Hello,
well im at the moment making myself a PvE / healing based Dc, but im curious about some Feast and Spells, which are called buggy etc.
First of all theres the Feast " Healing Action ", do it work properly and is it worth putting Points in?
Next are the Encounters " Divine Glow " and " Break the Spirit ". Are they working properly and should you skill them?
I know Dc got many free Points, ( He only need some Corespells ( Forgemaster Flame, Sunburst, Healing Word, Astral Shield ) ) but through i would like to know if there are buggy Spells, would be grateful if some experienced DC's could help me out.
This would be my Build for a DC at the moment, any suggestions?
http://nwcalc.com/dc?b=nlr:4y4mr:6ygs,1fl3315:6c000:6z50v:6x000&h=1
Best Regards
Comments
That all looks pretty good, although its Feats not Feasts.
Should probably also have a good setup for solo PvE. Best setup I find for that is
Sunburst, Chains & Daunting Light
So extra point in Chains
For Feats, Linked Spirit is good for group play. You cast Sunburst in non-divine and then switch to Divine before end of casting.
Spreads buffs amongst everyone the sunburst hits.
try here for some more info
http://clericguide.com/fury-of-the-feywild-healing-spec/
Looking for a guild for PvE Dungeons to suit AEST evenings
For pve levelling - chains, divine glow & daunting light are great. If you're taking too much damage - i.e. you have limited defense/regen rating, swap chains or divine glow for forgemasters / sunburst / astral shield / maybe healing word. Use the healer companion. Use cheap defense & regen items from the AH to ensure you don't need to heal yourself while levelling - if you're healing yourself with a dedicated encounter like healing word or god forbid, bastion of health, instead of burning up mobs while levelling you're just adding to an already substantial DC grind time.
I'll second the linked spirit recommendation. Can significantly assist both yourself and the party, particularly an undergeared one, if you do the animation divinity switch thing described above to proc it from sunburst. If you really are all about the heals you could drop some righteous points and get linked spirit. That'll lead to a bit less divinity generation (losing out on ethereal boon), but taking the time to dot mobs up with brand of the sun, and using sunburst in the thick of things will net you a lot of divinity anyway. As long as you have enough to cast astral shield in divinity mode you're golden - if you need divine healing word or true divine (not animation swapped) sunburst a lot - something about you or your dungeon run has gone horribly wrong. A lot of people only take 1 point in bountiful fortune - the effect of it proccing is not make or break, and it'll be up for a fair amount of time with 1 point anyway.
Your faithful feats are pretty much as recommended for the type of build you are after. Parties will love you for moontouched - it really is an awesome boost to hallowed ground. The faithful capstone is fairly lame - if you're hoarding that many divinity pips the group either doesn't need healing or you forgot to do any. But unless you're really looking for a point somewhere else, many people end up taking it. I both did and didn't across respecs - and didn't notice the difference either away.
For pvp your healbot encounters are fine, or you can slot break the spirit to heavily mitigate one player's damage output and build your own divinity. I wouldn't recommend trying a pvp DPS approach with your feat selection.
You don't mention at-wills, but I would aim for astral seal and brand of the sun on whatever you can tag with them. Free heals on damage for your party, and divinity for you. If you're not using an encounter, you should be using those on mobs apart from particular circumstances where it would be wiser to not drag aggro off somebody who is kiting mobs for a boss fight.
Well Healing Action going to get no Point from me then, since it's really bad.
Hmm, about etheral boon, its sound pretty fun, for divinity restoration, and 5% of my Stats would be at around 10 - 12k something around 250 Power, 125 Defense, 200 Recovery, 75 Crit. I dunno, i will think about it.
About At-Wills, some say Brand of the Sun, others say Sacred Flame, whats better now for PvE in Dungeons and soloing etc?
One more thing i Dailys, is the Healers Lore really needed or is the 15% Ap Bonus better or do ya need the Divinity from not Damaging abilitys ( Divine Fortune )? ( Foresight will be always in Bar )
Whats about the Encounter "Break the Spirit"?
I know, my bad was to lazy to check it, im sleepy since it's late and im hungry cause i didn't eated enough, no wonder i come to the Word Feast(s) ( Yes im no English Guy )
Linked spirit scales with the number of players in your party that you hit with the divine (or pretend divine) heal. So if you hit all 5, you're supposed to each get 25% of your stats as the benefit. Not too shabby. That's why it's great with the sunburst divinity switch trick (which I'm still presuming has not been patched out of existence). Sunburst covers a nice big area and if you get in the thick of it you'll hit most of the team with it. And since you glitched the divinity, you won't bump the mobs which annoys people to no end (unless you're cliff bumping on purpose).
For me brand of the sun is better for dungeon work. Apply once per mob for divinity generation, along with astral seal for heals. Sacred flame has you planted there doing three shots on one mob to get the last big shot & micro temp hit points. Solo pve I still use bots, and swap out astral seal for sacred flame so I can use the latter to kill any mobs left standing after some bots applications and an encounter rotation (chains - divine glow - daunting light).
Dungeon healing I run foresight and healer's lore. PVP I run foresight and terrifying insight. I have pitiful recovery but still don't really struggle with divinity building. If you really don't want to do damage to build divinity, maybe divine fortune might be worth it - but meh. Daily's seem to come often enough for me so I don't have points in holy fervor.
I love break the spirit in pvp as it's (a) a nice dot & (b) building divinity & (c) reduces the damage I'll receive from that player. I never use it in solo pve. In dungeons it's usually the adds killing people, and there are a lot of those, so the mitigation is less useful - so again - don't use it there either. Better off with a forgemasters flame filling that slot if you want a single target encounter, or even a divine glow to speed up the run by making mob groups take more damage.
What about Bastion of Health, do it still have dat Tons of CD?
Guess i will test at Wills by myself then, but how u explain it it seems to be right.
I suppose i have to test alot by myselfto see if my AP Generation is good enough without Holy Fervor and if the Divinity builds up fast enough without Divinity Glow.
Well i dont intend to do any Damage at all, since i already got 2 DPS Classes at 60 and the Dc will just be there if i want to play Dc with my Guild or with other Guys. Still i come to get a liking at the Class somehow, good that finding Groups as Dc isnt that hard, so i can easily farm T2 Dungeons ;P.
Bastion had a stealth buff, and thus has a much more managable cooldown now. It's more or less the only power we have to reliably proc linked spirit on the whole team without feeling like we're exploiting client/server communication, but I still hate it. Sunburst ftw.
BotS vs Sacred flame...I prefer SF, personally. BotS is a fire and forget attack, so if it's a fight with a ton of mobility involved (FH boss, karrundax, etc) it's preferable, but for everything else I prefer SF.
If a monster is up in your face trying to kill you, once you've sealed it and applied a BotS....you're basically done: you can't stack BotS or seal, so you end up just spamming the low damage seal attack since it at least DOES something.
While SF does root you if you're planning on going through the whole 3-hit rotation, I still feel like I have much more power over the situation if I can keep smashing away at it with sacred flame.
Plus there's the fact that each hit of sacred flame could be a crit (so there's repurpose soul heals right there, delivered more regularly than they would from BotS), and because it's not applying a DoT, you can't overapply it: there's no risk of overwriting a crit DoT with a non-crit one, and you don't need to pick fresh monsters for each attack.
My most common use of this in dungeons is just spamming into the mass of monsters the melee & CWs have gathered while I wait for encounters to cooldown. This means the third hit (admittedly tiny) temp HP effect hits loads of party members, and unlike BotS I don't have to keep trying to hit different monsters, I can just spam it in the general direction of the pack.