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The new cleric paragon path...

adinosiiadinosii Member, NW M9 Playtest Posts: 4,294 Arc User
edited November 2013 in The Temple
OK, so they are promising a new paragon path for all classes with module 2....now, the new powers used to look like this:

AcdA0E4.png

However, this was a few months ago, and may of course have changed - however, I am wondering...if this would be the new path, how would you like it (and remember that instead we would lose the old paragon powers).
Hoping for improvements...
Post edited by adinosii on
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Comments

  • rnewton8rnewton8 Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 131 Bounty Hunter
    edited October 2013
    Looks more like a support role than full healing,

    Temp Hitpoints, reduced incoming dmg, deal increased damage

    I don't see this working as a main healer in some of the more difficult T2's like CN. I'll be trying it out to be sure, but probably will end up going back to my old faithful setup
  • hidahayabusahidahayabusa Member Posts: 634 Bounty Hunter
    edited October 2013
    The daily seems amazing for PvP. But just the fact that you have to choose AS or those, makes it very tough.
    * Notorious Dwarven Bear Cavalry Leader *
  • josiahiyonjosiahiyon Member, NW M9 Playtest Posts: 396 Arc User
    edited October 2013
    I don't think we'd 'lose' Astral Shield. The only new encounter is Exaltation, which seems more situational than AS. It may be better suited for holding a point 1vX.

    More importantly, it seems we could lose Foresight.

    Here are the current Paragon-specific Powers: Foresight, Terrifying Insight, Hammer of Fate, Prophetic Action, Brand of the Sun, Prophecy of Doom.

    1 at will, 3 class features, 1 encounter, 1 daily
    Pvpbysynergy.png
    Iyon the Dark
  • hidahayabusahidahayabusa Member Posts: 634 Bounty Hunter
    edited October 2013
    You are absolutely right. I forgot our most important defensive ability ;P
    * Notorious Dwarven Bear Cavalry Leader *
  • gpassuccgpassucc Member Posts: 22 Arc User
    edited October 2013
    Losing Foresight is by far the most significant change, imo. It will definitely be interesting to see how this new paragon does in instances. I mean to be honest, "healing" really isn't the most important thing a cleric can do. Buffing our allies defenses is the best thing we have. Unfortunately a huge part of this is sharing Foresight with our teammates. Maybe the new at-will will give a good enough defense buff to compensate. I'm looking forward to trying it out at least.
  • saerraelsaerrael Member, Neverwinter Beta Users Posts: 0 Arc User
    edited October 2013
    It does look interesting enough to test it out. I'm not so happy with the Class Features, though. AHS looks the better one, but boy will I miss FS.
    The daily would be worth its salt if it wasn't (small amount of) temp hp, but simply hp, imo. Looks a bit weak to me. I'd also not like to lose the buff on just one, measly hit! % of (base) hp would be better, critters would remove it otherwise (?).
  • syka08syka08 Member, Neverwinter Beta Users Posts: 0 Arc User
    edited October 2013
    Powers, much like our purple skeleton friend who is now green, are subject to change before final release on the live server, bear this in mind.
    contents to be decided
  • saerraelsaerrael Member, Neverwinter Beta Users Posts: 0 Arc User
    edited October 2013
    syka08 wrote: »
    Powers, much like our purple skeleton friend who is now green, are subject to change before final release on the live server, bear this in mind.

    Certainly. I hope they take note of feedback given, here.
  • abell39abell39 Member Posts: 1,175 Arc User
    edited October 2013
    My DC rolls without Foresight (in PvE, mind, I don't PvP), and she does just fine, albeit a couple of respecs later to tighten up her build. It's possible to live without it. Don't let that keep you off the new path if you want to try it out.
    Kerensa Loreweaver, level 60 DC | Rilla Turtledove, level 60 CW | Calvin Meriwether, level 60 TR
    Kaylee Krankenwagen, level 60 GF | Tavandruil Wayfinder, level 49 GWF | Aldith Langley, level 51 HR
  • vitaliy1717vitaliy1717 Member Posts: 55
    edited October 2013
    adinosii wrote: »
    However, this was a few months ago, and may of course have changed - however, I am wondering...if this would be the new path, how would you like it (and remember that instead we would lose the old paragon powers).
    I think, this is bad idea.
    OneHalf (15,5 TR)
    Diana (15,4 DC)
    BigHalf (15,5 GF)
  • morsitansmorsitans Member, Neverwinter Beta Users Posts: 1,284 Bounty Hunter
    edited October 2013
    Anointed holy symbol could have crazy synergy with the lowbie feats on the faithful tree (deepstone and enduring relief): 10% healing on anyone with tempHP and 5% healing on anyone healed from divinity, with a class feature that gives tempHP when you heal from divinity?

    Combine that with healer's lore, and wheeee.

    We could lose foresight but make it up in actual heals/tempHP, perhaps? Admittedly, this would make almost no net difference except giving us a higher score on the healing table at the end (which we are always, without fail, going to top anyway).

