I would like you opinions on how I can improve things. This is a hybrid healer damage spec that generates a lot of divinity for utility. It's meant to power the divine spells and leave extra power left over to channel healing or smiting as needed.
This build worked really well until hr started hitting level 60. When that happened people really started to change their builds - leaning towards a more deflection based build. I think this idea is currently the only way to protect yourself from the crazy damage output from hr's. The genral performance of this build is that I would wear someone down to half their life through the use of blessing of battle while use exalatation to mitigate damage and buff myself. Depending on who I was partied with and who I was fighting I would use either word of healing or break the spirit for damage and debuff. Rounding out Daunting light for out 3rd spell used as our kill shot. Astral shield is rarely an option due to the amount of cc available to opposing teams.
daily's slotted are flame strike for damage or guardian for healing /cc/damage and 2nd daily is anointed army.
I will add the equipment graphics to show slots
Comments
chest piece is slotted with normal barkshield and azure rank 7
main hand is slotted with lesser tenebration and normal vorpal
icon is slotted with radiant 7 (defense slot)
neck is slotted with radiant 7 (offense)
ring 1
ring 2
waist
pant
As of weapon and armor enchantments I use Soulforged and Plague Fire, but, to be honest, I am not professional so you better get more opinions on this.
I think I should use brilliant energy weapon for increased weapon damage and armour debuff, or switch to holy weapon to increase damage and provide party buff.
since I would likely take away the hp boost from radiants and replace them with more defelction, tenebration should probably go away and be replaced with a radiant for extra power.
feat wise - lance of faith has been utterly useless sine it has no synergy with cycle of change. It would be nice if Blessing of battle worked with cycle of change since it forces me to use astral seal as my 2nd at will since I need the crts off of it to procc my cycle of change to increase my damage.
Im going to feat blessing of battle to give me a power increase and I am considering to take 5 points out of the virtuous path and put it into the feat that improves annointed army - it will give a healing bonus and an action point boost to my allies, which is always helpful.
First you do not need ArP, cut it.
Second your Recovery too low, make it at least 4K+
Third you do not need Life Steal, DC sucks in DPS unless you are full DPS DC, just cut it.
For PVP,
You may still want to cut those ArP, LS thing, for god sake you are just simply not a DPS class, forget the idea of DPS people
geared a lot on def and del, if you can geared del to 2K+, basicly you will find yourself super tanky in PVP.
make sure recovery at least 4K+, and try to boost HP as many as you can, then you are good to go in PVP.
As for the gear, maybe you can start with ancient gears
Here is some important stat of my DC,
5K+power
3K crit
5K+recovery
2K+ def
and I chose faithful path for extra bar.
I notices you pick lantern as quest reward, I personally think the Water artifact is the best quest reward for DC/CW/GF
- Cut the ArP unless you are absolutely committed to playing DPS, because there isn't room for ArP otherwise IMO.
- Your Recovery is workable. I have to respectfully disagree with ironfist82 about increasing it to 4k+. The diminishing returns are pretty severe, and you usually have other stats to prioritize.
- Your Power is fine. You aren't realistically going to get much higher than 4k in PvP while being able to make as much use of Defense Slot items as possible. In PvE you should be able to stack additional Power on your augment pet.
- Rings of Greater Repulsion are definitely good options, but also consider Ancient Priest's Ring of Burning Light. If you end up getting enough Regeneration from your artifacts (yes, you really need Waters!), you may be better off with the extra HP the Ancient rings give.
- If you enjoy PvP, Righteous is your friend. Healing Step is a fantastic little feat, one of the best we have.
- Healing Action is bad. Either 1 point or nothing. I suggest skipping it altogether.
- If you're concerned with survival, Virtuous tree isn't the path to greater durability. Faithful will give you the most bonuses to your healing spells, while Righteous will give you the best tankiness. Consider the capstones of both trees carefully, though. I happen to like Sovereign Justice, but others may disagree. The 4th pip of Divinity from Greater Divine Power is generally not preferred.
- Also, if you're going to use Exaltation, I'd recommend picking up the Prestigious Exaltation feat for the slight added duration and the healing buff. Even if you go heavy into Virtuous or Righteous, you should be able to skim enough points to pick up Deepstone Blessing and Prestigious Exaltation.
- Brilliant Energy is...well, at least it's pretty. Holy Avenger is one of the obvious options, and comparatively easy to acquire. Vorpal is excellent all-around.
Contagion - Cleric
Testament - Wizard
Pestilence - Ranger
Dominion - Paladin
NIGHTSWATCH
It looks like my best option are holy avenger - which I believe adds to at will and spell damage, or lightning - which has a chance to proc chain damage. Since my attack speed is slower than molasses, lightning is a bad choice. I think the fire damage is a bit on the low side, although the burning damage is appealing. Terror gives a nice armour reduction though. tough choices.
