In the article it was stated that the divine oracle path was more about dealing damage than healing. I interpret this as being told they expect the new paragon path to have a lower damage output.
Could someone please explain to me how oracle is supposed to be a great damage dealer, i play a cleric a lot run several with different feats selected - some more damage oriented and more healer oriented.
Could someone please point out the feat that adds +15 or +20% damage to a spell, i seem to have overlooked it.
It would be nice to not be told, cleric stop attacking that's not why we brought you here.
That's what i was told last night glowingmember. I don't care what others say. I am going to attack (on boss) when I have divine power stacked (4 pips for me) to help the fight go faster. Last night i had a CW whine during GG coin farm. I just completed the run and then dropped. I don't have time for whining.
I guess you've never played a DPS Cleric with the current Divine Oracle paragon. They can do very high damage, higher even than a non-perfectly specced CW or GF, i.e. top DPS. It's just that to do that damage, they cannot bring anything else, hence they are not generally taken into parties. Hybrids, of course, can also do good damage, sometimes even higher than some geared class builds.
With the new Annointed Champion Paragon you are basically,
GAINING
1. A PvP buffed Foresight (Halfling DCs will be everywhere!).
2. A buffed Healing Word.
3. A buffed Divine Armor.
4. The highest Divinity and AP generator At-Will.
5. A Power buff.
LOSING
1. Hammer of Fate (few Clerics will shed a tear for this one, especially after recent heavy nerfs).
2. Prophecy of Doom (burst damage and debuff that cannot crit and is rarely used).
3. Prophetic Action (so rarely slotted, no one even quite knows how it works).
4. Terrifying Insight (ok, that one IS annoying for the legendary, i.e. almost non-existent, true dps Clerics).
5. Power of the Sun (a PvP-flavored Brand of the Sun buff. It replaces the crappy feat "Restoration Mastery").
fondlez - great post. I am curious, the more "successful" clerics overall, do they play to crit/recovery or to wis/pwr/recovery? I was comparing my own stats during the CTA runs when i would be in a party with other lvl 60 clerics. Not sure how i stack up really. I only have a lesser vorpal (saving to get normal now). Recovery is around 2600. Stats are 19/21/19 str/wis/cha. Crit is at 37.5 percent with stone (but mostly blue runes, not purples yet). I noticed a few clerics with recovery around 4k and they did rate higher during CTA.
Crit heavy helps with DPS. You can AoE and that can blow a lot of stuff up.
chains + divine glow + daunting light = generally dead anything.
If you get up to a 40% crit, then it will kill many things very quickly. There's actually a really good forum post about it from Gtrl. They can go glass cannony, but hurt. a lot.
If you noticed, however, nothing in there was about healing anything. People see DC and assume 'healer'. They are actually rather set up for it and with the arp fix coming out, they're going to be even scarier in PVP.
This can go to PVE too, although those who know the stats for PVE would have to speak up more specifically about it.
"Dealing more damage" doesn't quite mean topping DPS charts, it means that the Divine Oracle paragon path simply rewards a DC for attacking. Obviously the more you attack, the more damage you deal.
Note that by attacking a DC can build more divinity, generate more AP and force more weapon/feat procs (Holy Avenger, Repurpose Soul). It also helps that several attack powers come with a control effect (ie, Chains, Divine Glow). Ultimately a Divine Oracle is still a support character. The pure attack DC is an entirely different kind of animal.
The Divine Oracle powers/feats are really more a mishmash of various utility powers useful to an attacking cleric in various scenarios. You won't miss any of them if you do T2 and higher dungeons almost exclusively since the Anointed Champion has its own ways of making up for the loss of Foresight. Essentially switching to Anointed Champion has disadvantages = zero for high level content. On top of its default approach an AC can choose to use the exact same powers a DO would normally use in high level content because most of these powers are non DO-exclusive - the results would be pretty much the same, which is unfair since in any other scenario their playstyles and thus their strengths would be very different. The devs should really fine-tune some of the DO-exclusive powers/feats to make up for this.
Anyway Prophecy of Doom is a utility debuff mainly useful for the high divinity gain and the mitigation debuff. It seems to ignore various defensive powers like block and Unstoppable. Prophetic Action can completely nullify the damage of Shocking Execution. Not particularly reliable but it does defend you against a particularly powerful attack everyone once in a while. Terrifying Insight is the best solo power we have.
