On paper it looks good, around 500-1000 extra stats.
But if you take into account soft cap (which probably most builds already have) then the additional stats isn't really much of a buff.
I know a buff is still a buff, but does it make much of a difference in high end game dungeons (DV/CN) on people with stats beyond the soft cap to start with?
mittensofdoomMember, NW M9 PlaytestPosts: 247Arc User
edited August 2013
I would say in epic DV the extra defence helps. I did DV and I wore my exemplars *blah* of protection stuff and so had 4000 defence. I was setting Linked off every 10 sec. Barely any pots were used by anyone , I actually didnt use one at all myself until the 2nd boss. In all it was a definite improvement over using my normal set with only 2k defence. So yes, Linked is good to have and you can tailor your stats/gear sets to what buffs you want to give out for each dungeon/team.
Linked Spirit does make a small but noticeable difference to the speed of kills, assuming you can maintain a high uptime with it across the whole group. That said, if you use Divine Glow almost all the time, that makes far more of a difference.
I do not find Linked Spirit makes any noticeable difference to group survivability at all.
Anyway, Linked Spirit is effectively being removed in the next major patch. So, there's no point speccing into it for the vast majority of Cleric builds.
Anyway, Linked Spirit is effectively being removed in the next major patch.
It is? I wasn't aware of that. I know that they're fixing the sunburst trick but does it not still proc off of other divine heals, like bastion of health?
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mrvincent1959Member, NW M9 PlaytestPosts: 740Arc User
edited August 2013
Divine pips are precious. Esp needed for AS. In the harder dungeon fights you may not have one available for SB or BOH or HW etc. So, for me, Linked Spirit Feat will not be selected, esp when new module rolls out.
It's still a great option for Bastion users. Every little bit helps, especially if you're relying on Bastion to keep mitigation buffs up on everyone while AS is on cooldown. Foresight lasts roughly 3 seconds after the very first heal (tick).
Its bad practice to rely on Linked Spirit to buff your own stats. A cleric can reach all the necessary breakpoints easily with just gear and an augment, after that it's really more about how well you can complement your team and how meaningful your contributions are. Doesn't matter if you do it by directly attacking/controlling or by playing a more passive role, if you are capable of turning your team into a juggernaut of destruction then you're doing very well. At the very least, if you can keep them alive (unless they do something really stupid) then you're OK.
Anyway it's when Linked Spirit complements other class builds that the feat really shines - a possible 1-2k power increase on classes like the TR or the GWF, especially on players who know how their class works, is just massive, especially once you consider how these extra stat boosts are going to interact with their own +%stat buffs. TRs and GWFs in particular have several powers/feats with damage outputs tied closely to certain stats, like power. In comparison an extra 1k from Linked Spirit on stats which are already around the 3k mark on us clerics isn't going to make a significant difference. That's like what, an extra 1-2% boost?
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I use it and i can tell it makes a difference. You can literally see poeple's attacks speed up, and things go down faster. I like Divine Glow too, i forget if that procs LS though.
The trouble with divine glow is that the radius is so small, and you have to forgo a healing spell, that may be needed in the clutch
Comments
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I do not find Linked Spirit makes any noticeable difference to group survivability at all.
Anyway, Linked Spirit is effectively being removed in the next major patch. So, there's no point speccing into it for the vast majority of Cleric builds.
Its bad practice to rely on Linked Spirit to buff your own stats. A cleric can reach all the necessary breakpoints easily with just gear and an augment, after that it's really more about how well you can complement your team and how meaningful your contributions are. Doesn't matter if you do it by directly attacking/controlling or by playing a more passive role, if you are capable of turning your team into a juggernaut of destruction then you're doing very well. At the very least, if you can keep them alive (unless they do something really stupid) then you're OK.
Anyway it's when Linked Spirit complements other class builds that the feat really shines - a possible 1-2k power increase on classes like the TR or the GWF, especially on players who know how their class works, is just massive, especially once you consider how these extra stat boosts are going to interact with their own +%stat buffs. TRs and GWFs in particular have several powers/feats with damage outputs tied closely to certain stats, like power. In comparison an extra 1k from Linked Spirit on stats which are already around the 3k mark on us clerics isn't going to make a significant difference. That's like what, an extra 1-2% boost?
The trouble with divine glow is that the radius is so small, and you have to forgo a healing spell, that may be needed in the clutch