It's hard to answer that without knowing when you originally left, but there have been a lot of changes over the past months. I'll assume you haven't played Mod2 yet, and perhaps not even Mod1. Mod1 contained Sharandar and such.
By the way, most of what I place here is not about clerics. The reason for this is because it's important to know how the other classes have changed so you can be a more effective support/Leader. I will say this: Hunter Rangers that do not cooperate with you in dungeons are a pain to heal. Too often, I have to go out of my way to heal them because they go as far away from me (and the heals) as they can to maximize their damage. It's annoying at times, but the more competent Rangers are not a problem.
In a nutshell:
New paragon paths and a new class: Hunter Ranger. Bows, arrows, and the stuff everyone wanted.
GWFs were buffed and have respectable to strong AoE dps in dungeons. It's easier for them to keep up with the other classes now. Sentinels are now even stronger in PvP because of what I will explain later.
Clerics did not change too much, but more spells are working with Armor Penetration now. The new paragon path is a nice support alternative to the current Divine Oracle, but is harder to use effectively. More buffs and debuffs are available to the new path, but the new path (Anointed Champion) needs to be closer to the action and more aware to be effective.
Rogues (not rouge, goodness) received a nerf to Duelist's Flurry a while back (I don't know when you left) but they still have the highest single target dps. A few people disagree with that, as the top players of the other classes (GWF) can actually match if not exceed TR single target damage. However, the majority of TRs will always win single target. The new paragon path utilizes a ranged at-will and ranged features.
CWs. I don't feel like talking about them. Not my cup of tea. Sorry, CW community
GFs. This is an interesting topic of debate. With Mod2, the GWFs got the old GF paragon path as a new path, and the GFs got the old GWF paragon path as the new path. GWFs now have moves like Frontline Surge (shield outward thingy) and Trample the Fallen. GFs have Flourish and so on. The problem with this is the abilities were designed for the original classes, so Flourish was balanced around a GWF weapon, which has the highest base damage. Then, it was transferred to the GF, the class with the lowest weapon damage. As a result, GWFs with Frontline Surge will hit much harder with it than a GF, and Flourish is pretty weak on a GF. GWFs also got Threatening Rush, adding to their mobility and making Sentinels even scarier. GFs got WMS, which is a nice debuff but is counter intuitive to tanking. There are a few builds that use the new path for the GF well, but they are relatively few in number. The debate is centered around just how short a straw the GF was given.
There are new zones. More importantly, there is a new refining system. Before, it would take four of a rank 1 enchant to make a rank 2, and so on. Now, there is a more complicated (but better, in my opinion) system for refining. There is an in-game quest that lays it out, but I feel the forums are a better medium to learn the new system. A little digging will go a long way.
Artifacts are a new item that give you stats and an active bonus. For example, the Waters artifact gives Recovery, Defense, and Regeneration?(I can't recall off the top of my head), and activating it will heal you for a good chunk of HP and remove any negative status effects on you. They make min/maxing easier.
There's a lot more, but if you want more information, I'm sure others can give you more input. Also, look up the patch notes if you want to know specifics.
It's not everything (I excluded the CWs) but I hope it helps. Clerics haven't changed a large amount, so heal away.
Lots of new content updates over the last few months.
Lots of bug fixes over the last few months.
Lots of usability updates over the last few months.
Downloading and playing *still* has no initial monetary costs whatsoever!*
Answer: download it again and play it. Only YOU can answer your own questions reliably and accurately. <-not intended as snarky, I'm serious on this one.
*Important caveat: Requires an Internet connection. Requires ongoing bandwidth usage. Both Internet connection and bandwidth usage may have additional monetary costs not directly or indirectly associated with Cryptic, Perfect World Entertainment, or their properties, but could be incurred by use of software developed and provided by said entities. Note that the following are trademarked or copyrighted terms, all rights reserved: Cryptic, Perfect World Entertainment, Coming Soon. All trademarks are respective, except Coming Soon applies to all entities mentioned.
Welcome back mattplex. For the DC class there is a new paragon path, and you can equip up to 3 artifacts which offer bonus powers/stats. Companions in active slots (up to 5) also offer a minor supplementary bonuses. There's been 1 dungeon with each module which also introduced new gearsets along with 2 campaigns which offer new boons.
