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Official Feedback Thread: Devoted Cleric Cap Raise

asterdahlasterdahl Member, Cryptic Developer Posts: 1,258 Cryptic Developer
Greetings Adventurers!
In conjunction with the forthcoming raise to the level cap, each class will see additions and adjustments. This content will gradually be made available on our preview shard. As it becomes available we would very much like to collect your feedback!

This thread will be focused on the Devoted Cleric. Initially only new class features and feats will be made available, however this thread will be updated alongside the preview shard in the future.

Class Features
The following class features will become available at 60 points.
  • Hastening Light: When you activate a Daily power all allies within 50' have their recharge times reduced by 1 second.
    • Rank Up: -1 Second.
  • Light of Divinity: Allies within 50' are slowly healed. This heal is divided evenly among allies who are damaged.
    • Rank Up: +10% Heal.

Feats
The following feats will become available after investing 10 paragon points into the corresponding tree. Feats previously available at 10 points have been moved to 15, those available at 15 have been moved to 20, and so on.

Virtuous
  • Gift of Haste: Your Heal Over Time powers also grant the target 1/2/3/4/5% of their AP when they are applied.
  • Gift of Life: Your Heal Over Time effects heal for 5/10/15/20/25% more while you are at 100% health.

Faithful
  • Gift of the Gods: You generate 5/10/15/20/25% more Divine Power.
  • Final Acts: Your Power is increased by 10/20/30/40/50% while you are a below 30% HP.

Righteous
  • Living Fire: When you are below 30% HP you deal 5/10/15/20/25% extra damage as Fire damage.
  • Weapons of Light: Allies within 30' have their Power increased by 2/4/6/8/10% of your Power.
Post edited by asterdahl on
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Comments

  • asterdahlasterdahl Member, Cryptic Developer Posts: 1,258 Cryptic Developer
    edited January 2015
    Feedback
    We would like to collect as much feedback as possible regarding the changes and additions to the class. Given that, we would like you to categorize and color code your feedback so we can sort it and act on it most effectively! Please use the below format to submit bugs/feedback.

    Type: Bug/Feedback (Please only choose one)
    Please use “Bold” face text for the Type then type your feedback in the body of your post. If you are listing a bug please have this text in RED, if you are posting an opinion or feedback please use BLUE.
    (Concise Feedback & Screen Shots are much appreciated)

    Examples:
    Bug: Destroyer
    Destroyer’s Purpose didn’t grant stacks while dealing damge.

    Feedback: Sentinel
    I feel like I don’t have enough tools to stay alive under fire now and it makes tanking too hard.

    Please try to play for a few hours to get used to the changes.
    Thank you again for all your help Adventurers! We look forward to hearing back from you!
    Asterdahl
  • lewstelamon01lewstelamon01 Member Posts: 7,415 Arc User
    edited January 2015
    Moderator Notice:

    As with all other such threads, please restrict your posts to useable feedback in the format requested. The devs are looking for numbers and figures to tweak the changes before live release. Parses and ACT logs are helpful in this matter, as are screenshots. Also, be aware that posting your text in cyan does not automatically tag it as valid feedback--the content of your post must be constructive feedback.

    Attacks on another poster's feedback or opinion, or anything not related to your experience with the changes posted to this thread will be moderated accordingly without further public notice. Posts based on conjecture without valid testing, where applicable, will be removed.

    To ensure that the devs get the feedback in a logical and orderly manner, we're having to enforce this rather strictly. Please do make sure that your feedback is in the format specified in the opening posts of this thread, or it will be moved.

    Please do not respond to or reply to this notice, but use the PM system to address your concerns, per Rules of Conduct, Section V.
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  • shadowbladegrshadowbladegr Member Posts: 0 Arc User
    edited January 2015
    Bug: Hastening Light

    It is supposed to reduce party's recharge times by 1 second per rank.It actually applies a 20 second buff that continuously fully resets cooldowns,making all encounters spammable for the duration.


    Bug: Light of Divinity

    Based on the description,this is an ongoing party heal.It is actually a 15 second HoT that activates when the DC casts a daily power.


