Since I reskilled my feats and got Mark of Mending, I am trying to put Healer's Lore into the feature slot, but I've noticed that even with 4 pips of DP, I am having troubles preventing it from running empty very quickly with my current Encounter setup.
My Encounters are:
Sunburst
Astral Shield
Healing Word
As you can see, only Sunburst and Astral Shield when cast non Divine would even build DP without Divine Fortune.
Of course you'd never really want to cast Astral Shield non Divine, leaving Sunburst only.
That makes me less effective with Healer's Lore + Mark of Mending within about 5 mins of a fight than having Divine Fortune in, especially as 1. I tend to overheal and 2. I have a lot less freedom on when to consume vs build DP.
If I replaced Healing Word with a nonhealing DP building spell, I don't have any issues maintaining DP, but I find Healing Word extremely useful for healing people during runs, as everyone tends to be very spread out and of course to long distance heal others who are kiting or simply top people off.
I'm wondering if I pretty much wasted my 3 points in Mark of Mending and should have picked up something else instead?
Which at wills? It matters more than what you have in your spell bar. Brand of the sun isn't optimal, unless you want to care about "which mob should i hit to get my divinity" instead of focusing on the constantly almost dead CW.
I strongly suggest sacred flame + astral seal. It should do the job with sun burst. Don't even use soothing light and save some divinity for emergencies with divine HW. Oh and of course you picked the right heroic feats, didn't you?
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nwnghostMember, Moderators, Neverwinter Beta Users, Neverwinter Knight of the Feywild UsersPosts: 0Arc User
I've noticed the same thing and I was aware of it for my last respec but chose to feat both Foresight and Healer's Lore anyway, knowing that when Healing in parties(aka always) I would not slot both of them at once since Divine Fortune is a MUST have.
While solo and in content severely overgeared I can get away with Foresight and Healer's Lore, optimally though I wouldn't use both anyway since Terrifying Impact is better than Foresight if you just want to burn things down that are beneath you.
The reason I intentionally feated two Class Features which I knew would rarely be used together was for diversity. I am free to slot Foresight, Healer's Lore, Sooth or Prophetic Action in any combination to suit the circumstances.
I have 3/3 Battlewise and seldom use Sooth since I am already so slippery. On occassion I've broken it out but only in special circumstances.
I've healed cn many times with either Foresight or Healer's Lore and I've found Foresight to produce a more pleasant result all around.
Feating Healer's Lore and slotting it will artificially raise your gear score.
In short I got what I wanted out of this spec and know more than when I went in. I will keep experimenting with Healer's Lore and Foresight because either one of them or Moon Touched NEEDS to go...I gave up Enduring Relief in my current spec but it turns out it's a MUST have.
I have Deepstone Blessing for when the party is dominant and all you need do is auto attack with the odd encounter to keep the party up. Deepstone Blessing means you can keep the party up through slightly tougher content in this way than without it(same deal with Power of Life) but Enduring Relief plays a much different though equally important role.
One of these days I might bother to write a guide about it but for now I'll just mention it...Clutch Heals.
When doing large pulls there can be moments where multiple party members come close to death in an instant. There is a ripper in cn that comes to mind as the perfect example....What happens is you pass through a small corridor with traps on the floor and come to a t-section with a reasonably large fight awaiting the party, first on scene always gets caned, usually at least one other person has been hit by traps AND jumps into the fray already at half health. This is a Clutch Heal moment, everything is riding on how well that first string of heals goes off and either you heal every last party member back to full health instantly(excluding yourself, you drink a pot remember) or the party starts reaching for their health potions. I can instantly take everyone to max health no problem. D-AS to reduce incoming damage, D-BoH covers a good 50% of everyones hitpoints(excluding self of course, drink another pot) and a D-HW as needed to take the stragglers to full health, naturally Hallowed Ground is busy doing it's thing and really that's it, the fights done and dusted as far as the cleric is concerned so just fire up the Sacred Flame slow burn and build that divine power back up to 4 pips for the next time you need it.
You are right, Divine Fortune is mandatory when you are running HW,BoH,AS and Godly when running SB,BoH,AS. It is balanced very well too I believe in that it can't be exploited by dps clerics as the boost to divine power is really only impressive with three healing encounters.
Since I reskilled my feats and got Master of Restoration, I am trying to put Healer's Lore into the feature slot, but I've noticed that even with 4 pips of DP, I am having troubles preventing it from running empty very quickly with my current Encounter setup.
My Encounters are:
Sunburst
Astral Shield
Healing Word
As you can see, only Sunburst and Astral Shield when cast non Divine would even build DP without Divine Fortune.
Of course you'd never really want to cast Astral Shield non Divine, leaving Sunburst only.
