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changes for Dc not good for epic skirmishes or dungeons

hoofithoofit Member, NW M9 Playtest Posts: 122 Arc User
edited November 2014 in The Temple
Today I tested the new DC changes level 60 its so hard now to keep people alive without Atsral shield to heal, you have to spam so fast I'm not sure I will have any buttons left and then there are the people who say is astral shield bugged you tell them no that's how it is now they say no its not (not even being a DC) and then tell me it must be bugged they have seen others using Astral shield how it used to be blue circle to heal. And then they try to kick. I found in PvP the new build works very well but a dungeon/skirmish that's epic its not good its pretty bad with out astral shield to heal, I normally don't loose people unless there badly geared but they have to be really badly geared to loose them and now well lets just say its not good. Can we have it back please :D just astral shield to heal, that blue healing circle we all need. I think we are in for a hard time in dungeon now and skirmishes (epic) where people rely on heals. today was the first time my DC has ever had someone try to kick me, they failed.
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  • kangkeokkangkeok Member Posts: 1,123 Arc User
    edited November 2014
    I think astral shield + bastion of health is the new blue astral shield now. and divine glow does help with heal as well as debuff and damage. Thats the 3 encounter i m using. Dunno if its the best but i m still testing it out.
  • hoofithoofit Member, NW M9 Playtest Posts: 122 Arc User
    edited November 2014
    So your saying we have to use 3 things now instead of 1 hows that better? Try an epic dungeon with a random group who don't have that good a gear set up or a skirmish (epic), you will struggle unlike before you could lay down astral shield leave in on one guy to heal them and help some one else now your having to spam like mad in one spot its awful and jolly hard work. I don't know why they did it really.
  • kangkeokkangkeok Member Posts: 1,123 Arc User
    edited November 2014
    hoofit wrote: »
    So your saying we have to use 3 things now instead of 1 hows that better? Try an epic dungeon with a random group who don't have that good a gear set up or a skirmish (epic), you will struggle unlike before you could lay down astral shield leave in on one guy to heal them and help some one else now your having to spam like mad in one spot its awful and jolly hard work. I don't know why they did it really.

    Well, i didnt say its better..i was suggesting alternaltive since u cant change anything now that they change astral shield in mod 5. We just gotta adapt to the changes. Btw we dun need to use 3 skill to replace blue astral shield but only 2, normal bastion + normal astral will technicaly give the same effect with blue astral. If the heal isnt enough, u can spam divine bastion to heal them. Divine glow is just a backup heal or debuff/dps for me. It also help recharge ur divine bar pretty fast too. I tried them in Karu a few run and my party could practically tank anything, well with an exception if they are not in the circle i placed.
  • troljtrolj Member, Neverwinter Beta Users Posts: 3
    edited November 2014
    Well to be fair leveling new DC will be now a breeze, and generally soloing on it. I like what they did with our damaging encounters. That said, they handicapped the DC healing wise even more. They took away FF - making it 100% DDing power, sure the heal from it was situational, but it still had its uses. Healing Word i suppose is better the way it is now, for me personally it was always a bit of struggle to pick up low HP player in a tight group of meles on boss. Healing Word is the only good change in our healing encounters. Which is sad now. We have nothing to replace AS with, most DC will continue to use the Gimp version since we are left with no other choice. It still gives damage reduction buff and added hit points. Better then nothing i suppose. Now the daily powers were hit by hardest nurfbat so far. Before update we had three valid daily Powers, specked Hallowed Ground was my go to safety blanket, in addition it gave 15% damage boost. Now how it is, there is no reason to slot it at all. Divine armor is our only go to option now, and Flame strike is self explanatory. I do not like what they did to Sun Burst, i mean sure it became an even more go to power in PvP with default knock back and extra healing, even after all hard nerf hit it got over time it still was a perfectly good encounter, but how it is now, in PvE it is situation at best. All in all it became an even more pain in the back to heal in dungeons.

    P.s. I suppose they hoped to encourage more DCs to participate in PvP and not feel so gimped in comparison with other classes. We will have to see i suppose how it will work out. And by the end of the day not everyone is interested in PvP.
  • xd108xxd108x Member Posts: 142 Arc User
    edited November 2014
    I think we just need to change the way we play DC in groups, which now requires more thought and skill than just placing Astral Shield well and then de-buffing and attacking. I haven't had a chance to play my DC yet but from what I have read there are quite a variety of skills that offer both instant and heal over time effects, which along with skills that can reduce damage done to party members should be more than enough to keep people alive.