    Bug: Gift of Haste

    This feat grants about 10 times the intended AP.
  • ulvielulviel Member, NW M9 Playtest Posts: 741 Arc User
    edited January 2015
    Feedback:
    Could we get some useful feat for righteous path? Living fire would be good if it wasn't "below 30% hp". At least make it 50%, please, or change it for something with smaller, but more consistent benefit.
    Weapons of light is not bad, feats for other paths sound kinda useful, but when comparing to other classes (gwf, tr, sw... they all have feats that make me envy) it feels like drawing a short straw.
  • valwrynvalwryn Member, NW M9 Playtest Posts: 1,620 Arc User
    edited January 2015
    QUESTION: Not sure what feat it is, nothing is mentioned but casting a Daily turns me into a walking Lightning Rod. It that the visual for Light of Divinity? Looks cool, scared me at first!!! :cool:
  • tsokushintsokushin Member Posts: 0 Arc User
    edited January 2015
    Bugs

    Hastening Light:
    Currently gives a 20 second buff that reduces Cooldowns by 100% for all allies.


    Light of Divinity:
    Only applies by using a daily


    Feedback
    • Hastening Light: Poorly thought out, considering other class features. In both PvP and PvE, there's little reason to use this since it's only linked to a daily, and we would lose any persistent bonus that we easily get from other features. I suggest adding a persistent 6-10% Movespeed and Recharge Speed Increase solely to the cleric to make this fit in lorewise and to make it more appetizing as a choice (at max rank of course).
    • Light of Divinity: This is another poorly designed feature. I've tested this at max rank, and on just me, it ticks for a mere 613 health in PvE. In PvP, this would be 307. This is a very poor design decision as if that much wouldn't do anything, and both healing trees are more than adequate for all content, they don't need any more. I would suggest completely reworking this feat to both Heal allies and damage enemies within 50' for 50-100% weapon damage each second. This is so that it would be appreciated by both DPS and Healing Clerics.


    Feats

    Virtuous
    • Gift of Haste: Fix the reported bug in this thread, and I love it.
    • Gift of Life: This is another extremely underperforming feat. There is literally no time in either PvP or PvE where the cleric would ever be at 100%. As it stands, this feat is absolutely worthless because of this fact. This should be reworked to be a persistent effect.
    • Shield of the Divine: This capstone should be reworked to heal 250% of Weapon damage every second for 10 seconds. This is just to put in contrast with Chaotic Regrowth from Control Wizard Renegade feat that heals for that amount every .5 seconds. This would also make the Virtuous Tree more appealing as a PvP tree due to sustained healing as compared to burst healing.


    Faithful
    • Gift of the Gods: This feat feels very lacking as it's merely a repeat of a heroic feat with another 10% added. However, performance wise, it's pretty decent.
    • Final Acts: I'm sorry to say, but this is an extremely lopsided feat. The capstone for Faithful triggers at 45%. This, however, goes at 30%. In both PvP and PvE, a DC at 30% health or lower will be trying to survive, and 1 heal will immediately bring them out of this zone, absolutely destroying any usefulness to this feat. I suggest that if the name of this feat is to stick, this feat should instead release a burst of healing to all allies within 50' for 500% weapon damage when the cleric drops under 30%. This ties in to both the name and the theme of the feat tree.


    Righteous
    • Living Fire: The same problem for Final Acts applies here. In both PvP and PvE, a cleric at under 30% HP will be trying to survive rather than dealing damage/healing. I love the theme for this, but I suggest that this needs to be a persistent effect or have the threshold increased to 80% health. This is due to the fact that a DPS Cleric has an inherent drawback in combat in the sense of building divinity as compared to other classes that can simply spam their encounters as they come up.
    • Weapons of Light: This should also apply to the Cleric Himself.


