Introduction
Though many builds have been floating around, I have held back from writing guides up until now, where I wanted to shed some light on my DC playstyle. Yes, this is another teamplay DC and it is meant for PvE , although you can still bring it to casual PVP and perform well, just don't get your hopes extremely high in extreme cases of premade battles.
Race , Score
Humans - Additional 3 Heroic Feats, Versatile Defence (+3% ) , +2 Any chosen stats
This is what my score would look like in the end
This is an in-between choice for Sufficient Tanking with Moderate Healing to keep your party alive.
The reasoning behind this build is purely my opinions. I have played many types of healers from fragile but strong healers to MAX def regen healers , but it all dwells down to this build which I am mostly satisfied.
As a human, you benefit from all the advantages. Of course, some will have diff opinions on but for me, advantages of being human far outweighs.Further justification will be under strategy column. In the mean time, digest the scores above
Powers & Feat (using calculator)
http://nwcalc.com/dc?b=pa4:4zj7j:7ayk,1fl3315:6c000:6zw00:b5c00&h=1
Although the selection of powers can vary, the core powers during PvE is to have the set below:
Astral Seal - place the seal over the mobs so everyone gets lifesteal.
Sacred Flame - Divinity building is better than other at-wills. The tHP boost is quite ignorable though.
Healing Word - Crucial in properly managing this power between normal and divHW
Astral Shield - Hands Down most crucial encounter
Sunburst - Div generation + Proccing Linked Spirit + advantages as per feat'ed
Hallowed Ground - For long fights, DEF OFF boost
Divine Armor - tHP for kiting, running, and critical moments
Foresight - Should never leave your tab. Unless the fight scenes where your healing services are not required. To be explained in strategy later.
Divine Fortune - The more div , the more you can spam. As usual , unless you aren't healbot mode anymore.
Toughness 3/3 - Nothing beats HP for better survival
Greater Fortune 3/3 - Every added healing is better than none. Since your role in a party is to heal anyway
Healing Action 2/5 - Since my playstyle will revolve around encounters to keep your party alive, dailies are an added advantage available. I find 2/5 is sufficient since there are chances you get to spam HW/dHW which gives a nice AP gain.
Holy Resolve 3/3 - This is a life saver. At times, the sudden gush of tHP gives you a second chance to last longer.
Weapon Mastery 3/3 - Crit, although not our main pivot, but my final build allows me to float >20%. Since we are not making a crit build, the crit synergy gives a boost as per feated in the paragon tree
Repurpose Soul 3/3 - Can't leave this out. 15% AoE healing on crit.
Bountiful Fortune 5/5 - Even with good div mgmt skills, I tend to have this maxed as you gain more div , and you can spam more HW/dHW.
Cleanse 1/3 - I put only 1 point here as 10% chance for cleansing is adequate. Your rotation of healing spells is good enough to trigger cleanse even at 10% , and there aren't many scenarios that cleanse comes as a make or break feat. Should you feel it is totally unnecessary, feel free to place 1 more point in Healing Action
Rising Hope 2/5 - 15% boost to Rec & Power for 60 minutes is enough to keep your rotation up. It procs very often so I don't see a need to max this out
Enduring Relief 5/5 - Bonus healing 15% after div mode. This is where SB shines in practical usage
Benefit of Foresight 5/5 - Defence bonus of 11% (2+2+2+5) for everyone.
Linked Spirit 5/5 - This is best used with SB. The added boost of stats for 10 seconds is just a free boost anyway.
Invigorated Healing 2/5 - As to avoid overhealing, 1% target hp after expiry. Overall, I'm not very confident on the point that its effect kicks in after the expiry of 6 seconds.
Divine Advantage 5/5 - Resisting 80% combat advantage is one of the best things PVE can have. As most of the times, we are surrounded by innumerable mobs of different kinds. Thanks cryptic!
Ethereal Boon 5/5 - Cooldown of anything gets you a small amount of divinity. Your internal cd for HW also grants this, so use it well XD
Restoration Mastery 2/5 - I pick this up for the 2% defence boost. Kinda undervalued since we don't crit as much, but once we do, we get it. On top of that, don't forget to keep Linked Spirit up as much as possible
*I have played the version of me which uses Moonstone Touched feat and I personally feel that it is less useful as we originally think. Yes, the healing is one good part of it, but ask yourself a rhetoric question, how often you meet boss fights which last just as long and requires a daily to heal? I justify this because more than often when I have to use HG, the healing is not as required. You use it more for the boost of stats , rather than it's healing benefits. DA gives a generous tHP which I feel is much better than the not required HoT. Doesn't your encounter give you healing already ?