For relevant info to DCs including comparison of paragon paths, builds, skills and set bonuses there's updated info in my guide at the signature.
Do recommend you check out the game again and explore the new content.
Module 4 Comprehensive DC guide |Module 4 MoF CW Handbook |New! Scourge Warlock Guide| NW Numbers and Mechanics guide |Crit, Power and DPS guide | Dungeon Delving guide and more
Turns out, I had a bunch of purple epics equipped, sitting at 9100 GS.
I think I was using Brand of the Sun and Astral Seal to tick more Divinity points through DoTs while running around.
Other spells I have equipped are Astral Shield, Healing Word and Hallowed Ground and Divine Armor as dailies.
I still have a free respec and all my feats were reset... Meaning I have no idea what I was using with that skill build lol
I think Ill look around the forums here to see a build I can use!
Thanks!
Turns out, I had a bunch of purple epics equipped, sitting at 9100 GS.
I think I was using Brand of the Sun and Astral Seal to tick more Divinity points through DoTs while running around.
Other spells I have equipped are Astral Shield, Healing Word and Hallowed Ground and Divine Armor as dailies.
I still have a free respec and all my feats were reset... Meaning I have no idea what I was using with that skill build lol
I think Ill look around the forums here to see a build I can use!
Thanks!
Awesome! I'm happy you decided to just jump back in (it's really the only way to accurately answer all your own questions. Though still nowhere near perfect, Neverwinter is definitely a different game now than it was at launch. And it will only get better.
Well I did enjoy playing for the little bit that I did. Im glad they have the two new campaigns! Should be fun.
I did miss playing a game that lacks mana! Its nice to rely on cooldowns instead.
PingConcHere, I'm a Hunter Ranger and i always try my hardest to not rely on the cleric too much, sometimes i forget they're even there to be honest but i can understand what you mean.
Being a wreckless player is never a good thing but sadly there are a lot of such players on many games.
@mattplex Yep that's my guide and glad it's been helpful.
With regard to boons they are unlocked as you delve deeper into the Sharandar and Dread ring campaign tree (3rd icon from right of top menu bar). You begin the campaigns from talking to Sgt. Knox who will then send you to the other NPCs.
With the Sharandar boons you need to do daily quests in each zone to start unlock next areas. Once a week (Mondays) you get the Arcane Resevoir quest that gives you 50 sparks which are vital towards the final boons. Each day 'Battle for Sharandar' quest gives 10 sparks too that you should try to complete. The daily dungeon is optional. You can get the first 2 boons relatively easily by buying Formorian concoction (bounty items) from AH and trading them in as gold crescents. However final boons take a lot of sparks.
For Dread Ring campaigns the 3 daily quests are optional and only award gold, exp and vanguard scripts, but you need to run the daily dungeons to progress the campaigns. They are fairly quick even for DCs.
Overall the first 3 boons are useful, and unlockable fairly rapidly, the 4th boon is horrible, and final boon is very useful. If nothing else, getting the third boon gives you all the stats you'd want.
Module 4 Comprehensive DC guide |Module 4 MoF CW Handbook |New! Scourge Warlock Guide| NW Numbers and Mechanics guide |Crit, Power and DPS guide | Dungeon Delving guide and more
Well I did enjoy playing for the little bit that I did. Im glad they have the two new campaigns! Should be fun.
I did miss playing a game that lacks mana! Its nice to rely on cooldowns instead.
And these boons? How do I unlock them? Playing through campaign?
There are two separate Boons paths. Sharandar's will give you more GS points faster. You can do that one for the first two Boons, but it's a pretty long slog to the third Boon for 2% AP gain.
It's more important to focus on Dread Spire's campaign, though not for the Boons. You can clear the first 2-3 Boons but then focus exclusively on the Gauntlet making section. Which means doing the daily dungeon in that zone at a bare minimum. Once you get to the highest Gauntlet level, you get access to an artifact which allows you to rez players from across the room (as I recall). I've seen a few of them in game.
If you have the Glory, there is a good artifact at Trade of Blades called the Bloodcrystal Raven Skull. I use that, Waters and a Lantern of Revelation. There are two other artifacts which you can farm off Malabog Castle's second boss and Valindra's Tower end boss, but they are so expensive right now you actually might be better off selling them (5 million AD and 10 million AD last I checked).