You there. New to the game? Feeling overwhelmed? Maybe you think getting to end-game is impossible for a casual player like yourself, or maybe you just need to be around a community that helps each other stay sane and competitive with the latest news, current trends, random chitchat and most of all LEGIT (that is, we try to keep things fair) gameplay. If you don't mind being around quirky people and the rare occasional drama (one of our prominent TR members is apparently a mafia godfather) join nw_legit_community at http://www.nwlegitcommunity.shivtr.com/forum_threads/2330542.
Crit heavy helps with DPS. You can AoE and that can blow a lot of stuff up.
chains + divine glow + daunting light = generally dead anything.
If you get up to a 40% crit, then it will kill many things very quickly.
Yep, this is what I run with. It's great AoE damage. Single-target isn't quite as good, though Terrifying Insight does help when you're using At-wills to burn down a single mob. My other feature is Foresight just to beef up defense a bit, but don't exactly need it. I'd rather use Holy Fervor, except that we don't have any good DPS Daily powers now. Actually the Daily issue was a double whammy, Hammer was nerfed excessively, and Flame Strike was conveniently bugged to not crit.
As far as Divine Oracle goes, most of its Powers are pretty lame. I don't even have points in Hammer or Prophetic Action. Prophecy of Doom is only rarely useful. Brand of the Sun is good in theory, but in practice, it's rarely worth it. Foresight is amazing, but they've already said it's too amazing and will likely be nerfed, or at least Benefit of Foresight will be nerfed. Divine Oracle definitely needs some serious tweaking. Terrifying Insight is the only part of the path that I think is right where it should be.
I am in fact quite familiar with the dps cleric build and i am currently using a slight variation of it. I find it works nicely with the miracle healer armour since you can proc a healing effect with slotted damage spells. I am about to tweak with the build on the test server some more. It seems i have pushed the cleric to the highest you can in search of damage. Which is a shame because other classes do not have to give up so much when making a choice between damage, utility or durability.
After re-reading the dps cleric build notes, it appears that the damage bonus to non-crit lance stacks up to three times. First hit 10% bonus, second hit 20% bonus, third hit 30% bonus. Am i reading this right ? This works well when the cleric can stand firm, but in practice this does not work well until you are very well geared. Until then, brand of the sun is more effective because of all the kiting you need to do. You can then use brand and seal to tag everything for your party, which would take advantage of the brand debuff if you are using it, which is just as powerfull as any heal effect the faithfull tree has - if it does in fact work on all things, which is hard to tell because the buff debuff symbols are so small and non-informative.
Thank you for the input. I enjoy the cleric immensely, but i see that it is rather pigeonholed the most out of all the classes.
The funny thing is that gf and gwf are complaining that they only get the paragon path of the other, but fail to see just how versatile what they get is.
The funny thing is that gf and gwf are complaining that they only get the paragon path of the other, but fail to see just how versatile what they get is.
Please don't compare DC to the GWF/GF Paragon situation. They are complaining because,
1. instead of getting new Paragons that are designed from scratch in synergy with the existing class, they get something taken from an entirely different class.
2. this swap massively disproportionately favors GWF since almost all that is strongest in GF is represented by its Paragon Powers, while the converse is not true at all nor needed on a GF (they are already one of the highest dps and versatile tank, depending on build). It would be literally like giving CW's Eye of the Storm 100% auto-crit, Steal Time and Oppressive Force to DCs...
3. it has undeniable deep implications for the future of balancing both classes. For example, everyone knows how incredibly hard devs have found balancing the GWF, while GF has been stable and well balanced for a long time. Now with a Power swap, you introduce instabilities to both classes and immediately have balancing issues because the Powers are in a completely different context. Note how Frontline Surge, a key Power of GF which has never been touched since beta, has already had its AP nerfed in the latest preview patch because it gave back too much AP when part of GWFs (by contrast, GFs rely on fast or clutch AP gain for survivability, threat and damage).
4. it further confuses players because they think now either to have a GF or GWF in party, as a tank or otherwise, but do not see any need for both. This has already been happening on Preview. Imagine if CW's gained Astral Seal, Foresight and Astral Shield - that is the level of confusion felt by inexperienced endgame players who have not seen or played with the now subtler nuances of the soon to be linked classes.
