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Mod 5 PvE Suggested Build

sabiwensabiwen Member Posts: 55 Arc User
edited December 2014 in The Temple
I havent done much testing with the new DC. I have done a lot of reading everyone else's feedback.

Can some experiences PvE DC give me a quick build rundown for a PvE Righteous build? I know it's a forced respec, so would like to know how to build one.

Thanks for your help in advance.
Post edited by sabiwen on

Comments

  • mrvincent1959mrvincent1959 Member, NW M9 Playtest Posts: 740 Arc User
    edited November 2014
    Yeh, I would like to hear some ideas too. Which paragon path and feats are best for helping groups in high-level dungeons. I'm thinking going the non-healer route.
    twitch.tv/kaligold
  • grw0lfgrw0lf Member Posts: 10 Arc User
    edited December 2014
    Bump*

    I'm about to start my new toon, being a DC, yet I lack good info/good build to start off with. Anyone got some info for a good PvE mod5 approved build?
  • ulvielulviel Member, NW M9 Playtest Posts: 741 Arc User
    edited December 2014
    In general, I'm against giving exact build with details. First, even the best build won't help you if you don't really understand it, second, I just don't like the idea of everyone playing exactly the same way when there is so many possibilities.

    But I can give you few pointers.

    First, you choose righteous - it's good since I can assume you are not biased toward healing. Feats that you really want to have: capstone and fire of gods. Other than that - it is hard to do it wrong, just look at the tree and think what looks good to you.

    Bear your sins is nice if you can put DoT on enemy all the time, which is easy if you choose DO path (Brand of the sun!), bit more tricky for AC clerics (still doable, plaguefire comes to mind, but I am sure there are other ways too)

    The choice between AC and DO can be hard: AC has better class features, DO has BotS. My personal experience tells me the difference in dmg output between paths is not noticeable - in both cases you'll be doing really fine. My suggestion is, if you played a cleric before, just go with the path you liked then.

    Now few words about your rotation: Divine glow is even better now than before, and it always was a must. No mobs number cap - sweet! It is also my choice for divinity use in most of cases. Sunburst... everything about that power was already said elsewhere on forum, so I'll just say I slot it only to troll stupid wizards who keep messing my rotation with OF and meatball... let them taste their own medicine, hah!
    FF lost it's heal which is why I do not use it anymore, but it is DoT and still not bad against single target.. maybe not the best option, but not bad. Searing light seems to be not as bad as before, but still nothing special. Prophecy of doom would be nice if not for the painfully slow casting animation. Chains are good, Daunting light still our most powerful spell, tho there is no point using it in divine mode now. Empowered, on the other hand, gives biiig numbers... best used on dragons and other stationary targets, unfortunately.
    Astral shield is.. hm.. different. Although I don't really have opinion since I don't use it - there is simply no need for it in pve.

    Personally, I run 95% time with my pre-mod5 rotation: divine glow, daunting light, chains. Also if you were thinking about slotting heals, I recommend getting some lifesteal instead, works wonders now when we can do dmg.

    And stats: comparing to pre- rework builds, lifesteal is more important (obviously), also arpen. HP is still better than defence and deflect, recovery, on the other hand is something I would avoid now.. not that it is bad to have it, but it is very likely you'll be spamming at-wills to build divinity even if your encounters will be out of cooldown.
  • plaviaplavia Member Posts: 540 Arc User
    edited December 2014
    for PVE encounters I suggest
    divine glow = damage+ heal + buff
    searing light = damage + heal
    FF = DOT + buff + fastest cast in divine mode
    astral shield = great def
    chains = damage and control
    sun burst = bit hard to use in pve, but can be used in divine mode (and in PVP :) )
    healing word and bastion of health

    class feature:
    divine fortune
    holy fervor
    anointed armor / foresight

    for PVE both DPS and healing works, so just chose a path (but I wouldn't go for virtuous)
    if you take DPS path, then bit of life steal (300) is ok. you do lot of DoT and you will get nice healing from it
    in general we do not need high amount of recovery now, so best is to invest in radiant

    BTW, almost any PVE build is good for PVP now
  • clericalistclericalist Member, NW M9 Playtest Posts: 595 Arc User
    edited December 2014
    Still trying to come up with standard personal setup, but this is what I like best for my cleric.
    For Soloing:
    I have the righteous path (I imagine most chose this), so soloing is a breeze, I usually go for full offensive encounters, so slot divine glow, daunting light and chains. Sometimes I want a slightly more defensive solo build, like those final bosses in those WOD daily quests, so I switch divine glow with sunburst to provide some useful breathing time with those knockbacks. In fact the mobs tend to melt so fast in soloing that I now just leave sunburst instead of divine glow in the slot.

    For Heroic Encounters:
    For this I tend to go for high healing points to get the "great success", unless there are very few people then I go for max debuff. I slot bastion of health and sunburst to provide healing and daunting light for damage, I don't want to use any of the debuff/buff encounters it just helps others and not yourself. I also highly recommend you switch to the full draconic set for max healing bonus if you can.

    For Dungeons:
    This is the one where I am the least sure what I should always be using, it tends to based on what kind of party I am going with and the kind of dungeon.
    1) For low gs PUG party that is trying their luck in something like Castle Never. Here I go for a full damage redution build, so astral shield, divine glow and sunburst are slotted. This is build is also used for hard hitting bossess like the one in LOL or ESOT.
    2) For higher gs parties that want to sprint through. I go for buff/debuff build, so I slot divine glow, forgemaster and daunting light.
    3) For easy dungeons where where you want to try win paingiver. I use the max dps build from soloing.

    For the dailies I pretty much only use flame strike for soloing and hallowed ground for parties, except sometimes divine armour when the party is getting knocked hard for bosses like Valindra.

    For the at wills I use brand of the sun, this is useful to get quicker divinity generation (It also ended up being my artifact weapon), I try to hit different enemies at the start and in no time I have 3 divinity pips. I also use astral seal for parties, I usually give 2 or 3 swings with it and then mix in some brands of sun in the middle.

    For features I have foresight permanently slotted, along with the 5 feat points that extend its damage reduction, this really makes parties more survivable and for soloing it makes it even less likely to ever fall. As for the second feature I am not sure what I like, the extra action point for divinity point gain seems marginal, so I have decided to use prophetic action, I know must see it as junk, but it did manage to save my life once from a direct hit from Garrakas.
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