Secondly, I don't think I've seen it mentioned but there is a huge change to Soul-Forged enchantments. Instead of giving you immunity to damage, they auto-rez you once with a cooldown. I actually like them for end-boss fights now, and they are pretty much required for VT in the Dread Ring. I recommend getting at least a Lesser if you don't already have one. It's cheaper to buy the Coal Ward and the Shards and make one than buying one atm.
Comments
It's hard to answer that without knowing when you originally left, but there have been a lot of changes over the past months. I'll assume you haven't played Mod2 yet, and perhaps not even Mod1. Mod1 contained Sharandar and such.
By the way, most of what I place here is not about clerics. The reason for this is because it's important to know how the other classes have changed so you can be a more effective support/Leader. I will say this: Hunter Rangers that do not cooperate with you in dungeons are a pain to heal. Too often, I have to go out of my way to heal them because they go as far away from me (and the heals) as they can to maximize their damage. It's annoying at times, but the more competent Rangers are not a problem.
In a nutshell:
New paragon paths and a new class: Hunter Ranger. Bows, arrows, and the stuff everyone wanted.
GWFs were buffed and have respectable to strong AoE dps in dungeons. It's easier for them to keep up with the other classes now. Sentinels are now even stronger in PvP because of what I will explain later.
Clerics did not change too much, but more spells are working with Armor Penetration now. The new paragon path is a nice support alternative to the current Divine Oracle, but is harder to use effectively. More buffs and debuffs are available to the new path, but the new path (Anointed Champion) needs to be closer to the action and more aware to be effective.
Rogues (not rouge, goodness) received a nerf to Duelist's Flurry a while back (I don't know when you left) but they still have the highest single target dps. A few people disagree with that, as the top players of the other classes (GWF) can actually match if not exceed TR single target damage. However, the majority of TRs will always win single target. The new paragon path utilizes a ranged at-will and ranged features.
CWs. I don't feel like talking about them. Not my cup of tea. Sorry, CW community
GFs. This is an interesting topic of debate. With Mod2, the GWFs got the old GF paragon path as a new path, and the GFs got the old GWF paragon path as the new path. GWFs now have moves like Frontline Surge (shield outward thingy) and Trample the Fallen. GFs have Flourish and so on. The problem with this is the abilities were designed for the original classes, so Flourish was balanced around a GWF weapon, which has the highest base damage. Then, it was transferred to the GF, the class with the lowest weapon damage. As a result, GWFs with Frontline Surge will hit much harder with it than a GF, and Flourish is pretty weak on a GF. GWFs also got Threatening Rush, adding to their mobility and making Sentinels even scarier. GFs got WMS, which is a nice debuff but is counter intuitive to tanking. There are a few builds that use the new path for the GF well, but they are relatively few in number. The debate is centered around just how short a straw the GF was given.
There are new zones. More importantly, there is a new refining system. Before, it would take four of a rank 1 enchant to make a rank 2, and so on. Now, there is a more complicated (but better, in my opinion) system for refining. There is an in-game quest that lays it out, but I feel the forums are a better medium to learn the new system. A little digging will go a long way.
Artifacts are a new item that give you stats and an active bonus. For example, the Waters artifact gives Recovery, Defense, and Regeneration?(I can't recall off the top of my head), and activating it will heal you for a good chunk of HP and remove any negative status effects on you. They make min/maxing easier.
There's a lot more, but if you want more information, I'm sure others can give you more input. Also, look up the patch notes if you want to know specifics.
It's not everything (I excluded the CWs) but I hope it helps. Clerics haven't changed a large amount, so heal away.
Lots of new content updates over the last few months.
Lots of bug fixes over the last few months.
Lots of usability updates over the last few months.
Downloading and playing *still* has no initial monetary costs whatsoever!*
Answer: download it again and play it. Only YOU can answer your own questions reliably and accurately. <-not intended as snarky, I'm serious on this one.
*Important caveat: Requires an Internet connection. Requires ongoing bandwidth usage. Both Internet connection and bandwidth usage may have additional monetary costs not directly or indirectly associated with Cryptic, Perfect World Entertainment, or their properties, but could be incurred by use of software developed and provided by said entities. Note that the following are trademarked or copyrighted terms, all rights reserved: Cryptic, Perfect World Entertainment, Coming Soon. All trademarks are respective, except Coming Soon applies to all entities mentioned.