Players are complaining for a reason. They may not be able to explain it in detail or even understand it until they play it, but it should not be surprising with even a little bit of thought about the changes.
Anyway, that's off-topic and DC's Anointed Champion paragon certainly looks like one of the better and differently designed paragons.
3. Prophetic Action (so rarely slotted, no one even quite knows how it works).
I'm probably the only DC who loves this passive and never unslots it. Yeah, it triggers after so much as a sneeze -- I'll grant you that -- but it's also saved me from getting one-shotted or two-shotted when I'm out of stamina. It only blocks damage, not CC, but that's okay -- if a quest boss flings me out of his melee range so I can get further away from him and nail him with a DL from afar all without taking damage, I don't really mind.
I like prophetic action, it saved me a lot when my equipment was weaker as a level 60. Now that i am running around in stronger gear and enchants i rarely use it except when i am running with a high dps party and i am running a full heal power slot. In pvp it's not so useful since most experienced players will hit you with a couple at wills to trigger it, then hit you with their high burst damage.
If it was not triggered by at will damage, then it would be an improvement, since then it would stop some key damage.
I am also a big fan of the cleric getting some cc resistance somewhere in their kit.
Unlikely. Wisdom is already our primary stat and there's bonuses from race, enchantments and companions/artifacts from the new module.
You there. New to the game? Feeling overwhelmed? Maybe you think getting to end-game is impossible for a casual player like yourself, or maybe you just need to be around a community that helps each other stay sane and competitive with the latest news, current trends, random chitchat and most of all LEGIT (that is, we try to keep things fair) gameplay. If you don't mind being around quirky people and the rare occasional drama (one of our prominent TR members is apparently a mafia godfather) join nw_legit_community at http://www.nwlegitcommunity.shivtr.com/forum_threads/2330542.
This brings the mind the analogy of buying a printer. You can have colour, Quality and a good price, but can only pick two. oh well, they will eventually get it figured out. I like clerics and hate being pigeonholed. There are some things I like about the new paragon path a lot. Its strengths and weaknesses have been well pointed out in the forums, this future reduction of foresight is worrisome, but I am looking forward to the buffs that are suggested as being put in place before that happens. Perhaps they wont be the buffs I am looking for, but that's ok. It is a party based game and that's why I play it.
(does it have to be so depressing knowing that the cw did 100 times the damage I did over the course of a run)
Oooo just saw the improvement to anointed armour. Still no cc resist bonus, but a much better ability now. Seems equal to foresight, and the defends buff for healing added to the feat tree (top row, second tier) makes for some very interesting decision making - nice competition for the ethereal boon feat selection.
0
elewyndylMember, Neverwinter Beta UsersPosts: 0Arc User
I guess you've never played a DPS Cleric with the current Divine Oracle paragon. They can do very high damage, higher even than a non-perfectly specced CW or GF, i.e. top DPS. It's just that to do that damage, they cannot bring anything else, hence they are not generally taken into parties. Hybrids, of course, can also do good damage, sometimes even higher than some geared class builds.
With the new Annointed Champion Paragon you are basically,
GAINING
1. A PvP buffed Foresight (Halfling DCs will be everywhere!).
2. A buffed Healing Word.
3. A buffed Divine Armor.
4. The highest Divinity and AP generator At-Will.
5. A Power buff.
LOSING
1. Hammer of Fate (few Clerics will shed a tear for this one, especially after recent heavy nerfs).
2. Prophecy of Doom (burst damage and debuff that cannot crit and is rarely used).
3. Prophetic Action (so rarely slotted, no one even quite knows how it works).
4. Terrifying Insight (ok, that one IS annoying for the legendary, i.e. almost non-existent, true dps Clerics).
5. Power of the Sun (a PvP-flavored Brand of the Sun buff. It replaces the crappy feat "Restoration Mastery").
If I understood correctly this is only valid if you choose Annointed Champion path. So no reduction of Terrifying Insight if you stay Divine Oracle. Stay is perhaps wrong word. Rather choose again Divine Oracle. I heard that at least Clerics will be forced to reselect feats/powers, but everyone gets a free respec.
For the record I have not played in preview server. I don't know where you rest are in the world but in my country this is not what I would call bedtime.