    And if I'm honest, I'd still take flat mitigation over extra healing.
  • yokihiroyokihiro Member, Neverwinter Beta Users Posts: 510 Bounty Hunter
    edited October 2013
    also you lose brand of the sun and hammer of fate (which seem popular with many people) - which i dont mind, i don't use both of them. with the rest i can live. i definitely think this will be the better choice for me. i will try this for sure.
  • ntdreamntdream Member Posts: 22 Arc User
    edited October 2013
    Wait yokihiro .... u do not use Hammer of Fate? What do you use then?
  • dullsmiledullsmile Member Posts: 25 Arc User
    edited October 2013
    This build looks like it will be fun! I can't wait to try something even a little new, and I think combined with a halfling's deflect bonus this could make a very effective "sentinel" type pvper. I will definitely be trying this out as soon as i can on the preview servers. As it stands now my DC often takes second or third in pvp now, and I think swapping out for this set up, while I wouldn't get many kills, it could be tailored for survivability.
  • morsitansmorsitans Member, Neverwinter Beta Users Posts: 1,284 Bounty Hunter
    edited October 2013
    ntdream wrote: »
    Wait yokihiro .... u do not use Hammer of Fate? What do you use then?

    Hammer of fate is laughable now (previously it was easily-dodged, hilariously well-telegraphed, three-individual-strikes but high damage, now it's...all of the above but without the high damage).
    So ...I'd suspect: more or less anything else.
  • yokihiroyokihiro Member, Neverwinter Beta Users Posts: 510 Bounty Hunter
    edited October 2013
    ntdream wrote: »
    Wait yokihiro .... u do not use Hammer of Fate? What do you use then?

    It was nerfed to oblivion with one of the last patches. After this patch I respecced my char, didn't put any points in it anymore and never missed it again.

    Seriously, why would I ever use this now? In PVE when I solo I rather use Guardian of Faith instead. At least this comes with a handy knock down. I even use this in PVP. Knock down is much better than the little knock back from Hammer of Fate. If my team is beating on someone I help them more when I knock this person down than if I knock him away. People that pick on you are also better knocked down, someone that flees - why would you knock him away even further? Knock down is again the better choice here. When someone beats on your teammate, knock the enemy down, give your team member time to move away and on top of it heal him a little with that spell. Also due to the animation people often dodge Hammer of Fate's hits anyway, at least the 2nd and 3rd.

    When I run PVE in dungeons I neither use both of them, the little damage of them both is not worth wasting a daily. I rather cast Hallowed Ground or Divine Armor then, that's at least useful. If I hit someone for some thousand hitpoints won't make much different anyway. In comparison to the damage others dish out this is just laughable anyway.
  • abell39abell39 Member Posts: 1,175 Arc User
    edited October 2013
    I don't use HoF anymore either, which makes me sad because it was my all-time favorite DC spell. I use Flame Strike instead. Still doubt I'll spec into the new path because of the current paragon stuff that I do use, but yeah, losing HoF isn't a thing. It's useless now.

    Now I want to bump that thread I had made about it that nobody remembers anymore. Not sure if it would be a necro now....
    Kerensa Loreweaver, level 60 DC | Rilla Turtledove, level 60 CW | Calvin Meriwether, level 60 TR
    Kaylee Krankenwagen, level 60 GF | Tavandruil Wayfinder, level 49 GWF | Aldith Langley, level 51 HR
  • meiramimeirami Member, NW M9 Playtest Posts: 423 Arc User
    edited October 2013
    I tried the new paragon yesterday and felt indestructible. My cleric could easily solo any group of mobs at the new area without once dropping below 90% of health, so basically I just ran around nuking everything in sight. :')

    Not sure yet how much this change affects group content, but if there's no noticeable drop in heals, I really could consider switching to Anointed Champion on live, too. The attack animation for the new at-will looks a bit awkward and weird, but otherwise I've no complaints about the new paragon path at all.
  • malekhaimalekhai Member Posts: 46
    edited October 2013
    Pure damage build for new path-

    Get 1 pip of divinity and daily ready - throw a blessing of battle and attain 5 stacks of CoC using crits from astral seal. Pop hallowed ground, then divine glow in divinity. finish with regular exaltation. Should have enough divine to do an instant daunting.

    Tested last night with rank 5 enchants and high prophet. No weapon enchant, power was ony 3.7k after all buffs.

    22k NON-CRIT Daunting. 31k crit (No vorpal).

    Stack mega power and then a pvorp?? Mega damage
  • esteenaesteena Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 1
    edited October 2013
    morsitans wrote: »

    And if I'm honest, I'd still take flat mitigation over extra healing.