Equipment, Gear , Enchantments
I am not going to divert your attention. There have been builds revolving around this gear, kudos to GCTRL , for pointing it out in his version of the guide. Credits will still go to you.
http://nw-forum.perfectworld.com/showthread.php?446761-GCTRL-s-quot-Sentinel-quot-Cleric-Tank-for-PvP-25-Deflect-1k-Regen-2kDef
It is undeniable that survivability is just as important in PvE. Many seem to look at gear scores, of which even more players have their opinions on this. Some say high GS makes a man, some disregard the value of this number. I keep it real at looking at what I really want. What matters to me most is the offensive gear score and defensive gear score to actually verify what kind of playstyle I am heading.
Comments
For me, I love my defensive valued at 5k+, although I am not yet maxed out (we are all still playing,farming, aren't we?). DR , Defl, Regen stands at a nice value (for a DC) and this segment covers most of your survival skills. I do not take lifesteal into account as our encounters will not be offensive most of the time. Regen is definitely better than lifesteal. Also, the debate between defence and deflect is totally ignorable. If you don't have both, you cant tank as well as you think you could.
As for Enchantments, Silvery for both Offense and Defense.
You would want to build up more deflection as DR already stand at a nice zone, floating around 35-36%. My deflection now rates at 15% (which I am only using r5r6)
The regen from this build offers 8.8% of which I am expecting to use pets to push it further
Strategy
Divinity Management & Playstyle
Always leave 1 pip for your astral shield. There isn't many occurrences where I find that a yellow astral shield acceptable. With proper div mgmt, there shouldn't be an excuse to cast a normal AS. Although some find it acceptable, I for one, do not. In any given situation, keep your divinity as least one pip for AS. Pre-fight throw down a HW to your frontlines. 3 cast + 2 div cast will easily suffice. Your rotation should always be in between 1 to 2.5 pips. Whenever your astral shield is ready, throw down a dAS, then use a HW on your mates, even tho their HP is full. This will start your healing rotation while you throw astral seals on mobs / SF. At anytime your div reaches near 3 pips, throw another dHW to keep it back down. You may even throw 2 dHWs if you know what you are doing. SB when you are low on div, as SB gives generous div and you can easily build back 1 pip using SB. But remember, when using SB, it is best to use the tab swap trick and proc Linked spirit.
In other words , 1 pip > SB , near 3 pips > dHW
(I will try to provide a video of short rotation)
Foresight will keep your team in place and divine fortune will get you your divpoints. Healing word and SB with div fortune is a wonder and you are sure to get more than your share easily, which is why you need to let go of holding too many pips.
In most dungeons, you are required to keep healing and staying alive with the penalty of 40% self healing might hinder you from doing your job. Luckily, you are now able to offset your weaknesses with better defensive stats.
In some PVE situations which I will not discuss where n how, your services in DPS may be of use here.
In those situations, your best assist is Prophecy of Doom for the defense debuff. I usually follow up with Break The Spirit as it will be the highest single target encounter. For the finishing touches, use daunting light. During this time, you should have swapped in Holy Fervor for the AP gain. Your daily can be of HG for party boost or Hammer for personal DPS.
Pets & Such
Add pets to taste, although the recommended pet by me is the cat. The gears for the cat is also another variation to play around. For now, I stick with Sildeyuir set just for fun. In your best practicality, fit them with whichever stat you deem worthy to boost.Also, the enchantments for the gear that you will be donning on it. As previously mentioned, the crit on this build is low, and pet will be your stepping stone to further boost this stat. Just take note whatever HP boost stat does not augment. TBC
Guilding, Partying, Solo-ing, Questing
As for the gaming term, nothing beats playing games together with friends/families. You get friendly-fire at times, but that is where all the laughter and excitement is about. I'd take the time to look up the guild that you are most comfortable with , language, timezone , guild directions PvE/PvP , loot share mode. You can get more tips by running with guildies, just remember to bear the notion that some people are willing to share , while some are not, some are strict , some are lenient. If your learning curve is somewhat steep, challenge yourself and go for riskier maneuvers. After all, cryptic's penalty on death is so merciful XD compared to many MMOs.
While partying with PUGs, please remember to have pleasant gestures like greetings and thanks. Even a simple hello will do. This way you could at least test the waters if they are friendly , or utterly rude (as some players demand and expect nothing but the best from us DCs). Talk and make friends around. After all, you cant accomplish much alone and if they remember you & your playstyle, you might just be their favourite party healer - which leads to more PvE runs.