I might be missing something here but all I see is healing step and the 5 points into giving flamestrike a fraction of a second more cc (one of the worst deals there are imo)
well, a hodge podge of minor helpful abilities. nothing that screams hey im equal to foresight, look at me (not that im using foresight) but I don't see a whole lot of useful here. Ethereal boon has to be my favourite of all cleric feats. I don't see a lot of cleric feats the grab my attention like this.
well, these are my alternatives:
Battlewise - create less threat
Domain synergy - percentage increase to recovery
Holy resolve - 5 minute cooldown
Initiate of the Faith - TINY percentage of power stat into crit
cleanse - MAYBE - limited usefulness
Templar Domain 5 minute cooldown for FIVE seconds of benefit. Really?
With the four points from healing action (leave one in, might as well):
You could max greater fortune.
You could put a point into cleanse.
You could put two points into holy resolve.
Healing action is just...bad: http://clericguide.com/healing-action/
You don't take the Flamestrike feat. You're also overlooking Divine Advantage and Power of Oppression (also Power of the Sun for Divine Oracles).
Trust me, there's a reason why PvP DCs tend to prefer this tree for playing support. Even if you don't find yourself amazed by any of the other feats, Healing Step is just that good.
As for Heroic Feats, as morsitans said, Healing Action is still bad. Holy Resolve can be a life saver and scales with your max HP.
Contagion - Cleric
Testament - Wizard
Pestilence - Ranger
Dominion - Paladin
NIGHTSWATCH
Second weakest points are your weapon/armor enchants. In this day and age, where high-burst damage GWFs/TRs can now have hellishly good survivability to go with their stealth/determination, you all but need greater/perfect enchants to remain competitive in PvP. Sad, but true. The devs need to realize that they've really opened a can of worms with this one. Granted you rarely come across high-end geared TRs/GWFs outside of premades, and people usually just leave those, but if and when do - when you meet that player who just refuses to die unless an entire team of decently geared people goes after him (and sometimes that's not even enough) a greater/perfect weapon/armor enchantment will definitely help. I'd suggest perfect vorpal. Holy Avenger is great, but Perfect Holy Avenger doesn't scale as well. You can make do with just normal/greater Soulforged I guess, but if you want Barkskin I'd get the Perfect version.
Finally get a third artifact asap, preferably a defensive one. Consider that even at blue levels they're already like an extra amulet slot. Consider that, when maxed out, each artifact is worth more than two ring slots (minus rank 10 enchantments).
First of all, Armor pen and lifesteal are worthless, you need to drop them.
The rings are wrong - i am using the HP/DEF/DEf with power slotted, but i want to switch to repulsion rings with Def in slot
The neck is also wrong - I think I'm using HP/DEF/DEF there, and slot power.
While nightmare icon is cool, I would still use fomorians for weapons. The weapon damage and set bonus is huge.
Upgrade your **** - this is both easy and obvious
As for gems, Crit has tough DR, if you have good gear you have enough recovery and armor pen is useless, so slot only power.
Actually deflect has bad DR too and since you aren't TR it won't make a big difference unless you stack it to the sky. I used to slot deflect on my DC, then i switched to defense and it was much much better.
Still a lot to do here. Looks like you made the build on a budget. For about 2M AD you could fix it no prob.
Best of luck to you, man
Everything you need to know about CW:
http://nw-forum.perfectworld.com/showthread.php?780981-Chem-s-CW-Compendium-Everything-you-need-to-know
Everything you need to know about CW:
http://nw-forum.perfectworld.com/showthread.php?780981-Chem-s-CW-Compendium-Everything-you-need-to-know
edit: I agree that lifesteal is useless, but armour pen is more damage increase.
I'll second what others said about Holy Resolve. It doesn't kick in often (nor should it!) but every now and then I'll get into a fight where something goes terribly wrong, or I'm not prepared, or I underestimate what I'm fighting. Suddenly my health is next to nothing. Holy Resolve gives you enough time to save yourself; drink a potion, hit some defensive ability, etc. There are a number of fights I won just because I had that talent maxed. It's like buying insurance, if you don't have it you regret it.
Tomas, Human Devoted Cleric
Dragon Shard
While I'm on the DO side, I'd agree with most of what is said. ArP is a heavy budget and while it is nice, you can do fine without it. LS is a suppliment to regen, so if you can, do it. Deflect + regen is king in PVP. Those who say you can't stack enough, I would have to ask if they have really tried. Since there is a known cleric who has done it. That said, it's best to have a balance between defense, deflect, regen, crit. When you hit that 40% crit range, things start to hurt.
The other thing you can do to help get around other's deflection is dots. A forge fire DoT has 1 shot of deflect or not. They don't deflect (and they won't always) and you crit (which at 40% crit range is a high potential) it will crit for the duration of the dot. It also heals, it also slows. All in all it will put a LOT of pressure on the target. You tie that in with break the spirit as a precursor in divine mode, it's a major debuff to defense + high damage dot.
Vi va la DPS DC!!!
The thing about Vorpal is that it also affects healing, which means that to us Vorpal doubles as a defensive enchantment.