https://www.facebook.com/988573267840083/photos/a.988576074506469.1073741825.988573267840083/988578107839599/?type=1&theaterExcerpt from> Kaelac's Module 5 Devoted Cleric Guidehttp://laggygamerz.com/forum/index.php?/topic/752-kaelacs-module-5-devoted-cleric-guide/#6Section 5.4 DPS build (Divine Oracle)
Righteous Tree:
5/5 Astral Fury (more personal DPS)
5/5 Righteous Suffering (more personal DPS)
5/5 Bear Your Sins (more party DPS)
5/5 Fire of the Gods (more personal DPS)
1/1 Avatar of the Divine
For more utility/damage reduction try
5/5 Resounding Beliefs (better healing)
5/5 Benefit of Foresight (better damage mitigation)
For more DPS try
5/5 Condemnation Gaze (more party DPS)
5/5 Furious Intervention (more AP gain, makes up for not slotting Holy Fervor)
Suggested Loadout:
At-wills:
Lance of Faith (fast divinity)
Brand of the Sun (more DPS, divinity gain over time, proc Bear your Sins)
Encounter:
Chains of Blazing Light (fast to cast, decent DPS and control)
Daunting Light (nuke)
Divine Glow (damage, heal, DPS and buff/debuff)
Class Features:
Terrifying Insight (more personal damage)
Holy Fervor (AP gain)
or
Foresight (dmg mitigation, especially if feated)
Daily:
Hallowed Ground
Flamestrike
Suggested & Recommended Stats:
Defense = 2k+
Max H.P.= 25k+
Lifesteal = 1k
Regeneration = 1k
Armor-Pen = 2k
Crit-Strike Chance = 33%+
Recovery = 1800
Any additional points should go into Power
Also refer to and review:
Neverwinter Class gear stats ratings and how to use enchantments to achieve min/max soft and hard caps http://neverwinter.gamepedia.com/Neverwinter_Class_gear_stats_ratings_and_how_to_use_enchantments_to_achieve_min/max_soft_and_hard_capsAlso Refer to and ReviewExcerpt from> Kaelac's Module 5 Devoted Cleric GuideSections 3.0 - 3.8 Gear, Artifacts and Companionshttp://laggygamerz.com/forum/index.php?/topic/752-kaelacs-module-5-devoted-cleric-guide/
Sections 3.0 - 3.8
Gear, Artifacts and Companions
3.1 Weapon and Offhand
3.2 Gear sets
3.3 Belt
3.4 Cloak
3.5 Rings
3.6 Artifact
3.7 Companions
3.8 Weapon and Armor Enchants
3.0 Gear, Artifacts and Companions
Fist priority is to get your Weapons and Body Armor (left side) then use Belt, Rings and Neck (right side) to supplement your Gear Stats Ratings.
3.1 Weapon and offhand
Your weapons are the most important pieces of all of your gear/items/artifacts.
Weapon damage is the single most important stat of all of your gear as it dictates your base damage range.
Special Note: The higher the weapons damage ratings is always better than the actual stat distribution on the weapons itself.
Recommended Upgrade Chart:
Start with Formorian Totemist's Symbols (10-15k) upgrade to Draconic Scepter (35k) -> upgrade to -> Artifact Weapon and Refine/Rankup to Blue -> Rank60 Purple -> Rank 100 Orange ASAP!
Artifact Weapon is obtained via Module 4 Tyranny of Dragon Campaign missions.
As a Stop Gap Mesuer look on the A.H. and try to buy the (Dragon Bone/Dragon Gem)
Special Note: There is one artifact weapons that augments each of the at-wills.
The weapon you get from the chest is random, but you can salvage the weapon for a Shard of Dragon Forged Steel, 5x Shards will allow you to buy an Artifact Weapon Type of your choice.