Nothing much to be said on solo and questing, but if you happen to pass by grinding lowbies, I am sure they'd appreciate any kind of free heal. I recall when I was farming Waukeen boxes in Hotenow, I randomly heal people and call out "free DC for hire" and Samaritans would PM you and say keep up the good work. It's nice to know there are people (and not bots) around and you left that good impression for them. For those who don't know how to appreciate a good healer, just say "nice healing" at the end of the runs. This will make any DC's day shine XD
I am proud to say Leon-Tak hails from "KILLING IS MY BUSINESS" and we are a PvE guild, with little to moderate interest in PvP. Our timezone is +8GMT but I know some guildies play on odd hours regularly too. We do not tolerate drama and soap series.We run dungeons on a daily basis, and we share loot with a log record. Applicants who wish to join us , please send a mail to our recruiting officers @mospeda1, @petpet2, @jack69ass. Hope to have you onboard our team.
Thanks Column
My appreciation goes to :
First and foremost my IRL gf for letting me play many nights on this game XD,
Mos for all the good times we have running dungeons and inspiring me to write this guide, Queen for all the bits n pieces , Clara W for insights and opinions throughout the gaming term, Tree - for just being there, Avandra S being the comparative DC, Superwoman for being a "pushy" CW , Chang'e - my ex boss in our old guild, zaka1209 for runs and tips, a reach out for Grievance Guildies , Quantum Guildies, Different Lifestyles Guildies, Chillin Guildies , and more importantly Killing is My Business Guildies!
Also, a bow to all haters for suspecting this build as hacking (in PvP). A warm e-hug for all the good people out in Protector's Enclave. I wish you all good luck in your runs and fights !!
Lately I feel that Deflection isn't really worth it. I mean, you spec and roll over a stat that works 15-20% of the times and still gets damage through. I understand that it may catch THAT attack that will give you the edge on surviving, but I completely ignored it (apart from the rings and neck...because they are the best defensive stats), and went full HP and the typical Regeneration. So my HP are 32k and my regen at 900ish, makes up for almost 8% ticks which is amazing.
Also the Sacred Flame temp HP wouldn't be negligible if you specced on Deepstone Blessing rather than Enduring Relief. I guess it makes more sense to have 10% more potent heals when you are free to cast Sacred Flame and when you press your 'oh-**** button'.
One more point is about Bountiful Harvest. I don't think that you need 2 points in it. The more points only increase the already big time it lasts. 30 seconds is more than enough to re-proc it again.
And finally, there is no better survival mechanism for the DC other than the Healing Step. Call it PvE or PvP, having insta Temp HP and 100% stamina regeneration for 10 seconds is AMAZING.
I am a WIS/CON Dwarf for obvious reasons (gets bonus on both stats) running almost the same gear. Looking forward for your analysis on Weapon and Armor enchantments.
link to char: Durik Healbeard
As for paragon feats...hrm. I wouldn't go 5/5 on divine advantage: this implies you're going to be NOT healing someone who's surrounded by monsters for almost 5 seconds, which given your loadout and rotation scheme, seems unlikely. 2 seconds (2/5) is probably enough in my book. And it frees up points for RRoT, which is quite nice.
Overall, there doesn't seem to be a consistent approach to crit management: you've got 3/3 repurp soul, which is obviously a no-brainer (see "how many feats do we have that are even worthwhile?", above) and 2/5 restoration mastery, and taken weapon mastery (again a no brainer) yet you've not really focussed on crits otherwise, and in fact have stated several times that "this isn't a crit build", when with a tiny bit of work it totally could be. And would probably benefit substantially from it.
In all honesty, stacking masses of defense, deflect and regen for PvE is only really necessary if you are regularly expected to be the tank, or if you want to play in the laziest fashion possible. With even a little bit of attention to positioning you should never need that much defensive capacity, especially since you spam HWs everywhere, every one of which will be giving you backheal ticks. Regen and deflect are primarily useful in PvP, where you can expect to suffer constant CC, massive spike damage, and being the centre of attention for everyone on the other team. In PvE they're overkill. Plus you need to stack a surprising amount of deflect to get up to 15%.
If you funneled some of that deflect/regen into crit, you could easily turn that 20% crit chance into 33% or so, and that's the difference between repurp soul proccing every 5th hit to every 3rd. At 33% base crit chance, with a rogue in the party you can expect to see serial crits fairly frequently, and of course, crit astral seals give critical heals (which are always lovely). And if you're doing random solo stuff out in sharandar or whatever, crits are always nice. A good crit non D'd divine glow will happily kill a whole gang of witherers, and a crit daunting light will ruin the day of almost anything. (Incidentally, you could get the points for divine glow by dropping them from lance of faith, or similar. You're never going to use it when you have sacred flame. I'd consider getting searing light, too, just for lulz: in divine mode, with bunched up monsters, it's one of our highest damage skills. It can hit 25 targets).