    Check the new At-Will then.
  • gpassuccgpassucc Member Posts: 22 Arc User
    edited October 2013
    I really think DCs are getting the best new paragon path. The new at-will when feated also provides a power buff, which is awesome. I was testing this out with my brother who has a GF and basically told him to pull as much as he could in the new zone and had no problem healing him. I will probably switch after this goes live tbh. Happy at least one of my characters will benefit from the new paragon paths unlike my CW...
  • gctrlgctrl Member Posts: 459 Arc User
    edited October 2013
    I've been testing the new paragon path on PTR (in actual pvp) and I will say that most of it is pretty decent, nothing too amazing except for Exaltation.

    Exaltation is probably the most overpowered ability in the game right now. You can quote me on that.
    Guild: Lemonade Stand | Server: Dragon (Original) | PvP Forever | 1og0s
    * TWITCH * YOUTUBE * MY GUIDES *
  • faiteaccompliifaiteaccomplii Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Knight of the Feywild Users Posts: 2
    edited October 2013
    And it will probably be nerfed then. I hate using OP skills for that reason, we will see!! :) Good to hear you weigh in was actually looking for a post from you here in this thread earlier.
  • ayrouxayroux Member Posts: 4,271 Arc User
    edited October 2013
    gctrl wrote: »
    I've been testing the new paragon path on PTR (in actual pvp) and I will say that most of it is pretty decent, nothing too amazing except for Exaltation.

    Exaltation is probably the most overpowered ability in the game right now. You can quote me on that.

    Yeah weve been looking at this as well... Its pretty OP
  • jazzfongjazzfong Member Posts: 1,079 Arc User
    edited November 2013
    why exaltation OP? i tried it in preview but it only boost our atk slightly and its heal is low... so i am wondering whether to take it out from pvp or not.

    My pure dps pvp skills: GoF, HG, Sunburst, Daunting Light, Divine Glow, Holy Fervor and Anointed Action At wills, LoF, Bless
    My class is high elf with 16,16,14 starting ability point, all points into str and wis.

    Im lvl 40++ so sorry if i didn't know any things about late games...
  • lihin23nihillihin23nihil Member Posts: 229 Arc User
    edited November 2013
    Divine Exaltation grants you and your target ally a brief duration of immunity to damage, as well as a damage/defense buff and some small healing - additionally it is almost an insta-cast animation. in certain situations this is very powerful.
  • jazzfongjazzfong Member Posts: 1,079 Arc User
    edited November 2013
    In terms of cooldown and spamming, i prefer sunburst, even sunburst heal is greater than it and i can push back all opponent to save him. In most cases, immunity for a very short duration is useless if your ally cannot take down his enemies in that duration. So in my humble opinion, saves sometime for your ally to run to a pot is a better choice than let him tank a few more seconds more. Unless he is tanker cleric like gctrl, which is very hard to die (how often u met pro teammates who understand and worth ur pure assist?), or else just swap it with other supportive/dps skill. Players in PuG? not many can accept u without astral sheild.... lol....
  • gudgeonatorgudgeonator Member Posts: 87 Arc User
    edited November 2013
    If that immunity can help with surviving the insane amounts of impact shot that's flying around at the moment, it'd be more than worth it. Even a divine astral shield, a ticking hot, some barkshield ranks, and all the defense/deflect/regen in the world feels like a bucket full of confetti when a high end TR or two unloads IS all over you. And then they always seem to have a cw mate along for the ride to control you out of an option to heal or bail. Pug life is feeling a bit brutal at the moment :)
  • gctrlgctrl Member Posts: 459 Arc User
    edited November 2013
    jazzfong wrote: »
    In terms of cooldown and spamming, i prefer sunburst, even sunburst heal is greater than it and i can push back all opponent to save him. In most cases, immunity for a very short duration is useless if your ally cannot take down his enemies in that duration. So in my humble opinion, saves sometime for your ally to run to a pot is a better choice than let him tank a few more seconds more. Unless he is tanker cleric like gctrl, which is very hard to die (how often u met pro teammates who understand and worth ur pure assist?), or else just swap it with other supportive/dps skill. Players in PuG? not many can accept u without astral sheild.... lol....

    Yes, sunburst will probably always be a must in PvP, but you're underestimating the power of Exaltation. I've already used it extensively on the PTR in PvP, and in the right hands its incredibly game changing. You can literally give you and your teammate a 2 second Soulforge every 13 seconds. I imagine you can drop that to 10 seconds with enough recovery and recharge speed.

    And when I say it makes you immune to all damage, I mean ALL damage, even from dailies like Shocking Execution (Not to mention it heals). This skill is just way too strong.
    Guild: Lemonade Stand | Server: Dragon (Original) | PvP Forever | 1og0s
    * TWITCH * YOUTUBE * MY GUIDES *
  • hidahayabusahidahayabusa Member Posts: 634 Bounty Hunter
    edited November 2013
    gctrl wrote: »
    You can literally give you and your teammate a 2 second Soulforge every 13 seconds. I imagine you can drop that to 10 seconds with enough recovery and recharge speed.

    Sounds good. Is it good enough to drop Foresight for?
    * Notorious Dwarven Bear Cavalry Leader *
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