That makes me less effective with Healer's Lore + Master of Restoration within about 5 mins of a fight than having Divine Fortune in, especially as 1. I tend to overheal and 2. I have a lot less freedom on when to consume vs build DP.
If I replaced Healing Word with a nonhealing DP building spell, I don't have any issues maintaining DP, but I find Healing Word extremely useful for healing people during runs, as everyone tends to be very spread out and of course to long distance heal others who are kiting or simply top people off.
I'm wondering if I pretty much wasted my 4 points in Master of Restoration and should have picked up something else instead?
Could you include more info on your recovery % i am happy with 40% recovery. My usual passives are HF and Foresight when healing mode.
Managing divinity is really one of the burdens of being a cleric but with sunburst i can easily gain AP and divinity quickly, I also use BoTs so that i can kite and i dot many mobs at a time does passively generating me more divinity and AP.
I also time my dailies at gap fillers for my Astral seal down time or lack of divinity. In other words anticipation of gameplay is something i consider a lot.
I hardly use HW now, most often i use bastion, i only use HW if someone is gonna kite, also using the right heal for the right person.... like a cw who's chain cc'ing bunch of mob , Astral shield on her and if she needs a quick top off ...... i use sunburst near her and the mobs she's controlling, chances are my sunburst heal+ repurpose soul heal with give her the healing she needs and def buffs.
Bottom line its a matter of managing your skill rotations, and your team should know when to dodge attacks.
*******
Since bastion of health was ninja-buffed i can use it now
I also use BoTs so that i can kite and i dot many mobs at a time does passively generating me more divinity and AP.
You shouldn't tell people on the official forum that you use BOT's lol
Theoretically you could use Divine Power/PoD depending on the circumstances and hot-swap to quickly build divine power for an opener(which at least with large pulls is the most dangerous time since every mob is still in play and incoming damage is at it's peak). A peak which will not last long if everything is getting knocked off a ledge. I've never found the need for this though.
My Power is quite high though. Using buff potions to test balance I know that a 120 point increase in a stat will give me +.4% Crit(factoring in Severity), +.6% Recovery or +.6% Defense. Power is a lot more difficult to calculate but it's +2.5% on the Character sheet(the +Power value on the character sheet seems completely useless since the DC has no auto-attack and there is no single encounter/At-Will/Daily that actually sees the full 2.5% increase), LoF gets +.6%, SB +.4%, HW +.4%, BoH +.4%.
While I get a slightly larger increase in Heals/Damage per second by increasing Recovery for SB|BoH it does not benefit Healing Word(or LoF|SF but for different reasons) in any way and damage tends to come in bursts so faster cooldowns on heals isn't always the problem. Being able to get people to full health EACH cooldown is much more useful since anyone not at full health is a likely candidate for a one shot knock out.
For these reasons I like Power to be in the lead by a reasonable margin followed by Defense, Recovery and Crit all neck and neck.
While I do get +.6% increase to Crit with the same stat increase once Severity is factored in it drops to .4% which makes it an underpar stat which I have not found the need to gem for yet.
I ran numbers on Vorpals and Holy Avenger, a Vorpal will equalise with and with a Greater/Perfect even push Crit slightly ahead of both Recovery and Defense(remember Power is up to the individual how you want that balanced). Let's say my current Crit is 30% and no vorpal, due to Crit Severity Crit is only really worth +22.5% damage|heals/sec(ignoring Repurpose Soul at this stage). A perfect Vorpal will increase that to 37.5% which is a 15% increase. Holy Avenger gives a flat 19% increase and the 15% damage resistance buff when it procs.
19% - 15% equals 4% so ignoring the effect on Repurpose Soul and the Damage Mitigation buff of Holy Avenger a Perfect Vorpal is 4% less effective than a Holy Avenger when your crit is at 30%.
Remember in order to use a Vorpal you need to LOSE something else, at it's best that's a loss of 20% dps +unknown amounts of AoE from a Perfect Lightning enchantment so that Vorpal has a heck of a lot of work to do just to make up for that 20% damage per hit loss.
This is great for me because Vorpals are way overpriced anyway.
I have BiS gear with Stone of Allure and rank 6 enchantments, and my stats are all normalised with crit only able to reach 28.8% with feats so reaching the >38% Critical strike mark which would make a Vorpal pull into the lead is unlikely without sporting rank 9-10 gems. Even then perhaps impossible without penalising other stats like Power and Recovery resulting in a loss of value to said Crit. If you let Defense go then no doubt crit, recovery and power can all be balanced with crit able to be over 38% but I PUG often and that defense is way too valuable to give up just to make a Vorpal equal to a Holy Avenger.