    However this does require people to work with the DC and understand how they heal and buff, which sadly a lot of the time isnt the case, so if you see people charging into enemies alone without you or running off to a corner with enemies chasing after them I wouldn't blame the DC ;)
  • ychiakiychiaki Member Posts: 123 Arc User
    edited November 2014
    I think we're fine, I was able to keep alive a 9k gs party against 2nd Spellplague Caverns boss fighting in the middle, so that counts as something.
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  • foxxy#4211 foxxy Member, NW M9 Playtest Posts: 563 Arc User
    edited November 2014
    I dont need astral shield healings when i have healing word, which heals me very well and to my party
  • tonyvincenttonyvincent Member, NW M9 Playtest Posts: 123 Arc User
    edited November 2014
    ... Always though the Old Blue AS was OP. I am happy they changed the power. Makes dungeons somewhat more challenging.
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  • clericalistclericalist Member, NW M9 Playtest Posts: 595 Arc User
    edited November 2014
    Regarding the use of astral shield in dungeons. I did a Lair of the Mad Dragon yesterday, the rest of the party GS ranged from 7000 to 9000, so the boss battles were slow and some mobs were dangerous for the party. For most of the dungeon I used divine sunburt and astral seal (not to be confused with shield here), that was adequate healing. For the last two bosses, for which I recall are challenging T1 bosses, I swapped out my daunting light for healing word. My path is righteous, but using healing word with divine sunburst still let me play a healer and kept the rest alive.

    So it is definitely possible to play healer even without astral shield. Another thing with healing word is that you can use it for more dispersed parties, where most are shooters, you can heal people in three different locations, and for clumped together parties healing word works as well as astral shield.
  • arandompandaarandompanda Member, NW M9 Playtest Posts: 107 Arc User
    edited November 2014
    I ran epic Shores of Tuern yesterday and the party kept wiping until I slotted Astral Shield. That one spell made all the difference in the world. After that we won handily and no one died.
  • mrvincent1959mrvincent1959 Member, NW M9 Playtest Posts: 740 Arc User
    edited November 2014
    I'm getting used to the button mashing, but man, my left hand gets all messed up after a while and I need to take a break. I still have mixed feelings on these new mechanics.
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  • saz3saz3 Member, NW M9 Playtest Posts: 9 Arc User
    edited November 2014
    :(I feel like a DPS,:mad: not as a healer .. I want old Paragon feats back so I can use Astral shield properly ,, I feel I am not good to anyone as DC any more & I cant help with Dungeons Etc if they required healing or needing of Astral shield to heal them:(:(
  • xd108xxd108x Member Posts: 142 Arc User
    edited November 2014
    Astral Shield now = damage reduction for party members and also temp hp? Still sounds useful to me but not a spell you can just rely on to do everything, including heal...which I consider a good thing.
  • plaviaplavia Member Posts: 540 Arc User
    edited November 2014
    I don't get it
    divine astral shield gives u 5K temp hit points now
    (sadly the temp hit point don't stack with itself or with other temp hit point u generate, at least not with anointed holy symbol)
    and the empower absorb 3% per stack. it can reach 9% of your max HP!

    combine all together, astral shield save your party much more then before

    I agree its hard to do healing now. but buff debuff and saving your party is much better
  • elridinelridin Member, Neverwinter Knight of the Feywild Users Posts: 3 Arc User
    edited November 2014
    I'm not happy at all with the DC changes. Of course since I'm an old dude I don't like change period. :) Astral Shield allowed for covering several ppl at the same time as did Hallowed Ground. With the new feats etc I'm either going to study everything very closely or quit playing my DC.

    Oh, not being able to gain AP while Hallowed Ground is active is really fubar as far as I'm concerned. Playing the DC isn't fun and enjoyable anymore but maybe that will change.
  • saz3saz3 Member, NW M9 Playtest Posts: 9 Arc User
    edited November 2014
    I am not interested in PVP at all
  • saz3saz3 Member, NW M9 Playtest Posts: 9 Arc User
    edited November 2014
    I think the same ..I think I will give my DC up & play my GWF
  • elridinelridin Member, Neverwinter Knight of the Feywild Users Posts: 3 Arc User
    edited November 2014
    Funny thing you mentioned dropping your DC and switching to your GWF. I seriously considering the same thing.