Basically Terrifying Insight don't get any reducement to effect in any news that I have read this day or near this day. Halfling DC tanks everywhere? Lol not my 2 Clerics I like Hybrid builds. It is also interesting since every Cleric seems to have thoughts on what is best to use. Shortly said I don't agree with many posters. Healing Word for example. I only use that in very rare cases like CN last boss fight to pull of agro(from adds) so they don't attack melee fghters attacking boss. Personally Healing Word is HAMSTER in my taste unless you want to pull of aggro in some rare fights.
Oh I think I know where this Sunburst and Healing World popularity comes from. Halfling Clerics that want to do pure PvP. As for my Rogue if I would notice a Halfling Cleric with CON and DEX maxed as my healer I would leave that group and refuse to do a Dungeon run unless it is extremely easy Dungeon.
Finally I am not looking down on Annointed Cleric. I am sure they are simply different and both DO and AC will be more or less popular.
In the article it was stated that the divine oracle path was more about dealing damage than healing. I interpret this as being told they expect the new paragon path to have a lower damage output.
Could someone please explain to me how oracle is supposed to be a great damage dealer, i play a cleric a lot run several with different feats selected - some more damage oriented and more healer oriented.
Could someone please point out the feat that adds +15 or +20% damage to a spell, i seem to have overlooked it.
It would be nice to not be told, cleric stop attacking that's not why we brought you here.
If somebody says that - just ignore them or leave. Their basic lack of understanding regarding how divinity is generated (apart from the not exactly stellar divine fortune passive - and the more nice ethereal boon feat) probably means a world of pain for that run. The only time attacking is not advisable if it's attacking adds that are being nicely collected by someone running an add train while others work on the boss - or if you are explicitly ignoring particular mobs that despawn like the Thoon hulks in the final dread vault boss fight. Then it's hurting the party. In any other case I can think of - you are both decreasing the time taken for the run, and also probably astral sealing mobs to trickle hp to the party. Let them know - tab A is their head, and slot B is their bum - and please follow the insertion directions.
Oh I think I know where this Sunburst and Healing World popularity comes from. Halfling Clerics that want to do pure PvP. As for my Rogue if I would notice a Halfling Cleric with CON and DEX maxed as my healer I would leave that group and refuse to do a Dungeon run unless it is extremely easy Dungeon.
May I know your IGN? Coz I want to make sure I wont get in party with you anywhere to avoid you leaving my party in the middle of fight.
Fyi, I do perfectly fine healing / tanking / supporting as a pure dex/con DC anywhere.
and what I meant by fine is, hardly any of my partymate die in any dungeon, CN/ToS/FH, you name it.
Yes, I am using healing word, astral shield, and sunburst,
my build is 95% mini version of GCTRL pvp DC.
On topic, I am pretty sure that I will respec to this new paragon.
The benefits of using word of healing is twofold: 1, it generates a lot of divine power, especially with ethereal boon and other divine power boosts.
2 you can quick casts it again in divine mode to give some a double burst of healing.
did I mention a lot of divine power? use it as you wish.
however if you find aiming it is a pain, then I understand.
0
kolbe11Member, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 0Arc User
The benefits of using word of healing is twofold: 1, it generates a lot of divine power, especially with ethereal boon and other divine power boosts.
2 you can quick casts it again in divine mode to give some a double burst of healing.
did I mention a lot of divine power? use it as you wish.
however if you find aiming it is a pain, then I understand.
You're forgetting one:
Fabled Iliyanbruen Set is triggered by Sunburst and Healing word... Increasing healing over time of 2,842HP over 15 seconds, repeatable 3x a minute.
"It is said that idle hands are the Devil's tools: Idle geek hands, however, came up with gunpowder, nuclear weapons, and toilet plungers." -Illiad
Comments
http://nw.perfectworld.com/news/?p=1036721
With the new Annointed Champion Paragon you are basically,
GAINING
1. A PvP buffed Foresight (Halfling DCs will be everywhere!).
2. A buffed Healing Word.
3. A buffed Divine Armor.
4. The highest Divinity and AP generator At-Will.
5. A Power buff.
LOSING
1. Hammer of Fate (few Clerics will shed a tear for this one, especially after recent heavy nerfs).
2. Prophecy of Doom (burst damage and debuff that cannot crit and is rarely used).
3. Prophetic Action (so rarely slotted, no one even quite knows how it works).
4. Terrifying Insight (ok, that one IS annoying for the legendary, i.e. almost non-existent, true dps Clerics).
5. Power of the Sun (a PvP-flavored Brand of the Sun buff. It replaces the crappy feat "Restoration Mastery").
chains + divine glow + daunting light = generally dead anything.