Unfortunately I have my doubts as to whether Holy Avenger works the way it's supposed to and am unable to confirm if Heals actually see the +19% increase that damage dealing spells do. Pehaps it is worth going the Vorpal route for the increased Repurpose Soul heals(only for the DPS Clerics as for a Faithful Cleric with 3 heal encounters slotted Repurpose Soul heals are trivial) however the Holy Avenger proc is not entirely useless. As has been mentioned before a common high pressure time for Clerics to contribute is on huge pulls with Wizards trying to grab untold numbers of mobs at once. The 1 minute cooldown on the proc is trivial because the fight will be mostly over and done with before the proc itself even expires and while it is up with Astral Shield, Divine Armor and whatever other mitigation buffs happen to be floating around it is probably possible to get even the frail little magic users up to the mitigation cap.
Honestly the DP mechanic is <font color="orange">HAMSTER</font>. It should regenerate over time. The goal was to make it so we wouldn't be pure healers, and have to get involved in the "action" aspect of the game, but it's a complete failure because in any T2 content, just to get through it, we have to go to full-on healing mode. Apparently we were better before the "balance" patch, because a full out healing cleric made certain content "trivial". So the fix was to nerf the cleric to the point that the full-on extreme heal spec was the power of a "baseline" cleric. So now we have to go full-heals just to get the job done, and everything else about our class it's just pointless.
Honestly, they need to remove Astral Shield entirely, and adjust mechanics to balance it out. It's super OP, but yet all the end-game content was balanced around it being normal fare. There are a million ways to fix the problem, but I doubt it will ever happen. I mean, look at the Character Creation for the DC sometime. It says our tab ability changes between the friendly and harmful version of our right click power. Heh. As if Punishing Light were baseline right-click, switching to Soothing Light when we tab. But what we got instead was some kind of ******* Spell Mastery system the requires us to pew pew stuff (with pitiful damage) before we can do anything useful.
You shouldn't tell people on the official forum that you use BOT's lol
Theoretically you could use Divine Power/PoD depending on the circumstances and hot-swap to quickly build divine power for an opener(which at least with large pulls is the most dangerous time since every mob is still in play and incoming damage is at it's peak). A peak which will not last long if everything is getting knocked off a ledge. I've never found the need for this though.
My Power is quite high though. Using buff potions to test balance I know that a 120 point increase in a stat will give me +.4% Crit(factoring in Severity), +.6% Recovery or +.6% Defense. Power is a lot more difficult to calculate but it's +2.5% on the Character sheet(the +Power value on the character sheet seems completely useless since the DC has no auto-attack and there is no single encounter/At-Will/Daily that actually sees the full 2.5% increase), LoF gets +.6%, SB +.4%, HW +.4%, BoH +.4%.
While I get a slightly larger increase in Heals/Damage per second by increasing Recovery for SB|BoH it does not benefit Healing Word(or LoF|SF but for different reasons) in any way and damage tends to come in bursts so faster cooldowns on heals isn't always the problem. Being able to get people to full health EACH cooldown is much more useful since anyone not at full health is a likely candidate for a one shot knock out.
For these reasons I like Power to be in the lead by a reasonable margin followed by Defense, Recovery and Crit all neck and neck.
While I do get +.6% increase to Crit with the same stat increase once Severity is factored in it drops to .4% which makes it an underpar stat which I have not found the need to gem for yet.
I ran numbers on Vorpals and Holy Avenger, a Vorpal will equalise with and with a Greater/Perfect even push Crit slightly ahead of both Recovery and Defense(remember Power is up to the individual how you want that balanced). Let's say my current Crit is 30% and no vorpal, due to Crit Severity Crit is only really worth +22.5% damage|heals/sec(ignoring Repurpose Soul at this stage). A perfect Vorpal will increase that to 37.5% which is a 15% increase. Holy Avenger gives a flat 19% increase and the 15% damage resistance buff when it procs.
19% - 15% equals 4% so ignoring the effect on Repurpose Soul and the Damage Mitigation buff of Holy Avenger a Perfect Vorpal is 4% less effective than a Holy Avenger when your crit is at 30%.
Remember in order to use a Vorpal you need to LOSE something else, at it's best that's a loss of 20% dps +unkown amounts of AoE from a Perfect Lightning enchantment so that Vorpal has a heck of a lot of work to do just to make up for that 20% damage per hit loss.
This is great for me because Vorpals are way overpriced anyway.
I have BiS gear with Stone of Allure and rank 6 enchantments, and my stats are all normalised with crit only able to reach 28.8% with feats so reaching the >38% Critical strike mark which would make a Vorpal pull into the lead is unlikely without sporting rank 9-10 gems. Even then perhaps impossible without penalising other stats like Power and Recovery resulting in a loss of value to said Crit. If you let Defense go then no doubt crit, recovery and power can all be balanced with crit able to be over 38% but I PUG often and that defense is way too valuable to give up just to make a Vorpal equal to a Holy Avenger.