    Heroic Feats
    • Domain Synergy: This is one of the most worthless feats in the game. 5% more recovery at max rank means that at 3000 Recovery, you obtain only 150 more recovery. This should instead be reworked to 15% more recovery.
    • Holy Resolve: The Cooldown for this should be reduced to 3 mins.
    • Initiate of Faith: This right here is the worst feat in the entire game. At a simple 1% at max rank, you need 10000 power to even get 100 critical strike. This needs to be reworked to 15% of power stat becomes crit stat.
    • Templar's Domain: This feat only provides a 5 second benefit but also includes a 5 minute cooldown. The Cooldown for this is way too long for the benefit it provides. This should instead have no cooldown, with a rescaling to 10% max chance to gain its benefits, or instead be a persistent effect with 15% bonus armor penetration.
  • jazzfongjazzfong Member Posts: 1,079 Arc User
    edited January 2015
    Bugs:
    1. Hastening light having effect without slotting. Reducing all encounters CD to 2 secs when triggered for 10 sec+.
    2. All AP gain from HoT skills (Divine Glow,Healing Word,Bastion of Health,D.SunBurst) when i feat Gift of Haste gone crazy.
    3. Gift of Haste not giving any AP when DC under Hallowed Ground or Divine Armor. (Other alternative AP source such as Sigil of DC still working) (IMO, AP from feat should be allowed but AP from encounters can be removed under HG/DA)
    4. Anointed Army gives huge amount of AP after cast. We can spam AA, BoH, AA, BoH continuesly atm.
    5. The lightning effect on DC from Hastening Light keep sustaining till HG effects end (very irritating), DA doesnt have such problem.

    Feedbacks:
    1. Light of divinity should give at least a constant value of 1k at max rank for every one. It should be a stable healing aura that compensate for the old regen.
    2. All feats that trigger below 45% should be rise higher. No DC will want to drop their HP to such conditions, and will never reach that low with their built in healing abilities.
  • shadowbladegrshadowbladegr Member Posts: 0 Arc User
    edited January 2015
    Part 2:

    Bug: Gift of Haste

    Also procs on enemies.
  • two30two30 Member, NW M9 Playtest Posts: 1,168 Arc User
    edited January 2015
    Feedback: HP-threshold Feats
    The new feats "Final Acts" and "Living Fire" would be much improved if they functioned like the active bonus from Galeb Duhr ("Deal up to 10% more damage based on the percentage of damage you have taken.")

    For instance:
    Final Acts: Your Power is increased by 6/12/18/24/30% based on the percentage of damage you have taken.
    Living Fire: Deal 3/6/9/12/15% extra damage as Fire damage based on the percentage of damage you have taken.

    The percentages could be reduced even more from my suggestion and the result would still be more useful than their current form. Time below 30% HP is generally spent on defense.
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  • brush4toiletbrush4toilet Member Posts: 94 Arc User
    edited January 2015
    i did not test the new things, but :

    feedback: heroic feats and dailies
    in the following of mod 5, i think a rework of heroic feats and dailies can be done : some feats are completely useless as initiate of faith or domain synergy; and our dailies are underpowered than most of our meeting powers...
  • skinlikewinterskinlikewinter Member Posts: 104 Arc User
    edited January 2015
    FEEDBACK: Living Fire
    This feat is a waste of points. I spend the majority of the time, when under 30% HPs playign defensively. I"m either sliding running around waiting for healing potion cool down to end. I'm not even attacking at all.

    Allow this feat to work all the time but change the damage gain to something like 4/8/12/16/20%




    FEEDBACK: Weapons of Light
    I also agree that his should also apply to the Cleric Himself. This is a DPS tree mainly to help the cleric to dish out damage.
    I show player support, by only playing Neverwinter as F2P
  • iwontpostderpiwontpostderp Member Posts: 51 Arc User
    edited January 2015
    Feedback: Living Fire
    It's useless, how am I going to use it at 30% health?

    Instead, I propose to rework it like this:

    Living Fire: Each time you are hit you gain a stack of Burning Soul, after receiving 10 stacks, you receive Living Fire, that deals 15% of the damage that you deal as fire damage. This effect last for 10 seconds, and you cannot reapply stacks of Burning Soul for 20 seconds after it triggers.


    Feedback: Final Acts
    It suffers from the same issues, either make it an increase in power based on damage taken, or increase the HP threshold but reduce the bonus.
  • tsokushintsokushin Member Posts: 0 Arc User
    edited January 2015

    Living Fire: Each time you are hit you gain a stack of Burning Soul, after receiving 10 stacks, you receive Living Fire, that deals 15% of the damage that you deal as fire damage. This effect last for 10 seconds, and you cannot reapply stacks of Burning Soul for 20 seconds after it triggers.[/COLOR]

    I'll have to disagree with that proposed change, as 10 hits from any endgame content will easily put you below 30% health, and there isn't the lifesteal to reliably save you in this case.

