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Screwfloss' Guide to the Support Cleric

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  • lazureelazuree Member Posts: 52 Arc User
    edited April 2014
    tbh i find that with well geared parties with/without me debuffing everything will die fast
    But since we like to do things fast like pull three rooms... or that whole hall at once, debuffing would get the party killed ( unless we had an emblem)
    So while it seems faster I think in general it all evens out
    I'm not against HP, but in the trash mobs I rather keep the party alive and pull aggro from the cw's; I pull most aggro with full healing
  • morsitansmorsitans Member, Neverwinter Beta Users Posts: 1,284 Bounty Hunter
    edited April 2014
    I usually seem to be in runs with multiple CWs/HRs, so getting everyone together for a sunburst is...challenging. If everyone is clustered then that's usually the time for shield (to keep the CWs alive long enough to wreak havoc with shards and so on), so sticking a sunburst in there would be overkill.
    I guess I could hit outliers with soothing light, but honestly...I'm just not very good with soothing light. I've learned to be much better at HW spam, though, so that usually takes the third slot in a ranged squishy party.
  • diogene0diogene0 Member Posts: 2,894 Arc User
    edited April 2014
    lazuree wrote: »
    tbh i find that with well geared parties with/without me debuffing everything will die fast
    But since we like to do things fast like pull three rooms... or that whole hall at once, debuffing would get the party killed ( unless we had an emblem)
    So while it seems faster I think in general it all evens out
    I'm not against HP, but in the trash mobs I rather keep the party alive and pull aggro from the cw's; I pull most aggro with full healing

    Well I'm in the same boat, but I have an emblem and when I'm using HP for adds I have to do emblem healing during the whole run while not speeding it up excessively. GPF seems to slow it down badly due to the loss of healing, except when i'm running with 3+ GWFs. The HP setup is fine for small to average pulls but when you're doing the huge pulls of doom running ahead like crazy and only stopping to the next door, you're having it as a morale booster only because someone will report a 250k IBS or a 100k shard hit and it makes your friends having a blast. The truth is that it's meh. HP is terribad at healing, and mobs do damage when there's a whole gang of mindwraps or spiders only trying to kill your wizards. Great for boss fights though.

    Now don't get me wrong, hallowed ground is a no brainer and divine glow never leaves my spell bar for group content. But that's by far our best buffs and the rest is mostly for the show. No, during a door to door pulling situation, 10% more damage on 4 mobs and maybe 30% on one or two of them doesn't make it up for the loss of at least 30% (leaning towards 40 with terror) of heals, if you only care about doing things at max speed. But HP do make my friends happy. So who cares.
  • ironmasherironmasher Member Posts: 18
    edited April 2014
    screwfloss wrote: »
    The Support Cleric

    Edited: 3/31/2014 - invigorated healing for linked spirit

    What exactly did you mean on this edit? Noticed you don't have invigorated healing on your feets post.
  • spani4rdspani4rd Member, Neverwinter Beta Users Posts: 297 Bounty Hunter
    edited April 2014
    lazuree wrote: »
    since we like to do things fast like pull three rooms... or that whole hall at once, debuffing would get the party killed ( unless we had an emblem)

    Sure, if your CW's aren't self sustaining.
    It's always the same for pulls, no matter how big or small they are, as long as you can keep your team alive beyond the initial burst then it really just becomes about how much dmg/control your group has.
    Honestly I don't know why people still fixate so much on their healing outputs, everybody overheals in this game anyways. The DR buffs are what's truly important
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