Unfortunately I have my doubts as to whether Holy Avenger works the way it's supposed to and am unable to confirm if Heals actually see the +19% increase that damage dealing spells do. Pehaps it is worth going the Vorpal route for the increased Repurpose Soul heals(only for the DPS Clerics as for a Faithful Cleric with 3 heal encounters slotted Repurpose Soul heals are trivial) however the Holy Avenger proc is not entirely useless. As has been mentioned before a common high pressure time for Clerics to contribute is on huge pulls with Wizards trying to grab untold numbers of mobs at once. The 1 minute cooldown on the proc is trivial because the fight will be mostly over and done with before the proc itself even expires and while it is up with Astral Shield, Divine Armor and whatever other mitigation buffs happen to be floating around it is probably possible to get even the frail little magic users up to the mitigation cap.
Nothing wrong with BoTs. Provides better DP regen than Sacred Flame if your doing it right and will ultimately provide more dmg too. Of course it's much more involved dotting up mobs all the time which most people don't like and even though the temp HP from sacred flame is minimal it can still be useful, even more so if you have deepstones.
If your having a hard time getting your Crit over 29% then it sounds like you probably didn't put many points into strength.
Holy Avenger provides a nice buff but the CD makes it only soso. Vorpals aren't even that great for just PVE healing either. I wouldn't recomendo worrying about Weapon enchants to any DC if they don't have all they're other stuff first. A soulfourged is way way more useful for example. Also, the holy avenger buff isn't really need to push people to the mitigation cap, even CW's or TR's. 30% from AS + 30% from HG/DA + 11% from Foresight mean's they've already got 71% dmg mitigation plus they're defence, shield and whatever else. Mitigation cap is 80% so I wouldn't be worrying about Holy Avenger to provide just that 9% to mitigation
Since I reskilled my feats and got Master of Restoration, I am trying to put Healer's Lore into the feature slot, but I've noticed that even with 4 pips of DP, I am having troubles preventing it from running empty very quickly with my current Encounter setup.
My Encounters are:
Sunburst
Astral Shield
Healing Word
As you can see, only Sunburst and Astral Shield when cast non Divine would even build DP without Divine Fortune.
Of course you'd never really want to cast Astral Shield non Divine, leaving Sunburst only.
That makes me less effective with Healer's Lore + Master of Restoration within about 5 mins of a fight than having Divine Fortune in, especially as 1. I tend to overheal and 2. I have a lot less freedom on when to consume vs build DP.
If I replaced Healing Word with a nonhealing DP building spell, I don't have any issues maintaining DP, but I find Healing Word extremely useful for healing people during runs, as everyone tends to be very spread out and of course to long distance heal others who are kiting or simply top people off.
I'm wondering if I pretty much wasted my 4 points in Master of Restoration and should have picked up something else instead?
I use the same encounters, and do not need Divine Fortune unless I know I'm going to be kiting the entire fight. I don't have problems with divinity as long as I can use my at-wills for a few seconds each cycle. I do have 4/5 Etheral Boon rather than Restoration Mastery.
Restoration Mastery has never seemed like an appealing feat to me as a great deal of a cleric's healing cannot crit. In addition, the defense gained is not damage reduction like foresight, but instead literally a percentage of the target's defense skill. So for your typical CW with 1000 defense, you've given him 1050 defense if you happen to crit. It's a paltry increase with only a chance of occurring on some of a cleric's spells.
I have since replaced one of the minor rings with an ancient ring of the same type. have Miracle Healer Gauntlets too but not using them until I can get the feet as well.
I just corrected my OP: I meant Mark of Mending, not Restoration Mastery
I have since replaced one of the minor rings with an ancient ring of the same type. have Miracle Healer Gauntlets too but not using them until I can get the feet as well.
I just corrected my OP: I meant Mark of Mending, not Restoration Mastery
Ok now we have a more clearer picture
DOmain synergy becomes useless at later levels as diminishing returns kick in. Battle wise is also useless
You might want to drop mark of mending and greater divine power and get Ethereal Boon r5 instead.
Moontouched, hmmm well depends on your playstyle i guess, i just really prefer using divine armor more since it lasts longer and my primary goal is to keep my party alive and keep their defenses augmented, not augment they're dmg. (this debate is for another time ) message me if you wanna know why i dont use HG with moontouch anymore.
But since youre using a Temp HP build shouldn't you be using Divine armor more often.
****
Again proper rotation of your skills should be able to keep your divinity up. Sunburst is a great way to generate divinity and AP. Dont use divine sunburst, it will just be a waste of divinity and most probably ruin your CW's chain-control....
I now use bastion (with warding shield) I use the normal version in anticipation of dmg. Whilst the divine version as emergency heal. yes i know before bastion had long CD but now it seems to have been ninja improved. I even use it as a gap filler for Astral shield down time.
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shelendilMember, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 0Arc User
edited August 2013
Deepstone Blessing and Moontouched are a bit at odds with each other, but that's beside the point.