    It needs to flat out be a persistent effect.
  • jazzfongjazzfong Member Posts: 1,079 Arc User
    edited February 2015
    Sad to see no one updated cleric bugs.

    Bugs:
    1. Anointed Army still proc Gift of Haste without any reason.
    2. Hallowed Ground + Hastening Light gives intense lag / map shake.
    3. Hastening Light works without slotting.
    4. Hastening Light still improper reset all skills and items cd after 2-3 seconds depending on its rank.
    5. Profounds in Trades of Blade is showing T1 items (like previous).
    6. Boons from pvp campaign doesnt show.
    7. Flamestrike, Hallowed Ground, Divine Armor and Guardian of Faith is missing its T4 skill description.
    8. Item level of BI set and artifacts gears are still 60 instead of higher.
    9. Some T2 weapons (Fomorian Totemist symbol) weapon damage is lowered but some is buffed (PvP).
    10. Divine Glow still not giving Plaguefire stacks as in Live server.
    11. Light of Divinity is taking effect after using any daily but not in combat.
    12. Gift of Haste still not giving AP when we use Hallowed Ground.


    Suggestions:
    1. For those long duration daily (HG/DA), pls remove the AP penalty as its rank 4 effect if you think further boosting its effect is overpowered.
    2. For damaging daily, please add or lengthen the prone effect by 1 or 2 seconds.
    3. At rank 3, Light of divinity only gives me 400 hp, dividing it by 5 person it will be 80hp heal every one or two seconds. This is ridiculously non-effective, it should be 400 hp per person and 2k heal to self when soloing dailies etc. Other paladin user states their aura is much more superior in healing (check their feedback please!!). Why should our highest class feature performed so bad like our highest level daily (Anointed Army) ??

    Please fix these bugs and i will always ready to recheck further.
  • shadowbladegrshadowbladegr Member Posts: 0 Arc User
    edited February 2015
    jazzfong wrote: »
    Bugs:
    1. Anointed Army still proc Gift of Faith without any reason.
    12. Gift of Faith still not giving AP when we use Hallowed Ground.

    I think you mean Gift of Haste? Just making sure,so that it's not misleading to the devs.

    Also,gift of haste still procs on enemies.
  • whistlingdixiewhistlingdixie Member Posts: 0 Arc User
    edited February 2015
    Can you please work fixing Repurpose Soul into this update? I submitted these bugs back in 2013, and they persist to present. With the changes to Life Steal, I find it significantly more difficult to solo quests -- I have not yet tried a dungeon, but I can imagine it's going to be awful. I end up getting absurd overheals for double my health, or tiny heals from some DoT tick. The reliable, steady stream of healing from Life Steal can not reasonably be replaced by self-healing because of (1) the Righteousness mechanic and (2) almost all DC healing is active, meaning that I wouldn't accomplish anything because instead of killing things, I'd be busy spamming heals on myself.

    If Repurpose Soul were fixed, it would balance out the expect need for more healing throughput, especially for Righteous path DC's.

    From my bug report posted 9-1-2013:

    Issue #1
    The DC feat Repurpose Soul does not proc from criticals of the following powers:


    Flame Strike
    Daunting Light
    Chains of Binding Light


    Issue #2


    For all powers that do proc Repurpose Soul, the amount of healing is unaffected by Damage Resistance. That is, the heal amount is calculated as if the target has zero Damage Resistance.


    This is particular a concern as we add Armor Penetration to our gear and have several class Damage Resist debuffs, we often end up with negative Damage Resistance on the target, so the heals from Repurpose Soul are sometimes significantly smaller than they should be for the amount of damage done.


    It is not uncommon for me reduce a target's Damage Resist to -50% or more, meaning the effective damage (outside parenthesis) is 50% larger than the damage roll (in parenthesis) The heals are always calculated as 15% of the unmodified damage roll, regardless of the actual damage done, as if the target has zero DR. In rare circumstances, this does cause Repurpose Soul heals to be larger than they should be on high DR targets, but I find this to be very uncommon.


    For example, I get this:


    [Combat (Self)] Critical Hit! Your Sacred Flame deals 2424 (1939) Radiant to Flamespiker.
    Your Repurpose Soul gives 291 Hit Points to you.