Suggested and Recommend:
The Astral Seal Artifact Weapon (+10/20/30/40 Healing from Astral Seal)
for Mitigation/Healing builds has good stats, and Astral Seal is a versatile party at will that will bring decent background healing whatever else you're doing.
You won't always have time for 3 sacred flames to proc temp HP and that HP will still be less than the overall healing you get from Astral Seal.
Optional Choice:
The Oracle of the Golden Dragon Artifact Weapon for DPS builds.
BoT's are usually your highest damaging at will power for group activities.
If you're ((Anointed Champion Build)) then it depends on what you actually use, which is in a majority of cases the ((Astral Seal))
Suggested and Recommended
Offhand:
Offhands do not have a visual they are for Stats only.
Dragonbone Icon stats level with you lvl1-60
upgrade to
Icon of the Divine Conduit (10k) ->
upgrade to
Black Ice Icon (6000 black ice, module 3) ->
upgrade to
Purified Black Ice Icon (~10k Black Ice)->
upgrade to
Artifact Offand (Module 5 campaign, refine to blue -> purple -> orange asap
Special Note: Artifact Offhands can provide a bonus to one of your (equipped) class features. To do so you roll to unlock it with an item from Wondrous Bazaar, then you can select the features. You can buy more items for more unlocks. At least you only need one offhand.
Section 3.2 Gear sets
(Helm, Chest Piece, Gauntlets & Boots)
I'll only list the sets that I deem useful or fill a niche here; remember at the start you have a number of class roles, well gear makes up one aspect of that.
Choose whichever type best boosts your strength or bolsters your weakness.
A healer loadout with ((High Prophet)) makes you a competent Debuffer and a DPS'er with a healing set keeps some healing ability.
Suggested & Recommend Upgrade Path:
Draconic Arms/Boots->
High Prophet Set, then work on completing Draconic set from Mod 4 content.
You don't really need Miracle Healer anymore, Draconic Gear set works better.
High Prophet Set
(T1) (+779 P +1252 C +1652 R +945 D, when striking foe you shred 10% foe defense up to 3 times for 4s each) What it does: Each attack from you
(Direct attack such as ((At Will & Encounter & Daily)), does not include procs like burning guidance or DoT ticks it places 1 stack of High prophet debuff on the enemy; lasts for 4 seconds each and you can have up to 3 stacks; does not stack from multiple DCs
(( in PvP each one reduces their defense rating by 10%))
(( in PvE each one makes the foe take up to 10%- mob damage resistance (DR), so if a mob has no DR they take 10% more damage from all sources per stack; If a mob has 20% DR then can receive up to 8% per stack; if the attacker doesn't have full ArP the extent of High Prophet debuff is reduced further for this player
(see mechanics guide in my sig for details).
This is an amazing set both for T1s and endgame. Recovery bonus is always good in T1 and T2. I currently do all endgame content including Castle Never in High Prophet set because of its set bonus. For skirmishs & Daily Sharandar Dungeons/ Foundries/ Gauntlgrym where you solo allows you to kill stuff much faster. You basically do up to 10% more damage to enemies per stack (depends on their DR and your ArP.
((see section 6.3)), up to 30% (if enemy has no DR) if you can keep 3 stacks up.
This is better than (and complementary with) the High Vizier stack because it works with At- Wills, not just Encounters. Every Cleric should have a full set of High Prophet, this is because it is among one of the most powerful Debuffs Gear Sets currently available in the game. Hit Dracolich or Bosses once in a while with it and it’s an instant DPS boost to party. Best in slot for DPS spec and PvE fast runs. If you gear yourself right around this set, you don’t really need the T2 set to run anything else. Even if you used it and prefer T2 sets don’t sell it because it’s handy to keep for future situations.