Overall, you shouldn't have trouble maintaining divinity with those feats and skills unless you're throwing out an excessive number of divine healing words. Sometimes I run out of on divinity when I don't switch out of tab and start spamming HW. Make sure you sunburst on cooldown and hit two or more mobs with it. It also could be I'm underestimating the usefulness of Ethereal Boon, but otherwise your setup is very similar to mine.
Nah, ethereal boon is rubbish since they halved the D-gain. Sorry, 'fixed' it. We don't really have any powers spammable and non-situational enough to proc it to useful levels, except perhaps sunburst...and sunburst is absolutely superb at generating D all by itself, so...meh.
I have points in it, but about the only time it's noticably useful is if we have a party wipe and I'm a hair or so short of a pip: I can pop a sunburst or two while we're all applying injury kits etc and it'll get me up to a full pip so at least we don't start a bossfight running on empty.
If you don't pug much, then you probably don't wipe much, in which case...see "meh", above.
Ok so now the problem is clearer, you should try to get 4 points into bountiful fortune and take the greater divine power faithful feat.
You can get rid off toughness, holy resolve, templar's domain, and ta-dah, you have the 3 extra heroic points you need.
Even if you weren't asking for advices about your build itself, you picked too many offensive & defensive feats. Your gear should take care of that (like, more def/HPs for tanking), unless you want to be a dps cleric. You can't do a bit of everything, you have to make a decision: tanking, healing or dps and make your build accordingly. It will help you achieving your goal.
If you can't respec right now to get what you need (and take a more "faithful" build, which is advised for healers), i suggest you get rid off healing word and use divine glow in the meantime, it's not optimal, you'll lose some heal, but it generates a steady amount of divinity and it's an ok spell.
Sometimes I run out of on divinity when I don't switch out of tab and start spamming HW.
You can cast divine HW even if it's on CD, therefore you should use your normal charge counters for additional healing and to generate DP with assuming your using Divine Fortune. Obviously if it's an oh ****! moment you just tab and cast it.
Divine Glow happens to be an amazing spell by far our best spell for speeding up a run
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nwnghostMember, Moderators, Neverwinter Beta Users, Neverwinter Knight of the Feywild UsersPosts: 0Arc User
Ok so now the problem is clearer, you should try to get 4 points into bountiful fortune and take the greater divine power faithful feat.
You can get rid off toughness, holy resolve, templar's domain, and ta-dah, you have the 3 extra heroic points you need.
Even if you weren't asking for advices about your build itself, you picked too many offensive & defensive feats. Your gear should take care of that (like, more def/HPs for tanking), unless you want to be a dps cleric. You can't do a bit of everything, you have to make a decision: tanking, healing or dps and make your build accordingly. It will help you achieving your goal.
If you can't respec right now to get what you need (and take a more "faithful" build, which is advised for healers), i suggest you get rid off healing word and use divine glow in the meantime, it's not optimal, you'll lose some heal, but it generates a steady amount of divinity and it's an ok spell.
I think you were reading my old build.
The nwcalc I posted on this page is the curent build. The one in the linked thread is the old build with mostly current items)
I think you were reading my old build.
The nwcalc I posted on this page is the curent build. The one in the linked thread is the old build with mostly current items)
Ok sorry. So the issue isn't the build. The only possibility is how you play your DC. And where. By where, i mean: where do you stand? Far away from the team? Or on the frontline? If you're not in range to use SB on mobs, then you get no divinity. If you're too close to highgly dangerous mobs, you'll have to dodge all the time and then you won't have time to use at-wills.
I'd also like to know if you often play with GFs. Some of them are a bit weird to heal, especially if they don't use the enforced threat class feature. If you use healing word on them, you'll likely get a lot of attention from mobs.
Do you also experience issues in more specific dungeons, like spellplague? with mega pulls, it's harder to generate divinity. You get way too much aggro (well, everyone does), but without healing fortune you need to keep hitting something for quite some time if you want to get divinity. Get closer to something you should be able to hit without getting aggro, be it the big NPC or the boss, and use your at-wills on it as soon as your encounter powers are on CD.
If you were already doing all this there is another possibility, but i'm not sure you will like it: if you play with the same people every day, they may need to work on their build or game style to take less damage. It might be not enough dodging, people getting out of the blue circles when it's still up and trying to move forward while you still have a 10-12s CD and requiring extra emergency heals you can't afford anymore, or something similar. Actually, your team has to make efforts to let you handle the progression through the dungeon.
It is indeed hard to convince people who are always in a rush to milk dungeons to let you do that, but they have to if your build is based on mitigation and not overhealing. It is indeed a very good option, probably better than overhealing, but you need people to let you do your job, and not running ahead like mad as soon as they think they have an opportunity to do so.