    When I should get this:


    [Combat (Self)] Critical Hit! Your Sacred Flame deals 2424 (1939) Radiant to Flamespiker.
    Your Repurpose Soul gives 364 Hit Points to you.


    Intuitively, when I land a crit, I would expect to see an orange number and a green number popup on my screen, and the green number would be 15% of the orange number. But this is not what is happening, as described above.
  • kss1985kss1985 Member Posts: 118 Arc User
    edited February 2015
    After testing those changes I think that the Hasting Light is great.. after the stat change will be a great helper to the party (even if now is broken)

    As per the Feats, I feel like final act is useless, especially for a Faithful DC.. we are NEVER below 30%. With our healing we are berely under 50% and even if we are it happens only for few seconds while we are sliding. So absolutely non sense (even if the numbers looks interesting).
    Gift of the gods is quite nice, even if I think we already generate Divine power very fast.
    In my opinion thye shuld be changes to something more usefull for a LVL 70 cap
  • free2payfree2pay Member Posts: 284 Arc User
    edited February 2015
    Feedback: DC
    I hope the lack of response should be enough hint to indicate that the changes are underwhelming and rework of the rework is in order. It's hard to get excited when there isn't much dps improvement from what I read.
  • tsokushintsokushin Member Posts: 0 Arc User
    edited February 2015
    Feedback: DC Casting Speed on Damage Abilities and the limitation of having to build Divinity
    The inherent delay of slow casting times and slow missile speeds is killing the DPS DC in PvP. Every other class is able to unleash a CC or a damage encounter in the span it takes to even start to cast a Break The Spirit, divine mode or otherwise. When we look at other classes on a PvP basis, we see that they have encounters that are mostly lacking in any sort of telegraphing or delay upon usage. There needs to be a massive speedup of all damage abilities for the cleric especially Prophecy of Doom, Daunting Light, Break the Spirit, and Chains of Blazing Light. The animation of these abilities in comparison to other classes highlights the inherent deficiencies in these animations.

    There is also the problem of divinity (again). Every other class gets the necessary tools provided to them in every PvP encounter provided that their abilities are not on Cooldown. A DPS DC is hamstrung in this regard as they must remain stationary to gain divinity before even casting divine mode spells and then proceeding to use empowered versions. This inherent delay in actually using full potential is in stark contrast to other classes that have that full power in baseline abilities as they're available. If a DPS Cleric expends his Divinity in one encounter, and isn't provided an enemy to rebuild divinity before the end of the encounter, he is severely disadvantaged in the next fight. Avatar of the Divine needs to grant full Divinity when applied.


    Bug: Empowered Break the Spirit
    Not granting bonus damage upon use. (This was known since mod 5)
  • kss1985kss1985 Member Posts: 118 Arc User
    edited February 2015
    A faster cast time would be nice, we get interrupted too often. I am not talking about PVP as i don't care, but in PVE where we have sometimes no time to cast as we need to slide to survive. There are few encounters that are still too slow (BotS or PoD)
  • equilamequilam Member Posts: 37 Arc User
    edited February 2015
    Dear Devs,

    please be aware that the new class features, should be at least as good as the already existing ones, or almost nobody will use them. On my Preview tests the new class features felt much too weak to be useful in PvE, if I didn't count the increased effectiveness of the bugged ones in. Because I believe that these bugs will be fixed in the near future.
    Also please don't exclude the DC itself from the effects that the new feats and features have. To get the DC back in endGame groups the DC needs the bonuses, that he granted to the group on himself, too.

    Since action points are no longer accrued when a persistent Daily ability is in effect, this hits DCs harder than other classes. As we have a lot of longer lasting Dailies i.e. Hallowed Ground... Please think about the changing this to: "Action points are no longer accrued in the first 4 seconds a of persistent Daily ability". That would help to treat the DCs the same all other classes are treated.