How to use High Prophet- a lot of players dislike High Prophet because they can't put stacks on everything. Generally your role as a DC is to Debuff and put Astral Seal on the stronger mobs so they die as fast as trash. In a dungeon run it's not trash cleanup that takes a lot of time but more so time spent on tougher adds and bosses. Forget about attacking/putting stacks on trash. You're already debuff priority targets and bosses with astral seal and divine glow, that's 2 stacks. Attacking them once more is 3 stacks, easy. Otherwise burst punishing light for ~1s per target to keep stacks up. This synergises very will with plaguefire enchant as it has the same mechanics.
You may feel your healing is not that significant when wearing HP set in T2s, but once you start upgrading your jewellery and enchants you will heal just fine. Don't get hung up about gearscore- a seasoned player learns to value set bonuses and the right stats more so than inflating G.S. PUGs will ask for 15k regardless.
Also, people think HP set does not improve healing and that Miracle Healer is a better healing set. That is NOT strictly speaking true. In a dungeon most DPSers have 50-70% or so of their healing via lifesteal, and only 20% or so is from the DC. Lifesteal healing is directly linked to how much damage the DPSer do. High Prophet set debuffs targets and raises their damage by up to 24% in PvE. That means you also raise their lifesteal by 24% using High Prophet set. In contrast, Miracle Healer is about 6% of your overall healing, and usually 1-2% of the DPSer's incoming healing, if at all. High Prophet is actually one of your best healing sets, it's just that the numbers don't go to you that players think it doesn't help with healing. Also decent solo set, as you do that much more damage to all your opponents.
Faster kills = less damage taken = less to heal.
Miracle Healer
(T2) (+1047 P +1322 C +1772 R +990 D, encounters cause ONE nearby ally to be healed for 5% of your HP). MH is considered by many to be a strong healing set. IMO it's a good set but situational. With no cooldown on divinity powers the set is great for those spamming divine encounters as you get the healing proc each cast. However, outside of solo situations most of the time the heal goes to you even if you only lost 1 Hp and not to the one who needs it more. The actual heal is nice- 5% is like a 1250 HP heal. In a dungeon however they are only 3-8% of your outgoing healing, which isn't bad by any means but isn't that significant either, and less so if you're faithful/virtuous specced. It's also fairly decent for soloing if you feel you need the extra healing support when you DPS (slot all DPS encounters).
Draconic Set (Module 4) (your allies within 50' gain 20% more incoming healing from DC abilities). This is IMO a better healing set and an upgrade from MH. From Mod 5 the DC healing is more feat based, uncapped and improved. This set gives your rounded gear distribution and decent boost to your healing prowess. In particular, if you're worried about scoring well in heroic encounters, this is the set to go for.
Prophet Champion (Gauntlgrym) /Grim Set (T2 PvP)/ Profound Set (T3 PvP). I lump these here because they all provide a decent bonus to divinity gain. The PvP sets have tenacity which boosts PvP survival but are fine to use in PvE. My recommendation is the Faithful set as it's the most tanky. Divinity gain is a key central mechanic to DC effectiveness in mod 5 and if you are heavily into empowerment these sets can help improve the divinity recharge speed. However if you don't need divinity with your rotation then take one of the others.
Purified Black Ice
(Module 3) This is among the most defensive gear set for PvE and PvP, once you empower it up to Tier 3 you have 4k+ defense, significant deflect and some HP bonuses. If you have issue surviving certain parts of dungeons or boss fights (eg Epic SoT) this may be a good substitute. You can buy helm/chestpiece/boots from vendor with Black Ice and get gloves from large HEs in Icewind Pass. It is a decent AD free option.
Draconic Templar
(Module 5) Debuffs enemy defense and crit severity by 10%. This is a new debuff/damage mitigation set. Only one stack I think, so not as strong as high prophet but decent. Crit severity debuff is negligible, only decrease overall damage by a few%.
I do not recommend any 2+2 gear combos. Your set bonuses are good and not using them for the sake of inflating GS is a waste in PvE.
The only exception is for specialist builds, for example, a very high power build (10k+) or very high survivability build, but if you're going for those you know what you're doing.
Section 3.3 Belts:
New Artifact Belts are now best in slot.