If you get up to a 40% crit, then it will kill many things very quickly. There's actually a really good forum post about it from Gtrl. They can go glass cannony, but hurt. a lot.
If you noticed, however, nothing in there was about healing anything. People see DC and assume 'healer'. They are actually rather set up for it and with the arp fix coming out, they're going to be even scarier in PVP.
This can go to PVE too, although those who know the stats for PVE would have to speak up more specifically about it.
Note that by attacking a DC can build more divinity, generate more AP and force more weapon/feat procs (Holy Avenger, Repurpose Soul). It also helps that several attack powers come with a control effect (ie, Chains, Divine Glow). Ultimately a Divine Oracle is still a support character. The pure attack DC is an entirely different kind of animal.
The Divine Oracle powers/feats are really more a mishmash of various utility powers useful to an attacking cleric in various scenarios. You won't miss any of them if you do T2 and higher dungeons almost exclusively since the Anointed Champion has its own ways of making up for the loss of Foresight. Essentially switching to Anointed Champion has disadvantages = zero for high level content. On top of its default approach an AC can choose to use the exact same powers a DO would normally use in high level content because most of these powers are non DO-exclusive - the results would be pretty much the same, which is unfair since in any other scenario their playstyles and thus their strengths would be very different. The devs should really fine-tune some of the DO-exclusive powers/feats to make up for this.
Anyway Prophecy of Doom is a utility debuff mainly useful for the high divinity gain and the mitigation debuff. It seems to ignore various defensive powers like block and Unstoppable. Prophetic Action can completely nullify the damage of Shocking Execution. Not particularly reliable but it does defend you against a particularly powerful attack everyone once in a while. Terrifying Insight is the best solo power we have.
Yep, this is what I run with. It's great AoE damage. Single-target isn't quite as good, though Terrifying Insight does help when you're using At-wills to burn down a single mob. My other feature is Foresight just to beef up defense a bit, but don't exactly need it. I'd rather use Holy Fervor, except that we don't have any good DPS Daily powers now. Actually the Daily issue was a double whammy, Hammer was nerfed excessively, and Flame Strike was conveniently bugged to not crit.
As far as Divine Oracle goes, most of its Powers are pretty lame. I don't even have points in Hammer or Prophetic Action. Prophecy of Doom is only rarely useful. Brand of the Sun is good in theory, but in practice, it's rarely worth it. Foresight is amazing, but they've already said it's too amazing and will likely be nerfed, or at least Benefit of Foresight will be nerfed. Divine Oracle definitely needs some serious tweaking. Terrifying Insight is the only part of the path that I think is right where it should be.
After re-reading the dps cleric build notes, it appears that the damage bonus to non-crit lance stacks up to three times. First hit 10% bonus, second hit 20% bonus, third hit 30% bonus. Am i reading this right ? This works well when the cleric can stand firm, but in practice this does not work well until you are very well geared. Until then, brand of the sun is more effective because of all the kiting you need to do. You can then use brand and seal to tag everything for your party, which would take advantage of the brand debuff if you are using it, which is just as powerfull as any heal effect the faithfull tree has - if it does in fact work on all things, which is hard to tell because the buff debuff symbols are so small and non-informative.
Thank you for the input. I enjoy the cleric immensely, but i see that it is rather pigeonholed the most out of all the classes.
The funny thing is that gf and gwf are complaining that they only get the paragon path of the other, but fail to see just how versatile what they get is.
Please don't compare DC to the GWF/GF Paragon situation. They are complaining because,
1. instead of getting new Paragons that are designed from scratch in synergy with the existing class, they get something taken from an entirely different class.
2. this swap massively disproportionately favors GWF since almost all that is strongest in GF is represented by its Paragon Powers, while the converse is not true at all nor needed on a GF (they are already one of the highest dps and versatile tank, depending on build). It would be literally like giving CW's Eye of the Storm 100% auto-crit, Steal Time and Oppressive Force to DCs...