Finally, regarding moontouched...yes, HG is primarily used for the defense/damage buff it gives, but adding the heal to it means you pretty much have a guaranteed +25% health to everyone in your party (even the ones off soloing stuff like idiots), because the radius is gigantic. I think of it as a few seconds of "not needing to pay much attention to the CWs and TRs": it usually provides a handy breathing space to allow you to reposition and work out exactly where your next astral shield will be most beneficial.
However, if the $h~t hits the fan, you will be needing your defense and Regen for kiting purposes. It's unfortunate that DC's mechanics are not supported by its epic gear sets. I hope that this will change in the next module. Running with blues and getting better results than running with full t2 isn't really good.
I'd tend to favour a good purp set for PvE (giving decent crit, recovery and power) and then only swap to my regen-heavy PvP set if I'm expected to tank or kite everything, or if the team is terrible at aggro management/CC. Plus this means I don't have to remember to swap armour before signing up for a dungeon (remembering to swap powers is bad enough :P).
Building around a "if **** hits the fan, I'll still be ok" mindset is...somewhat counterproductive if it hampers your ability to stop **** hitting the fan in the first place.
Edit: In other words, I haven't yet seen a fight that fails due to the healer being incapable of keeping someone alive, when that individual did its job. So most of the times that a situation arises is due to some failed kiting or some bad positioning. If that individual manages to come out of this, I am able to top him with Divine Healing word and channel heals.
Not to say there aren't situations where full regen blues are better: if you're kiting FH because you couldn't find a GF, then probably blues are going to be more useful. And if you're doing epic dread vault because you hate yourself, then blues are also probably going to be more useful.
Most of the times I PuG, or run with 1 friend. You can't imagine what we've come across most of the times. I feel more like a Hunter in WoW rather than a healer. So yes, Regen blues are amazing for me so far, both in PvP and PvE.
you might need to add some regeneration.
I wouldn't mind seeing a screengrab of his actual stats though (power, crit etc) rather than just the derived stats (crit chance, damage etc), since derived stats can be quite misleading: I usually roll with AP gain of +50% for instance, but that's because of holy fervour, not massively overstacked recovery.
Hi, sorry for the late update. Yes, I do have regen.
On the deflect/regen is mainly due to the playstyle. I often run ahead and I soak up the mobs so I favour deflect/defence/regen before crit. But of course, to each his own and I'd post my stats after toying with the pet boost
Cheers
However, DEX and Deflection is only good when you are PvPing.
But that doesn't mean anything
pvp and pve are two different worlds...
1) you do not need regen and deflect; the only reason they are so loved in pvp is because the dc is focused by everyone and we become a human punching bag often becoming cc locked; the regen and deflect gives us a chance of not being cc locked/surviving the cc chain
in pve, we will not encounter this focus since they fixed cleric aggro awhile back; even so we have dodges and the red is clearly visible to dodge therefore healing and dodging should be enough to keep you alive; in the rare instances you do get hit there is defense
2) defense is good for pve and negligible in pvp; in pvp dc's are debuffed by enfeeble, cleric debuffs, knight's challenge, etc... defense is negated by all of these effects so no matter how high it is stacked, the dmg will find a way through
in pve there are not all these debuffs against you so defense reducing incoming dmg is great
3)hp is good for both pve and pvp; in pvp it will help any regeneration have higher ticks. In pvp, it will aid in healing yourself in others due to certain dc skills/feats/armor (moontouched, seeker's beacon bonus from MH armor)
4) offensive stats are better for pve b/c it is more about healing rather than survival; it does not take much to survive in pve other than dodging and kiting; dodging and kiting doesn't need high defensive stats it's more skill-based. In addition, stronger heals will help the team more and if you are low on hp, healing yourself is always an option even with the righteousness debuff
even if you run ahead defense and your own heals should be enough, in addition to two dodges; imo, healing is much stronger than regen b/c it ticks at a constant rate no matter how much hp you have
sorry for the rant, i just wish more ppl were more "heal-oriented" in pve b/c whenever I go in a pug on my cw/tr alts the dc's always disappoint me
I only feel annoyed by healers that focus on Crit and Power and get 2 shotted when something goes wrong. And in PuGs most times, things go wrong.
The reason I go with a tankier DC in PvE is bcos I really don't need so much overhealing. Maybe your theory on glass cannons stacking with each other work better (glass cannon DPS + fragile powerful healer) , but in my playstyle, I don't mind taking hits for the team.
Of course, if you like to use your skooshing to get INTO trouble so your team doesn't have to, then yeah: I can see how extra tankiness could be advantageous. And of course, the biggest advantage we bring is mitigation anyway, and that's non-scaling.
A lot of healing is less about "can we survive this" and more about "how lazy can everyone get": if you take astral shield and then some orbital lazors, everyone has to play more cautiously. Take shield, sunburst and HW and suddenly people are pulling every monster on the map because chances are: you can heal them through that.