-winks-
For relevant info to DCs including comparison of paragon paths, builds, skills and set bonuses there's updated info in my guide at the signature.
Do recommend you check out the game again and explore the new content.
Guild and guide info
Module 4 Comprehensive DC guide |Module 4 MoF CW Handbook |New! Scourge Warlock Guide| NW Numbers and Mechanics guide |Crit, Power and DPS guide | Dungeon Delving guide and more
Turns out, I had a bunch of purple epics equipped, sitting at 9100 GS.
I think I was using Brand of the Sun and Astral Seal to tick more Divinity points through DoTs while running around.
Other spells I have equipped are Astral Shield, Healing Word and Hallowed Ground and Divine Armor as dailies.
I still have a free respec and all my feats were reset... Meaning I have no idea what I was using with that skill build lol
I think Ill look around the forums here to see a build I can use!
Thanks!
Awesome! I'm happy you decided to just jump back in (it's really the only way to accurately answer all your own questions. Though still nowhere near perfect, Neverwinter is definitely a different game now than it was at launch. And it will only get better.
I did miss playing a game that lacks mana! Its nice to rely on cooldowns instead.
I also found this
http://laggygamerz.com/forum/index.php?/topic/17-kaelac%E2%80%99s-guide-to-devoted-clerics-in-neverwinter/?p=43
Which is really going to help me with the feats and such, cause I dont remember which of those are good or "traps!".
And these boons? How do I unlock them? Playing through campaign?
Good thing is with artifact you get lots of useful stats on DC which makes you stronger in PVP, you are somewhat immortal if build and play properly.
Being a wreckless player is never a good thing but sadly there are a lot of such players on many games.
With regard to boons they are unlocked as you delve deeper into the Sharandar and Dread ring campaign tree (3rd icon from right of top menu bar). You begin the campaigns from talking to Sgt. Knox who will then send you to the other NPCs.
With the Sharandar boons you need to do daily quests in each zone to start unlock next areas. Once a week (Mondays) you get the Arcane Resevoir quest that gives you 50 sparks which are vital towards the final boons. Each day 'Battle for Sharandar' quest gives 10 sparks too that you should try to complete. The daily dungeon is optional. You can get the first 2 boons relatively easily by buying Formorian concoction (bounty items) from AH and trading them in as gold crescents. However final boons take a lot of sparks.
For Dread Ring campaigns the 3 daily quests are optional and only award gold, exp and vanguard scripts, but you need to run the daily dungeons to progress the campaigns. They are fairly quick even for DCs.
Overall the first 3 boons are useful, and unlockable fairly rapidly, the 4th boon is horrible, and final boon is very useful. If nothing else, getting the third boon gives you all the stats you'd want.
Guild and guide info
Module 4 Comprehensive DC guide |Module 4 MoF CW Handbook |New! Scourge Warlock Guide| NW Numbers and Mechanics guide |Crit, Power and DPS guide | Dungeon Delving guide and more
There are two separate Boons paths. Sharandar's will give you more GS points faster. You can do that one for the first two Boons, but it's a pretty long slog to the third Boon for 2% AP gain.
It's more important to focus on Dread Spire's campaign, though not for the Boons. You can clear the first 2-3 Boons but then focus exclusively on the Gauntlet making section. Which means doing the daily dungeon in that zone at a bare minimum. Once you get to the highest Gauntlet level, you get access to an artifact which allows you to rez players from across the room (as I recall). I've seen a few of them in game.
If you have the Glory, there is a good artifact at Trade of Blades called the Bloodcrystal Raven Skull. I use that, Waters and a Lantern of Revelation. There are two other artifacts which you can farm off Malabog Castle's second boss and Valindra's Tower end boss, but they are so expensive right now you actually might be better off selling them (5 million AD and 10 million AD last I checked).
Secondly, I don't think I've seen it mentioned but there is a huge change to Soul-Forged enchantments. Instead of giving you immunity to damage, they auto-rez you once with a cooldown. I actually like them for end-boss fights now, and they are pretty much required for VT in the Dread Ring. I recommend getting at least a Lesser if you don't already have one. It's cheaper to buy the Coal Ward and the Shards and make one than buying one atm.