    Was in a Tuern Skirm after the update and was told by another player that I was "useless". I couldn't argue since I felt the same way. Two hours after the update and brand new feats was hardly enough time to get a good grip on what it now takes for the DC. I'll try to keep an eye on this thread in hopes that some kind hearted soul will explain to this grouchy old s o b how to properly play the DC once again. :)
  • lilhamletlilhamlet Member Posts: 260 Arc User
    edited November 2014
    elridin wrote: »
    Was in a Tuern Skirm after the update and was told by another player that I was "useless".

    That is simply an example of a poor community member, which there seems the be a glut of in this game. Don't ever let someone not playing a DC tell you how to play a DC. They should probably learn to dodge, not stand still in a red circle of fire, and that an attack cone (like the one used by Garakas) is larger at the far end than at the base (hence easier to avoid if in melee range).

    With the changes, the Devoted Cleric has easily become the most versatile of the classes able to fulfill a myriad of roles, but with that comes complexity. There is not one "go to" loadout for all situations, and you'll have to find your optimum loadouts for each scenario and change accordingly.

    I, for one, am glad that in mod 5 I'm not stuck soloing Garakas for a long period of time (with ppl telling me to just wipe - to which I've responded by advising them to solely engage in a pleasurable act) just because some people can't be bothered to dodge or pay attention to the boss' attack patterns. It's nice to finally have something to use against mobs more damaging than just harsh language.
  • troljtrolj Member, Neverwinter Beta Users Posts: 3
    edited November 2014
    elridin wrote: »
    Funny thing you mentioned dropping your DC and switching to your GWF. I seriously considering the same thing.

    Was in a Tuern Skirm after the update and was told by another player that I was "useless". I couldn't argue since I felt the same way. Two hours after the update and brand new feats was hardly enough time to get a good grip on what it now takes for the DC. I'll try to keep an eye on this thread in hopes that some kind hearted soul will explain to this grouchy old s o b how to properly play the DC once again. :)

    Well i take everything back about AS being useless now, its youre go to skill even more now then ever "cough Op, cough". I am seriously worried we DCs will be hit with a nerfbat soon and pretty hard at that. I did few dungeon runs, nothing overly complicated, just some old T2s, but with pugs. I cant really say if its the new DC healing potential, or i was just exceptionally lucky with my teams. We have not wiped once. Have to test more, later. The way i use it - i just drop none Divine AS on tank, or depending on situation and proceed spamming Divine AS on other party members, who are in need of a heal, Divine AS ads Hit points on top of HoT. Combined with bastion of Health, or Healing Word ( which im still getting used to properly using) and Astral Seal- all in all works like a charm, at some point it just become over heal, im afraid. On down side Sun burst is officially scraped in PvE. The default knock back is Just too much of a bother. Divine Glow How ever lives on my bar now. The skill is just too handy, if only i did not forget to spam it like i should. If anything - healing now is actually easier, i found my self "gasp" having fun with my DC, which i did not in the longest while. I will have to try Castle Never with some pugs-maybe it just the overall GS of players now, which makes it easy.
  • arcanaxearcanaxe Member Posts: 192 Arc User
    edited November 2014
    If you complain that the DC is not healing enough you're playing your cleric wrong. The healing is so potent now it's unbelievable.

    Slot AS/BOH/DG if you are having problem healing and spam your divine powers it's that simple.

    IMO I choose Virtuous for the HOT capabilities it offers. I like a healing DC, the DPS tree is nice if you want to go that way. The other path Righteous is only heal, no HOT/Regen not really so good. AS & FF was Regen/HOT base. Now you can use BOH and DG for the same effect, and boost your HOT capabilities if you choose virtuous.

    So basically you got 3 Regen/HOT spells, plus can spam healing and temp hit points in divine mode.

    On a side note I have to agree, sunburst has really fallen far from what is was, and just does not have a place on the bar anymore.
  • saz3saz3 Member, NW M9 Playtest Posts: 9 Arc User
    edited November 2014
    elridin wrote: »
    Funny thing you mentioned dropping your DC and switching to your GWF. I seriously considering the same thing.