    Please make the empowerment sparks last longer. Currently it is 15 seconds. It would be cool, if the sparks would stay till they are spend or the character enters a new map.
  • edited February 2015
    This content has been removed.
  • kacsaneverkacsanever Member, NW M9 Playtest Posts: 167 Arc User
    edited February 2015
    equilam wrote: »
    Dear Devs,

    please be aware that the new class features, should be at least as good as the already existing ones, or almost nobody will use them. On my Preview tests the new class features felt much too weak to be useful in PvE, if I didn't count the increased effectiveness of the bugged ones in. Because I believe that these bugs will be fixed in the near future.
    Also please don't exclude the DC itself from the effects that the new feats and features have. To get the DC back in endGame groups the DC needs the bonuses, that he granted to the group on himself, too.

    Since action points are no longer accrued when a persistent Daily ability is in effect, this hits DCs harder than other classes. As we have a lot of longer lasting Dailies i.e. Hallowed Ground... Please think about the changing this to: "Action points are no longer accrued in the first 4 seconds a of persistent Daily ability". That would help to treat the DCs the same all other classes are treated.

    Please make the empowerment sparks last longer. Currently it is 15 seconds. It would be cool, if the sparks would stay till they are spend or the character enters a new map.

    I do think Hastening Light is WAI in its current state. It was bugged during the original patch when any Daily granted it for 20 sec. After the first patch (as I remember) it grants the buff on Daily activation and the buff lasts as long as the Daily lasts (HG ~15 sec, DA ~20 sec <- did not try it, rest just 1 tick on activation). W/ this fix, the no AP gain during Daily effect is fine and necessary or the class feature would be VERY OP. If it was not WAI in its current state then I agree w/ you.
    I can not say anything about Light of Divinity as I have not tested it yet.

    I would like a change where EP stacks are turned back into divinity on expiration: 1/3 pip/stack.
  • kss1985kss1985 Member Posts: 118 Arc User
    edited February 2015
    The feature for lowered recharge time (as long as it will be fixed) is a good feature. Recovery now get slashed and recharge speed is bad. So 4 sec less for all the encounter for all party is a pretty nice thing.

    The other one is quit underpowered... the healing is way too low. In my opinion it should grant some aura, like increased incoming healing/outgoing healing (2,5% per point) or 1% deflect per point.. aniway, something that would be worth slotting.. as 400hp heal (if you are lucky) is too low
  • shadowbladegrshadowbladegr Member Posts: 0 Arc User
    edited February 2015
    Bug: Geas and Warding Flare

    They do not consume divinity when cast in divine mode.


    Feedback: Geas

    This seems quite pointless...It's Banishment,just on a single target.The cd is short,but it breaks extremely fast.When fighting a bunch of adds,this is useless,as you cant really single out one specific add you want to keep out of the fight due to it being more dangerous or anything.You just burst everything down.This is the same reason why Prophecy of Doom is rarely used in such cases.This could be useful in boss fights,but I haven't been able to test if bosses are immune to it.It is a form of cc after all...Even if they aren't though,with everyone focusing the boss,this will just last a couple of seconds at best...In any case,I would not even consider replacing any encounter I use with this.It's just a cool little feature that doesn't have any actual impact...Maybe for troll premades in pvp....Get a dc with sunburst and this and an op with banishment and win a match by keeping your opponents off the base all game?


    Feedback: Warding Flare

    Hm...so basically this is a weaker empowered AS,but on a much longer cd and with a shorter duration. And the divine version cant be cast on yourself.Please consider making it buff the cleric when not targeting an ally.This way,it's not a "dead" ability when you are struggling to keep yourself alive,if the base encounter is on cd.
  • free2payfree2pay Member Posts: 284 Arc User
    edited February 2015
    BUG : Warding Flare
    Divine Warding Flare do not drain Divinity. Instead spamming it in Divinity mode allows conserving the 3 charges to last indefinitely.

    Question : Warding Flare
    Is the animation of casting it using bow and arrow style a placeholder?

    Feedback : AOE Snap to Feet
    Is there anyway to toggle this? Or turn it off? It ruined alot of DC spells especially daunting light. It snaps to the feet of friendlies too. Your daunting light snap to friendlies instead of enemy mobs...And if you are suddenly blocked, the spell you meant to be cast at a distance shortened immediately. It is also very disorientating with the camera jerking up and down all the time... Please introduce a 1s delay before this takes effect. Also, please make AOE snap to feet work on stealthed enemies and follow tagged enemies automatically as they move.