Comments
I strongly suggest sacred flame + astral seal. It should do the job with sun burst. Don't even use soothing light and save some divinity for emergencies with divine HW. Oh and of course you picked the right heroic feats, didn't you?
While solo and in content severely overgeared I can get away with Foresight and Healer's Lore, optimally though I wouldn't use both anyway since Terrifying Impact is better than Foresight if you just want to burn things down that are beneath you.
The reason I intentionally feated two Class Features which I knew would rarely be used together was for diversity. I am free to slot Foresight, Healer's Lore, Sooth or Prophetic Action in any combination to suit the circumstances.
I have 3/3 Battlewise and seldom use Sooth since I am already so slippery. On occassion I've broken it out but only in special circumstances.
I've healed cn many times with either Foresight or Healer's Lore and I've found Foresight to produce a more pleasant result all around.
Feating Healer's Lore and slotting it will artificially raise your gear score.
In short I got what I wanted out of this spec and know more than when I went in. I will keep experimenting with Healer's Lore and Foresight because either one of them or Moon Touched NEEDS to go...I gave up Enduring Relief in my current spec but it turns out it's a MUST have.
I have Deepstone Blessing for when the party is dominant and all you need do is auto attack with the odd encounter to keep the party up. Deepstone Blessing means you can keep the party up through slightly tougher content in this way than without it(same deal with Power of Life) but Enduring Relief plays a much different though equally important role.
One of these days I might bother to write a guide about it but for now I'll just mention it...Clutch Heals.
When doing large pulls there can be moments where multiple party members come close to death in an instant. There is a ripper in cn that comes to mind as the perfect example....What happens is you pass through a small corridor with traps on the floor and come to a t-section with a reasonably large fight awaiting the party, first on scene always gets caned, usually at least one other person has been hit by traps AND jumps into the fray already at half health. This is a Clutch Heal moment, everything is riding on how well that first string of heals goes off and either you heal every last party member back to full health instantly(excluding yourself, you drink a pot remember) or the party starts reaching for their health potions. I can instantly take everyone to max health no problem. D-AS to reduce incoming damage, D-BoH covers a good 50% of everyones hitpoints(excluding self of course, drink another pot) and a D-HW as needed to take the stragglers to full health, naturally Hallowed Ground is busy doing it's thing and really that's it, the fights done and dusted as far as the cleric is concerned so just fire up the Sacred Flame slow burn and build that divine power back up to 4 pips for the next time you need it.
You are right, Divine Fortune is mandatory when you are running HW,BoH,AS and Godly when running SB,BoH,AS. It is balanced very well too I believe in that it can't be exploited by dps clerics as the boost to divine power is really only impressive with three healing encounters.
Could you include more info on your recovery % i am happy with 40% recovery. My usual passives are HF and Foresight when healing mode.
Managing divinity is really one of the burdens of being a cleric but with sunburst i can easily gain AP and divinity quickly, I also use BoTs so that i can kite and i dot many mobs at a time does passively generating me more divinity and AP.
I also time my dailies at gap fillers for my Astral seal down time or lack of divinity. In other words anticipation of gameplay is something i consider a lot.
I hardly use HW now, most often i use bastion, i only use HW if someone is gonna kite, also using the right heal for the right person.... like a cw who's chain cc'ing bunch of mob , Astral shield on her and if she needs a quick top off ...... i use sunburst near her and the mobs she's controlling, chances are my sunburst heal+ repurpose soul heal with give her the healing she needs and def buffs.
Bottom line its a matter of managing your skill rotations, and your team should know when to dodge attacks.
*******
Since bastion of health was ninja-buffed i can use it now
You shouldn't tell people on the official forum that you use BOT's lol
Theoretically you could use Divine Power/PoD depending on the circumstances and hot-swap to quickly build divine power for an opener(which at least with large pulls is the most dangerous time since every mob is still in play and incoming damage is at it's peak). A peak which will not last long if everything is getting knocked off a ledge. I've never found the need for this though.
My Power is quite high though. Using buff potions to test balance I know that a 120 point increase in a stat will give me +.4% Crit(factoring in Severity), +.6% Recovery or +.6% Defense. Power is a lot more difficult to calculate but it's +2.5% on the Character sheet(the +Power value on the character sheet seems completely useless since the DC has no auto-attack and there is no single encounter/At-Will/Daily that actually sees the full 2.5% increase), LoF gets +.6%, SB +.4%, HW +.4%, BoH +.4%.
While I get a slightly larger increase in Heals/Damage per second by increasing Recovery for SB|BoH it does not benefit Healing Word(or LoF|SF but for different reasons) in any way and damage tends to come in bursts so faster cooldowns on heals isn't always the problem. Being able to get people to full health EACH cooldown is much more useful since anyone not at full health is a likely candidate for a one shot knock out.
