of Health). Finally if you want your healing skills to generate AP (especially Astral Shield, which is one of our strongest AP generators) you need to be "in combat" before casting them. The best way to do this is to deal damage (while receiving damage/healing damage also works, imo we should be more proactive on this one). Note that the state if being "in combat" goes away if you stop attacking/taking damage (it seems to do this even when the rest of your group is still busy fighting) so you'll want to attack every so often to guarantee that all your healing encounter casts are generating AP.
Thanks for the useful combat state info.
Repurpose Soul is already listed under Soothing Light. Also, if you aren't attacking practically all the time (seal, flame, bots, sb), you're doing it wrong anyway.
Rebumping. Some information may not currently be valid, I guess, but still: rebumping.
Yea, I suspect an overhaul is in order. Particularly in regard to AS (if the patch notes are to be believed - haven't played yet). I'll do an update soon-ish. If I notice anything changed while playing my current spec, I'll update that anyway.
Feel free to chip in
Just a quick update to add a brief note about Sovereign Justice and to say that after a brief check, the info in this list still seems to be correct. So for now, consider this list mostly up to date (still need to check one or two things). If anyone sees anything they think has changed or is incorrect then let me know and I'll check it and update.
New paragon: Anointed champion
Power:
Exaltation: procs feats and class feature like Healing word
Features:
Anointed Holy Symbol: procs with any power in divine mode, several skill with cast-1sec-tab trick, the temp hp given is not a constant amount and will vary each time (200-400 more or less), doesn't stack.
cast-tab skills: sunburst, searing light, chains, daunting light, bastion
At-will:
Blessing of Battle: the buff applied even u cancel animation, use other skill after use BoB, interrupted by cc powers and dodging after casting BoB will apply buff WITHOUT attacking with the slow animation.
Updates:
Forgemaster Flame in Div mode will proc Linked Spirit.
Forgemaster Flame in Div mode proc cleanse (1st tick only)
Astral seal doesn't give Linked spirit after cast-tab, instead when astral seal's heals proc, if u are in div mode then only the linked spirit feat will apply. If in full hp, astral seal wont heals, so even u in div mode, linked spirit doesn't activate.
Kindly update soon for those newcomers, thank you.
New paragon: Anointed champion
Power:
Exaltation: procs feats and class feature like Healing word
Features:
Anointed Holy Symbol: procs with any power in divine mode, several skill with cast-1sec-tab trick, the temp hp given is not a constant amount and will vary each time (200-400 more or less), doesn't stack.
cast-tab skills: sunburst, searing light, chains, daunting light, bastion
At-will:
Blessing of Battle: the buff applied even u cancel animation, use other skill after use BoB, interrupted by cc powers and dodging after casting BoB will apply buff WITHOUT attacking with the slow animation.
Updates:
Forgemaster Flame in Div mode will proc Linked Spirit.
Forgemaster Flame in Div mode proc cleanse (1st tick only)
Astral seal doesn't give Linked spirit after cast-tab, instead when astral seal's heals proc, if u are in div mode then only the linked spirit feat will apply. If in full hp, astral seal wont heals, so even u in div mode, linked spirit doesn't activate.
Kindly update soon for those newcomers, thank you.
Thanks.
I'm still messing around with AC. I'll update with Exaltation etc. when I've time to confirm things for myself (since it requires hitting preview and changing feats around a few times)
Re. Seal; it is clear in the initial post that a condition of it proccing Linked is that it has to heal.
As for AHS and BoB, well, different topic rly.
0
nwnghostMember, Moderators, Neverwinter Beta Users, Neverwinter Knight of the Feywild UsersPosts: 0Arc User
edited December 2013
Been doing some thinking about Healing Action - does it stack additively or multiplicatively?
I.e. x1.05 of your bonus AP gain or +5% of your bonus AP gain
I know that the GWF Unstoppable action is additive and the GF/TR/CW ones are multiplicative
*Healing Action maxed out adds 5% of the action points you would get without it. So, for instance, if your Bastion of Health would normally add 13% ap, with Healing Action maxed it would give 13.65% ap. The one upside to this rubbishness is that the ap meter rounds up, so you would get 14% on the meter.
It seems to round up even if the % added is below 0.5 ie. Healing word gives you 7% without Healing Action, with it you would get 8% despite it actually being 7.35% (although this assumes that the original 7% wasn't rounded off).