    Question : Black Ice empowerment
    Is this turn on? I'm losing charges in Preview and I can't recharge them. I don't see the option when I right click on BI gears. In fact all menus from right clicking on items are not available. I have to drag them to my inventory first and even that I don't see the BI empower option.
  • vandignescavandignesca Member Posts: 162 Arc User
    edited February 2015
    I like light of divinity. It's a great passive heal to keep comps topped off. Situational, sure. Seems powerful enough to me.
    Love yourself, and focus on the rest of the madness of life later.
  • meiramimeirami Member, NW M9 Playtest Posts: 423 Arc User
    edited February 2015
    Bug: Guardian of Faith
    Bug: Flame Strike
    Bug: Hallowed Ground
    Bug: Divine Armor

    None of these can be upgraded to rank 4. The tooltip says "Nothing Defined."

    Feedback: AOE Autotarget to Feet
    This results in extremely jerky camera movement in close-range fights. The camera is always tugging down and spinning around with more than one melee enemy nearby.

    Feedback: Weapons of Light (Righteous Path)
    I feel that this should also apply to the cleric herself/himself.

    Feedback: Templar's Domain (Heroic Feat)
    This feat has a long internal cooldown, rendering it useless. The tooltip should at least mention it.

    Feedback: Initiate of Faith (Heroic Feat)
    For five points, it only gives 1% of power as crit. This is too low for the cost, especially at third tier.
  • tsokushintsokushin Member Posts: 0 Arc User
    edited February 2015
    Bugs:
    Geas: Not consuming Divinity in Divine Mode.
    Warding Flare: Not Consuming Divinity in Divine Mode.
    Hastening Light: Not granting cooldown reduction. (Possibly only at rank 4)


    Feedback: AOE autotarget
    This ruins any tactical choice in aoe abilities such as Divine Glow where it's imperative to hit both allies and enemies. This cannot be simply done with this feature.

    Feedback: Chains of Blazing Light
    The Cast time is too long for Normal/Empowered Mode.

    Feedback: Daunting Light
    The Delay for this ability is far too long considering the comparable or higher instant damage other classes are capable of.

    Feedback: Break The Spirit
    The Cast animation for this ability is far too long for both Normal/Empowered and Divine mode considering the comparable or higher instant Crowd Control other classes are capable of.


    Feedback: Geas
    The Cast animation for this ability is far too long for both Normal/Empowered and Divine mode considering the comparable or higher instant Crowd Control other classes are capable of. There is also the fact that it's easily broken in either PvP or PvE, rendering this encounter completely useless. A single aoe target spell and the geas is broken. Make this spell redirect damage the target does to itself and others around it as in D&D the target under Geas is forced to do your will.

    Feedback: Warding Flare
    This is an extremely weak ability all things considered. It has less effective duration than Empowered Astral Shield, the Divine Mode is of no benefit to the Cleric himself, and the cooldown is astronomical. The only upside is the larger aoe, but that hardly makes up for the lower damage absorb of an empowered astral shield. This definitely needs a lower cooldown to be useful and divine mode needs to affect the cleric.

    Feedback: Light Of Divinity
    The healing from this ability is pitiful and this is not a good feature to choose. There needs to be massive bonus effects for choosing this, such as passive damage for enemies within Range to make it better for Righteous Clerics.

    Feedback: Hastening Light
    This is also a lacking feature given the lack of Action point Gain during Hallowed Ground and Divine Armor. There needs to be massive bonus effects for choosing this such as passive recharge speed increase and movement for only the cleric.

    Feedback: Righteous (DPS) Cleric
    Has not received any new powers that would provide any new bonus in either PvP or PvE. Geas is easily broken by either other people or the Fire of the Gods feat in addition to not providing damage whatsoever. Warding Flare is entirely lackluster in its effect in addition to having a much longer cooldown than astral shield. The new features are also entirely lackluster as they do not provide comparable benefit to current existing features. This means taking these features would result in lower DPS for both the Cleric and the Group.
  • scathiasscathias Member Posts: 1,174 Arc User
    edited February 2015
    Bug

    Geas roots GWF even through unstoppable, ie, using unstoppable after have geas cast on you will not break your free and any geas cast on you while unstoppable will also root you
    Guild - The Imaginary Friends
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