    Was in a Tuern Skirm after the update and was told by another player that I was "useless". I couldn't argue since I felt the same way. Two hours after the update and brand new feats was hardly enough time to get a good grip on what it now takes for the DC. I'll try to keep an eye on this thread in hopes that some kind hearted soul will explain to this grouchy old s o b how to properly play the DC once again. :)


    I love my DC b4 this Mod 5 & new Paragon feats ..... I like to help people but now I feel I am not a healer so sad when I cant able to heal with Astral shield
  • jeffsliderjeffslider Member, NW M9 Playtest Posts: 112 Arc User
    edited November 2014
    Yep, the healing is actually better, especially if you know how to use empowered, like whoa, lol and astral shield, though it doesn't heal anymore, it's actually better pvp and pve wise. Depending on the paragon path you take like virtuous, when you stack empowered 3 times and then use astral shield, you can actually receive 0 dmg for like 6-9 secs and you can keep it up over and over since it's easy to build up that divine bar and spam divine powers till it stacks up empowered since divine powers has no cool down. I used an empowered astral shield in pvp today on 1 stronghold and the other team couldn't kill me at all
  • ichimaruginxichimaruginx Member, NW M9 Playtest Posts: 230 Arc User
    edited November 2014
    Hmm this is an interesting read. I was a faithful DC now going for righteous path but in eSoT and eLoL the heals are easier and more potent than before! I even think that i'm over healing ^^ For example i did a test with my DPS GF friend. He practically stand in the volcano boil thing in the Twin Scorpion and didn't die xD I ran HW/BoH/AS but i spam my at wills alot or something my divinity gain is quite fast. just put AS and Divine HW then put some BoH/Divine BoH for clutch. Going to switch HW for DG and see. Didn't even had divine armor slotted. Trust me if 2 divine BoH can't keep that person alive then he/she is doing something wrong ^^ I still need to test out the divine/empowered AS tho. Thing with going righteous and healing is you need to be attentive and aware. Unlike faithful, you don't have the feat to clutch for you but the heals won't be having that much handicap other than that. In conclusion, to me it's better than mod4 for healing but it's a pain of pressing multi keys xD
  • lerdocixlerdocix Member Posts: 897 Arc User
    edited November 2014
    If you have any problems with healing, its likely because you are stuck in denial about the changes.

    I'm healing much better then I was before and got no problems at all-and I'm righteous buffing/debuffing AC(DO healer before).

    DC heals incomparably better, but if you won't adapt to changes and change your encounters, you're deemed to fail.

    Evolve or die out.
  • elridinelridin Member, Neverwinter Knight of the Feywild Users Posts: 3 Arc User
    edited November 2014
    lilhamlet wrote: »
    That is simply an example of a poor community member, which there seems the be a glut of in this game. Don't ever let someone not playing a DC tell you how to play a DC. They should probably learn to dodge, not stand still in a red circle of fire, and that an attack cone (like the one used by Garakas) is larger at the far end than at the base (hence easier to avoid if in melee range).
    Poor community member indeed. You hit the nail on the head.

    I haven't seen any comments about HG. Being unable to gain AP while HG is active bites if you ask me.
  • darkstarcrashdarkstarcrash Member, NW M9 Playtest Posts: 1,382 Arc User
    edited November 2014
    lerdocix wrote: »
    If you have any problems with healing, its likely because you are stuck in denial about the changes.

    I'm healing much better then I was before and got no problems at all-and I'm righteous buffing/debuffing AC(DO healer before).

    DC heals incomparably better, but if you won't adapt to changes and change your encounters, you're deemed to fail.

    Evolve or die out.

    It would be helpful if you list the encounters you use in dungeons, and how you use them: e.g., nAS/dDG/dBoH/dBoH/eDG -- or whatever. I know it's situational, but I'm sure I'm not the only one still kind of confused about how/when to use normal vs. divine vs. empowered.
  • odd111outodd111out Member Posts: 173 Arc User
    edited November 2014
    When people talk about "heals better" they are usually comparing apples and oranges because they have altered their encounters to include BoH or more healing abilities.