Bear in mind though that some of the applicable spells generate more AP depending on circumstances.
0
nwnghostMember, Moderators, Neverwinter Beta Users, Neverwinter Knight of the Feywild UsersPosts: 0Arc User
edited January 2014
Hi scozzers,
I wasn't sure if that was out of date or not because on your website you then wrote that Healing Action was actually horrible because it only visually rounds up, it doesn't actually round up (meaning that the previously advocated 1 point Healing Action was a bad idea)
Thanks for confirming that it works additively, so it basically makes 30% faster AP gain with Healing Action 5 a 35% faster AP gain when casting healing spells.
With Healing Word having faster cooldowns now, this might actually be quite worthwhile.
josiahiyonMember, NW M9 PlaytestPosts: 396Arc User
edited January 2014
I tested this with 10 healing words w/ 0, 1, and 5 in Healing Action. Returns: 78%, 79%, 82%. Pretty consistent with the additive explanation, although more tests needed to remove noise as potential explanation. I didn't see a similar additive impact with Astral Shield, though probably needs more testing.
how does second sight work?
"when prophecy of dooms end it disperses 25% of the damage as heal"
what damage? (my or all party damage)
and what is exactly end? do I have to kill or just wait till debuff end
how does second sight work?
"when prophecy of dooms end it disperses 25% of the damage as heal"
what damage? (my or all party damage)
and what is exactly end? do I have to kill or just wait till debuff end
It's what it sounds like. The damage inflicted by Prophecy of Doom's expiration will proc an AoE heal centered on the target. Naturally this doesn't happen if the target dies before Prophecy runs its course.
It's a fairly poor feat that requires you to slot a not-so-useful power.
grimslawMember, Neverwinter Beta Users, Neverwinter Knight of the Feywild UsersPosts: 43
edited January 2014
Has there been any testing done on the final dread ring boon? I looked and if I missed apologizes. I am sure its probably worthless but since I am all heal specced it be nice to be throwing a bit of damage as an added bonus.
It's what it sounds like. The damage inflicted by Prophecy of Doom's expiration will proc an AoE heal centered on the target. Naturally this doesn't happen if the target dies before Prophecy runs its course.
It's a fairly poor feat that requires you to slot a not-so-useful power.
but prophecy of doom has no damage...
and the main point is killing the target before its end....
so far as I poorly checked its probably the best debuff (but very long casting time and cool time)
but prophecy of doom has no damage...
and the main point is killing the target before its end....
so far as I poorly checked its probably the best debuff (but very long casting time and cool time)
Nope, if it expires before the target dies, the target takes a spike of damage. Not a lot, given the cast time and cooldown, but not an insignificant amount. Test it on the training dummies.
I wasn't sure if that was out of date or not because on your website you then wrote that Healing Action was actually horrible because it only visually rounds up, it doesn't actually round up (meaning that the previously advocated 1 point Healing Action was a bad idea)
Thanks for confirming that it works additively, so it basically makes 30% faster AP gain with Healing Action 5 a 35% faster AP gain when casting healing spells.
With Healing Word having faster cooldowns now, this might actually be quite worthwhile.
Hi.
Firstly, that isn't my website
Secondly, I chose to trust the visual AP representation since visually when it hits 100 visually I visually get my daily XD
The point of that whole thing is that when 5% only adds 0.65% (for example) and the meter rounds that up (always, even if it's below 0.5) then there's not really much point in using more than one point/percent.
AP gain for a particualr skill can vary though ie. crit vs non crit, combat vs out of combat, did the skill actually heal etc. so more points aren't entirely wasted if you don't need them elsewhere, it's just that you pretty much get the best of that feat with one point. I ran 3/5 for a month or so and recently just went back to 1/5 and haven't felt those points loss so far.
I tested this with 10 healing words w/ 0, 1, and 5 in Healing Action. Returns: 78%, 79%, 82%. Pretty consistent with the additive explanation, although more tests needed to remove noise as potential explanation. I didn't see a similar additive impact with Astral Shield, though probably needs more testing.
As I've mentioned before, I think the "Heals" mentioned in Healing Action's text (and some other feats) are those powers that heal both in and out of Divine mode, which AS doesn't do.
Sunburst is most likely the power to make the most of extra points in Healing Action.