For these reasons I like Power to be in the lead by a reasonable margin followed by Defense, Recovery and Crit all neck and neck.
While I do get +.6% increase to Crit with the same stat increase once Severity is factored in it drops to .4% which makes it an underpar stat which I have not found the need to gem for yet.
I ran numbers on Vorpals and Holy Avenger, a Vorpal will equalise with and with a Greater/Perfect even push Crit slightly ahead of both Recovery and Defense(remember Power is up to the individual how you want that balanced). Let's say my current Crit is 30% and no vorpal, due to Crit Severity Crit is only really worth +22.5% damage|heals/sec(ignoring Repurpose Soul at this stage). A perfect Vorpal will increase that to 37.5% which is a 15% increase. Holy Avenger gives a flat 19% increase and the 15% damage resistance buff when it procs.
19% - 15% equals 4% so ignoring the effect on Repurpose Soul and the Damage Mitigation buff of Holy Avenger a Perfect Vorpal is 4% less effective than a Holy Avenger when your crit is at 30%.
Remember in order to use a Vorpal you need to LOSE something else, at it's best that's a loss of 20% dps +unknown amounts of AoE from a Perfect Lightning enchantment so that Vorpal has a heck of a lot of work to do just to make up for that 20% damage per hit loss.
This is great for me because Vorpals are way overpriced anyway.
I have BiS gear with Stone of Allure and rank 6 enchantments, and my stats are all normalised with crit only able to reach 28.8% with feats so reaching the >38% Critical strike mark which would make a Vorpal pull into the lead is unlikely without sporting rank 9-10 gems. Even then perhaps impossible without penalising other stats like Power and Recovery resulting in a loss of value to said Crit. If you let Defense go then no doubt crit, recovery and power can all be balanced with crit able to be over 38% but I PUG often and that defense is way too valuable to give up just to make a Vorpal equal to a Holy Avenger.
Unfortunately I have my doubts as to whether Holy Avenger works the way it's supposed to and am unable to confirm if Heals actually see the +19% increase that damage dealing spells do. Pehaps it is worth going the Vorpal route for the increased Repurpose Soul heals(only for the DPS Clerics as for a Faithful Cleric with 3 heal encounters slotted Repurpose Soul heals are trivial) however the Holy Avenger proc is not entirely useless. As has been mentioned before a common high pressure time for Clerics to contribute is on huge pulls with Wizards trying to grab untold numbers of mobs at once. The 1 minute cooldown on the proc is trivial because the fight will be mostly over and done with before the proc itself even expires and while it is up with Astral Shield, Divine Armor and whatever other mitigation buffs happen to be floating around it is probably possible to get even the frail little magic users up to the mitigation cap.
Honestly, they need to remove Astral Shield entirely, and adjust mechanics to balance it out. It's super OP, but yet all the end-game content was balanced around it being normal fare. There are a million ways to fix the problem, but I doubt it will ever happen. I mean, look at the Character Creation for the DC sometime. It says our tab ability changes between the friendly and harmful version of our right click power. Heh. As if Punishing Light were baseline right-click, switching to Soothing Light when we tab. But what we got instead was some kind of ******* Spell Mastery system the requires us to pew pew stuff (with pitiful damage) before we can do anything useful.
Nothing wrong with BoTs. Provides better DP regen than Sacred Flame if your doing it right and will ultimately provide more dmg too. Of course it's much more involved dotting up mobs all the time which most people don't like and even though the temp HP from sacred flame is minimal it can still be useful, even more so if you have deepstones.
If your having a hard time getting your Crit over 29% then it sounds like you probably didn't put many points into strength.
Holy Avenger provides a nice buff but the CD makes it only soso. Vorpals aren't even that great for just PVE healing either. I wouldn't recomendo worrying about Weapon enchants to any DC if they don't have all they're other stuff first. A soulfourged is way way more useful for example. Also, the holy avenger buff isn't really need to push people to the mitigation cap, even CW's or TR's. 30% from AS + 30% from HG/DA + 11% from Foresight mean's they've already got 71% dmg mitigation plus they're defence, shield and whatever else. Mitigation cap is 80% so I wouldn't be worrying about Holy Avenger to provide just that 9% to mitigation
I use the same encounters, and do not need Divine Fortune unless I know I'm going to be kiting the entire fight. I don't have problems with divinity as long as I can use my at-wills for a few seconds each cycle. I do have 4/5 Etheral Boon rather than Restoration Mastery.
Restoration Mastery has never seemed like an appealing feat to me as a great deal of a cleric's healing cannot crit. In addition, the defense gained is not damage reduction like foresight, but instead literally a percentage of the target's defense skill. So for your typical CW with 1000 defense, you've given him 1050 defense if you happen to crit. It's a paltry increase with only a chance of occurring on some of a cleric's spells.