3. it has undeniable deep implications for the future of balancing both classes. For example, everyone knows how incredibly hard devs have found balancing the GWF, while GF has been stable and well balanced for a long time. Now with a Power swap, you introduce instabilities to both classes and immediately have balancing issues because the Powers are in a completely different context. Note how Frontline Surge, a key Power of GF which has never been touched since beta, has already had its AP nerfed in the latest preview patch because it gave back too much AP when part of GWFs (by contrast, GFs rely on fast or clutch AP gain for survivability, threat and damage).
4. it further confuses players because they think now either to have a GF or GWF in party, as a tank or otherwise, but do not see any need for both. This has already been happening on Preview. Imagine if CW's gained Astral Seal, Foresight and Astral Shield - that is the level of confusion felt by inexperienced endgame players who have not seen or played with the now subtler nuances of the soon to be linked classes.
Players are complaining for a reason. They may not be able to explain it in detail or even understand it until they play it, but it should not be surprising with even a little bit of thought about the changes.
Anyway, that's off-topic and DC's Anointed Champion paragon certainly looks like one of the better and differently designed paragons.
I'm probably the only DC who loves this passive and never unslots it. Yeah, it triggers after so much as a sneeze -- I'll grant you that -- but it's also saved me from getting one-shotted or two-shotted when I'm out of stamina. It only blocks damage, not CC, but that's okay -- if a quest boss flings me out of his melee range so I can get further away from him and nail him with a DL from afar all without taking damage, I don't really mind.
Kaylee Krankenwagen, level 60 GF | Tavandruil Wayfinder, level 49 GWF | Aldith Langley, level 51 HR
If it was not triggered by at will damage, then it would be an improvement, since then it would stop some key damage.
I am also a big fan of the cleric getting some cc resistance somewhere in their kit.
(does it have to be so depressing knowing that the cw did 100 times the damage I did over the course of a run)
off to bed, I think I am getting a bit morose.
For the record I have not played in preview server. I don't know where you rest are in the world but in my country this is not what I would call bedtime.
Basically Terrifying Insight don't get any reducement to effect in any news that I have read this day or near this day. Halfling DC tanks everywhere? Lol not my 2 Clerics I like Hybrid builds. It is also interesting since every Cleric seems to have thoughts on what is best to use. Shortly said I don't agree with many posters. Healing Word for example. I only use that in very rare cases like CN last boss fight to pull of agro(from adds) so they don't attack melee fghters attacking boss. Personally Healing Word is HAMSTER in my taste unless you want to pull of aggro in some rare fights.
Oh I think I know where this Sunburst and Healing World popularity comes from. Halfling Clerics that want to do pure PvP. As for my Rogue if I would notice a Halfling Cleric with CON and DEX maxed as my healer I would leave that group and refuse to do a Dungeon run unless it is extremely easy Dungeon.
Finally I am not looking down on Annointed Cleric. I am sure they are simply different and both DO and AC will be more or less popular.
If somebody says that - just ignore them or leave. Their basic lack of understanding regarding how divinity is generated (apart from the not exactly stellar divine fortune passive - and the more nice ethereal boon feat) probably means a world of pain for that run. The only time attacking is not advisable if it's attacking adds that are being nicely collected by someone running an add train while others work on the boss - or if you are explicitly ignoring particular mobs that despawn like the Thoon hulks in the final dread vault boss fight. Then it's hurting the party. In any other case I can think of - you are both decreasing the time taken for the run, and also probably astral sealing mobs to trickle hp to the party. Let them know - tab A is their head, and slot B is their bum - and please follow the insertion directions.
May I know your IGN? Coz I want to make sure I wont get in party with you anywhere to avoid you leaving my party in the middle of fight.
Fyi, I do perfectly fine healing / tanking / supporting as a pure dex/con DC anywhere.
and what I meant by fine is, hardly any of my partymate die in any dungeon, CN/ToS/FH, you name it.
Yes, I am using healing word, astral shield, and sunburst,
my build is 95% mini version of GCTRL pvp DC.
On topic, I am pretty sure that I will respec to this new paragon.
thanks
2 you can quick casts it again in divine mode to give some a double burst of healing.
did I mention a lot of divine power? use it as you wish.
however if you find aiming it is a pain, then I understand.
You're forgetting one:
Fabled Iliyanbruen Set is triggered by Sunburst and Healing word... Increasing healing over time of 2,842HP over 15 seconds, repeatable 3x a minute.