Has there been any testing done on the final dread ring boon? I looked and if I missed apologizes. I am sure its probably worthless but since I am all heal specced it be nice to be throwing a bit of damage as an added bonus.
I haven't reached that 5th tier yet. Which particular boon and what testing?
0
nwnghostMember, Moderators, Neverwinter Beta Users, Neverwinter Knight of the Feywild UsersPosts: 0Arc User
edited January 2014
Based on josiah's tests though, its likely best to go 0 or 5 since after 10 casts the difference with 1 point was 1, as opposed to 10% if the % bonus was rounding
Based on josiah's tests though, its likely best to go 0 or 5 since after 10 casts the difference with 1 point was 1, as opposed to 10% if the % bonus was rounding
I don't see why. At 1 point he gained 1/100 (even though it was probably more like 0.7 (0.07 x 10) - the aforementioned rounding up) at 5 points he gained 4/100 (without it, it would be more like 3.5 (0.35 x 10)). I don't think Healing Word is the power to make this feat shine though tbh.
For me it's like this: What you get for 1 point, is worth 1 point. What you get for 5 points (taking into consideration those points have to come from other feats) is not worth 5 points. Not being human, the most I can realistically spare is 3 points but after trying it I think I prefer to have 2 of those points elsewhere. Time will tell.
YMMV though, particularly, I suspect, if you hit multiple allies with SB a lot, so give it a go at 5 if you don't want/need those points in other feats.
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josiahiyonMember, NW M9 PlaytestPosts: 396Arc User
edited January 2014
Just ran a quick Sunburst test. 5 sunbursts in mobs of 10+. Result: 31% AP without Healing Action, 33% with 5 points Healing Action. Probably some rounding, as 33/31 = 6.5% and I'd expect 5%.
Just ran a quick Sunburst test. 5 sunbursts in mobs of 10+. Result: 31% AP without Healing Action, 33% with 5 points Healing Action. Probably some rounding, as 33/31 = 6.5% and I'd expect 5%.
Healing multiple allies with SB (ie they're missing hp so you actually heal and preferably in combat) is where I'd expect to see the biggest gains from points in HA, not from hitting mobs with SB's damage component and just healing yourself. It's a tricky one to test just off the cuff.
0
josiahiyonMember, NW M9 PlaytestPosts: 396Arc User
edited January 2014
Good point. I'll try to get a party of 5 to join the test server, go to Hotenow, and stand still in a crowd of 10+ dwarves for a few minutes while i test. Hopefully won't take too long.
Good point. I'll try to get a party of 5 to join the test server, go to Hotenow, and stand still in a crowd of 10+ dwarves for a few minutes while i test. Hopefully won't take too long.
Good luck. If you need an extra body, let me know.
Try and test HW under the same circumstances too if you have the time/patience (you won't need all 5 people for that).
Comments
No, it's AP. I know the things he's talking about. They're in the new campaign. I think they're called Witherers. They're not a big deal really. Just trash.
The heal from it, you mean. GoF is a skill I forgot about (mainly because no one uses it once they reach flame strike) but it isn't really high on my list of priorities to check out, although I'd be interested to see what else it's heal procs.
Thanks for the useful combat state info.
Repurpose Soul is already listed under Soothing Light. Also, if you aren't attacking practically all the time (seal, flame, bots, sb), you're doing it wrong anyway.
Yea, I suspect an overhaul is in order. Particularly in regard to AS (if the patch notes are to be believed - haven't played yet). I'll do an update soon-ish. If I notice anything changed while playing my current spec, I'll update that anyway.
Feel free to chip in
I got it listed in the class info sticky here. Should be fairly easy to find now.
Power:
Exaltation: procs feats and class feature like Healing word
Features:
Anointed Holy Symbol: procs with any power in divine mode, several skill with cast-1sec-tab trick, the temp hp given is not a constant amount and will vary each time (200-400 more or less), doesn't stack.
cast-tab skills: sunburst, searing light, chains, daunting light, bastion
At-will:
Blessing of Battle: the buff applied even u cancel animation, use other skill after use BoB, interrupted by cc powers and dodging after casting BoB will apply buff WITHOUT attacking with the slow animation.
Updates:
Forgemaster Flame in Div mode will proc Linked Spirit.
Forgemaster Flame in Div mode proc cleanse (1st tick only)
Astral seal doesn't give Linked spirit after cast-tab, instead when astral seal's heals proc, if u are in div mode then only the linked spirit feat will apply. If in full hp, astral seal wont heals, so even u in div mode, linked spirit doesn't activate.
