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New Cleric

dortialthemagedortialthemage Member Posts: 23 Arc User
edited October 2013 in The Temple
I just started playing the game, and was reading the forums, trying to find the best way to build my character. I have been playing about a week, and have some idea how to play, but wanted to make sure that i was on a path that would keep me happy, or should i just start a new character.

Stats: I started with the intent on going 20/20/20 Str/Wis/Cha, was this the right choice? It would seem that I would do more damage/heals if I had left my str lower and started with a higher wis and cha. Lower Str would mean lower crit chance, but that seems like it would be all.

Abilities: What should i be trying to enhance the most with my gear? I was reading that defense is very important to clerics, but I was wondering if there was a certain order that i should be trying to maintain, as far as which ability is the most important, and what would come after? If I got the defense route, should it be Defense/Power?Recovery? Your thoughts and reasons why would be helpful.

Lastly one of the cleric powers seems to be a passive ability, that you get when you put 3 points into all previous powers. Is it worth putting all the points into the previous powers, and if so, what do you get from this passive power? Sorry if im not making sense here, I don't have the game open so i can't see what its called.

Thanks for the help.
Post edited by dortialthemage on

Comments

  • craeh1craeh1 Member Posts: 135 Bounty Hunter
    edited October 2013
    About the stats:
    As written on another thread, many perople running a balanced stat build, I don't, and I feel fine with it.
    Overall I'd say just skill however you like on your first try, because there will be the time you want to respec your char anyway, on the other side there will be the day other paragon path' will be released or major skill changes will come - both will probably bring a free respec token with it. Just learn your class and than think about how to improve it. :P
    (hover over names shortcuts to see the benefits you will get from sinking points in there.)

    About the focus on your gearratings...
    Depends on what you are going to play - on common PvE with a semigood tank/team Defense ~1.5k is quite OK, whats really low compared to the other ones.
    I did myself a power > crit > recovery and it feels fine. (recovery softcaps at 2.5-3k, much higher ratings dont bring massive cooldown reduces...)
    On the PvP side defense (and maybe also deflect) are way more important, since you are kinda maintarget as cleric.

    About your powers...
    yeah, you gotta "waste" about 4 points in total if I'm correct...
    You need to spend 5 / 10 / 15 / 20 / 30 ... points to unlock the next 2 or 3 abilities. (its the same on every class - just other skills).
    You unlock the 3rd rank at total 20 points spend - whats worth to spend points on depends on what/how you are playing again.
    e.g. get all class features (passive ones) to rank 3 is a bit of waste, since you only can have 2/7 active, and also there are a few that may won't be helpful to your build itself - terrifiing insight (gives some bonus dmg) is not that effective on healing focus to me.
    Tired of running dungeons with exploiters and cheaters? /Channel_Join NW_Legit_Community to play the right way!
  • morsitansmorsitans Member, Neverwinter Beta Users Posts: 1,284 Bounty Hunter
    edited October 2013
    I'm not sure what you mean by "a passive ability, that you get when you put 3 points into all previous powers"..there's a point at which you unlock rank 3 of all the previous powers, but you get that simply through actually allocating 20 power points: you'll end up with 61 points in total, so this is going to happen.

    Because of the way the power progression works, you can't really 'save' points for something good: you have to spend X amount of points to unlock later skills. This means that yes, you'll sometimes end up investing in skills you don't subsequently use much at all. Also, some choices will be forced on you, just because they're tutorial skills.

    Still: even by endgame,
    sunburst
    astral seal
    healing word
    healer's lore
    hallowed ground

    are all incredibly useful, so max those. Flamestrike is also great for solo PvE (in my opinion). Searing light is really, really good for damage, if you want to be damage dealing (it's one of the few skills that can exceed the 5-target cap). Lance of faith will usually be replaced by sacred flame or brand of the sun.

    Honestly, though: you can only ever have three encounters, two dailies, two at-wills and two passives, so there are more than enough points to get everything: most point allocations beyond "unlocking the skill itself" make fairly minor boosts (daunting light, for instance, simply gains +10% damage with each additional point: three point DL is only 1.2x better than one point DL). A few skills substantially benefit, however (healers lore at 3 points is 3x better than at 1 point) so read the tooltips carefully.
  • morsitansmorsitans Member, Neverwinter Beta Users Posts: 1,284 Bounty Hunter
    edited October 2013
    Oh, and for armour: don't really worry about stacking particular stats until you approach endgame. I happily breezed through just wearing "the best current greens/blues I had", whatever the stats. Didn't really bother enchanting anything either, since you upgrade so frequently.

    Worry about stat-stacking when you reach 60.
  • dortialthemagedortialthemage Member Posts: 23 Arc User
    edited October 2013
    Thanks all for the advice.
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