    I have two end-game Clerics, one was a Faithful Healer who already used BoH and the other was an AC Debuff. Using the exact same encounter rotations, the heal is less and more awkward.

    If you feat to heal more as a Faithful, you can produce stronger BoH and stronger HW... but the instances when you need to heal someone back from death (making that good) are few in a T2. What really made BoH so great to use (Linked Spirit- I could hand people 2-3000 more in power on average) is gone. So I can heal a little more, but the run on my Faithful spec is now a little longer. And my HW that had 3,000 more in power behind it was stronger than the new HW- so... the heal IS less.

    So it's perfectly legitimate to not like the overall package of these changes (only the Sith deal in absolutes remember).

    As for rotations, I haven't actually taken Sunburst off. It's a bit of retraining to learn to cast it only in Divine, but it's currently my favorite way to get up to Empowered.

    The other thing I would mention is that if you want to run Daunting Light, the damage from a Divine version is garbage. I have gotten Empowered versions to routinely crit about 50,000.

    Dungeon Clearing as Healer: Sunburst-BOH-Astral Shield (Guardian of Faith-Hallowed Ground) * you can switch to Healing Word from either Sunburst or BOH on boss fights as you prefer. I usually drop BOH for HW.

    ** One thing that is exceedingly annoying about Hallowed Ground is that you can't generate AP while it remains in effect. So your uptime on it has been dropped. BoH will help you get back to HG quite a bit, but if you find yourself casting HG and having the team move on after 5 seconds, and you won't have it again... you can see how it's value can drop. I suspect you will see this Daily less and less. You do gain AP while AA is in effect though, but not for Divine Armor. **

    Dungeon Clearing as Debuff: Sunburst- Divine Glow- Daunting Light (Guardian of Faith- Flame Strike) * I then switch Daunting Light to either HW or Astral Sheild or Forgemasters depending on how the team's been doing, and then Flame Strike for AA).

    One thing I would point out that if your are using High Prophet gear, you must do damage to apply the gear set's bonus to each mob. So that's something to think about when considering rotations. And you have to hit 3 times each to get the full debuff, otherwise you are wearing really bad T1 gear. And that's a large part of why my Righteous Debuff Cleric still uses Sunburst, and also that it apples a DoT (see farther down the feat tree). The DoT does not add additional stacks of the HP gear debuff.

    For PvP, my rotations are basically the same: Sunburst, HW, Astral Sheild (Guardian of Faith- AA or Hallowed Ground). I PvP'd for about 4 hours last night and meet many Clerics trying to kill people with Daunting Light etc. 100% avoidable if you don't listen to music because you can hear it a full second before it goes off. Only TRs killed me all night. Which is a switch from GWFs I suppose. Interestingly, about 5-10% of my kills were to Sunburst, and the bleed does not seem to fall off after death.

    Some casual testing in IWD yesterday has completely disenchanted me from Gift of Faith. I don't consider it currently worth the gimp to HW. I have currently respected my Faithful without the capstone to see how I like it.
  • plushcloudplushcloud Member, Neverwinter Beta Users Posts: 4 Arc User
    edited November 2014
    odd111out wrote: »
    Dungeon Clearing as Healer: Sunburst-BOH-Astral Shield (Guardian of Faith-Hallowed Ground) * you can switch to Healing Word from either Sunburst or BOH on boss fights as you prefer. I usually drop BOH for HW.

    YEAH! Let's start pissing whole team off with pushing adds away. GREAT IDEA!
  • odd111outodd111out Member Posts: 173 Arc User
    edited November 2014
    plushcloud wrote: »
    YEAH! Let's start pissing whole team off with pushing adds away. GREAT IDEA!

    I could get mad but I've decided to just have a good laugh.

    If you had read my post you'd have gotten to the part where I talk about using Sunburst to get to Empowered, and casting Sunburst only in Divine to do that. So you don't knockback the vast majority of the time.

    True it takes a bit of retraining to remember to use Sunburst in the opposite now, only on Divine instead of in normal mode, but you pick it up after a while. Practicing on your Dailies can help to change your habits.

    In dungeons I usually do it all at once (3 Divine Sunbursts) and then an Empowered version of one of the other Encounters. And since Divine Sunburst has no CD, it's pretty handy.
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