Kindly update soon for those newcomers, thank you.
Thanks.
I'm still messing around with AC. I'll update with Exaltation etc. when I've time to confirm things for myself (since it requires hitting preview and changing feats around a few times)
Re. Seal; it is clear in the initial post that a condition of it proccing Linked is that it has to heal.
As for AHS and BoB, well, different topic rly.
I.e. x1.05 of your bonus AP gain or +5% of your bonus AP gain
I know that the GWF Unstoppable action is additive and the GF/TR/CW ones are multiplicative
From 1st page:
Also - http://clericguide.com/healing-action/
Bear in mind though that some of the applicable spells generate more AP depending on circumstances.
I wasn't sure if that was out of date or not because on your website you then wrote that Healing Action was actually horrible because it only visually rounds up, it doesn't actually round up (meaning that the previously advocated 1 point Healing Action was a bad idea)
Thanks for confirming that it works additively, so it basically makes 30% faster AP gain with Healing Action 5 a 35% faster AP gain when casting healing spells.
With Healing Word having faster cooldowns now, this might actually be quite worthwhile.
Halfling - Devoted Cleric - Divine Oracle
Neverwinter Tribunal
<Genocidal Tendencies>
www.genotendencies.enjin.com
Iyon the Dark
"when prophecy of dooms end it disperses 25% of the damage as heal"
what damage? (my or all party damage)
and what is exactly end? do I have to kill or just wait till debuff end
It's what it sounds like. The damage inflicted by Prophecy of Doom's expiration will proc an AoE heal centered on the target. Naturally this doesn't happen if the target dies before Prophecy runs its course.
It's a fairly poor feat that requires you to slot a not-so-useful power.
Contagion - Cleric
Testament - Wizard
Pestilence - Ranger
Dominion - Paladin
NIGHTSWATCH
but prophecy of doom has no damage...
and the main point is killing the target before its end....
so far as I poorly checked its probably the best debuff (but very long casting time and cool time)
Nope, if it expires before the target dies, the target takes a spike of damage. Not a lot, given the cast time and cooldown, but not an insignificant amount. Test it on the training dummies.
Hi.
Firstly, that isn't my website
Secondly, I chose to trust the visual AP representation since visually when it hits 100 visually I visually get my daily XD
The point of that whole thing is that when 5% only adds 0.65% (for example) and the meter rounds that up (always, even if it's below 0.5) then there's not really much point in using more than one point/percent.
AP gain for a particualr skill can vary though ie. crit vs non crit, combat vs out of combat, did the skill actually heal etc. so more points aren't entirely wasted if you don't need them elsewhere, it's just that you pretty much get the best of that feat with one point. I ran 3/5 for a month or so and recently just went back to 1/5 and haven't felt those points loss so far.
Yep, that's fine. I will update it at some point.
As I've mentioned before, I think the "Heals" mentioned in Healing Action's text (and some other feats) are those powers that heal both in and out of Divine mode, which AS doesn't do.
Sunburst is most likely the power to make the most of extra points in Healing Action.
I haven't reached that 5th tier yet. Which particular boon and what testing?
I don't see why. At 1 point he gained 1/100 (even though it was probably more like 0.7 (0.07 x 10) - the aforementioned rounding up) at 5 points he gained 4/100 (without it, it would be more like 3.5 (0.35 x 10)). I don't think Healing Word is the power to make this feat shine though tbh.
For me it's like this: What you get for 1 point, is worth 1 point. What you get for 5 points (taking into consideration those points have to come from other feats) is not worth 5 points. Not being human, the most I can realistically spare is 3 points but after trying it I think I prefer to have 2 of those points elsewhere. Time will tell.
YMMV though, particularly, I suspect, if you hit multiple allies with SB a lot, so give it a go at 5 if you don't want/need those points in other feats.
Iyon the Dark
Healing multiple allies with SB (ie they're missing hp so you actually heal and preferably in combat) is where I'd expect to see the biggest gains from points in HA, not from hitting mobs with SB's damage component and just healing yourself. It's a tricky one to test just off the cuff.
Iyon the Dark
Good luck. If you need an extra body, let me know.
Try and test HW under the same circumstances too if you have the time/patience (you won't need all 5 people for that).