Hm can you post a screenshot of your feats and gear then please? It may help me to identify your issue and see if i can help you.
http://nwcalc.com/dc?b=ofy:4vein:5wjj,13df365:6c000:b553v:6u000&h=0
Items:
http://nw-forum.perfectworld.com/showthread.php?425831-Advice-on-Gear-and-caps
I have since replaced one of the minor rings with an ancient ring of the same type. have Miracle Healer Gauntlets too but not using them until I can get the feet as well.
I just corrected my OP: I meant Mark of Mending, not Restoration Mastery
Ok now we have a more clearer picture
DOmain synergy becomes useless at later levels as diminishing returns kick in. Battle wise is also useless
You might want to drop mark of mending and greater divine power and get Ethereal Boon r5 instead.
Moontouched, hmmm well depends on your playstyle i guess, i just really prefer using divine armor more since it lasts longer and my primary goal is to keep my party alive and keep their defenses augmented, not augment they're dmg. (this debate is for another time ) message me if you wanna know why i dont use HG with moontouch anymore.
But since youre using a Temp HP build shouldn't you be using Divine armor more often.
****
Again proper rotation of your skills should be able to keep your divinity up. Sunburst is a great way to generate divinity and AP. Dont use divine sunburst, it will just be a waste of divinity and most probably ruin your CW's chain-control....
I now use bastion (with warding shield) I use the normal version in anticipation of dmg. Whilst the divine version as emergency heal. yes i know before bastion had long CD but now it seems to have been ninja improved. I even use it as a gap filler for Astral shield down time.
Overall, you shouldn't have trouble maintaining divinity with those feats and skills unless you're throwing out an excessive number of divine healing words. Sometimes I run out of on divinity when I don't switch out of tab and start spamming HW. Make sure you sunburst on cooldown and hit two or more mobs with it. It also could be I'm underestimating the usefulness of Ethereal Boon, but otherwise your setup is very similar to mine.
I have points in it, but about the only time it's noticably useful is if we have a party wipe and I'm a hair or so short of a pip: I can pop a sunburst or two while we're all applying injury kits etc and it'll get me up to a full pip so at least we don't start a bossfight running on empty.
If you don't pug much, then you probably don't wipe much, in which case...see "meh", above.
You can get rid off toughness, holy resolve, templar's domain, and ta-dah, you have the 3 extra heroic points you need.
Even if you weren't asking for advices about your build itself, you picked too many offensive & defensive feats. Your gear should take care of that (like, more def/HPs for tanking), unless you want to be a dps cleric. You can't do a bit of everything, you have to make a decision: tanking, healing or dps and make your build accordingly. It will help you achieving your goal.
If you can't respec right now to get what you need (and take a more "faithful" build, which is advised for healers), i suggest you get rid off healing word and use divine glow in the meantime, it's not optimal, you'll lose some heal, but it generates a steady amount of divinity and it's an ok spell.
You can cast divine HW even if it's on CD, therefore you should use your normal charge counters for additional healing and to generate DP with assuming your using Divine Fortune. Obviously if it's an oh ****! moment you just tab and cast it.
Divine Glow happens to be an amazing spell by far our best spell for speeding up a run
I think you were reading my old build.
The nwcalc I posted on this page is the curent build. The one in the linked thread is the old build with mostly current items)
Ok sorry. So the issue isn't the build. The only possibility is how you play your DC. And where. By where, i mean: where do you stand? Far away from the team? Or on the frontline? If you're not in range to use SB on mobs, then you get no divinity. If you're too close to highgly dangerous mobs, you'll have to dodge all the time and then you won't have time to use at-wills.
I'd also like to know if you often play with GFs. Some of them are a bit weird to heal, especially if they don't use the enforced threat class feature. If you use healing word on them, you'll likely get a lot of attention from mobs.
Do you also experience issues in more specific dungeons, like spellplague? with mega pulls, it's harder to generate divinity. You get way too much aggro (well, everyone does), but without healing fortune you need to keep hitting something for quite some time if you want to get divinity. Get closer to something you should be able to hit without getting aggro, be it the big NPC or the boss, and use your at-wills on it as soon as your encounter powers are on CD.
If you were already doing all this there is another possibility, but i'm not sure you will like it: if you play with the same people every day, they may need to work on their build or game style to take less damage. It might be not enough dodging, people getting out of the blue circles when it's still up and trying to move forward while you still have a 10-12s CD and requiring extra emergency heals you can't afford anymore, or something similar. Actually, your team has to make efforts to let you handle the progression through the dungeon.
It is indeed hard to convince people who are always in a rush to milk dungeons to let you do that, but they have to if your build is based on mitigation and not overhealing. It is indeed a very good option, probably better than overhealing, but you need people to let you do your job, and not running ahead like mad as soon as they think they have an opportunity to do so.