Mod 4 introduced belts that add up to +4 to any one ability score.
Mod 5 introduce belts that add +2/+2 to 2 ability scores plus a set bonus if used with a Neck/Cloak and Artifact.
Mod 5 also added jewel reinforcement kits for a nice minor bonus.
My current opinion is that the new belt/artifact/cloak sets bonuses are not that tangible and significant for the DC class and you don't need to bother upgrading if you already have a module 4 belt, and definitely not worth changing your artifacts to get a set bonus.
There's only 3x mod 4 belts to consider.
#1 ***Belt of Wisdom*** Improves both healing/DPS, decent for DPS/healing builds.
#2 Belt of Strength: Improves crit chance/stamina recharge, better than wisdom only if you are committed to using a Perfect Vorpal and the acquiring other crit severity bonuses, or for proccing Fire of the Gods Righteous feat.
#3 Belt of Constitution: More HP and Survivability for Tanky Builds/PvP
#4 High Charisma Belt: is a trap due to the very steep diminishing returns on recharge speed increase, and the AP gain bonus is now a catch 22 as you can't gain AP during HG/DA.
Suggested & Recommended Upgrade Path:
Ancient Brawler's Belt of Guts (7-8k) -> ***Belt of Wisdom***
Section 3.4 Cloaks:
Module 5 introduces Artifact Cloaks which give fairly high stats, they also have a set bonus but the bonuses are skippable, except perhaps the *Black Ice Set*, which gives potentially more DPS.
#1 Cloak of Lathander (Power, Recovery, Defense, +8 AC)
#2 Cloak of Imperial Restraint (Power, Crit, Rec, Inc AP by 3% every 4sec in combat)
#3 Cloak of the Seldarine (Power, Deflection, Lifesteal, +8 AC)
#4 Cloak of Black Ice (Power, Crit, ArPen, Inc AP by 3% every 4 s in combat)
At this stage, I think more artifacts sets will come in future modules, so you can either wait for next module to see if there's something that suits better or you can go for a cloak you like.
Suggested Upgrade Path:
Ancient Slavemaster's Necklace of Control (7-8k) ->
Necklace of Shielding (Epic Lostmauth), for tanky builds ->
Artifact Cloak
Recommend ***Cloak of Lathander***
or the**Seldarine** = +8 AC is 4% DR which is very significant and worth over 1k defense easy, plus free AP during combat.
Section 3.5 Rings
Module 5 introduces craftable rings (and belts and jewels).
The best items are BoP and give +250 to two stats making them the strongest.
*I recommend you invest the time to level up Jewelry Profession*
*The jewel reinforcement kits are useful also*
Offense
Grand/Ancient Necromancer's Ring of Control/ Undeath (6k/15k) ->
Ring of Pain (Epic Lostmauth) ->
Personalised Archmage Ring (Jewelcraft) + Greater Action Point gain Jewel (Jewelcraft)
Defensive
Grand/Ancient Priest's Ring of Burning Dead (6k/11k) ->
Ring of shielding (Epic Lostmauth) ->
Personalised Hero's Ring (Jewelcraft) + Greater Stamina/Regeneration gain Jewel (Jewelcraft)
Section 3.6 Artifacts
Active Slot:
*DC Artifact/Emblem of Seldarine/ Blood Crystal Raven Skull/ Eye of Lathander
Other slots:
GWF/CW/Heart of the Red Dragon/Waters
*The DC Artifact has gone up in slot placement value simply because you no longer gain AP during HG/DA/AA so popping the DC artifact after it expires helps you get the AP back faster.
Section 3.7 Companions
Team Support/Heals any of the 5x Healing/buffing epic purple companions
Erinyes of Belial (crit severity),
Rust monster (damage reduction debuff)
Section 3.8 Weapon and Armor Enchants
Weapon:
http://neverwinter.gamepedia.com/Enchanting#Weapon_Enchantments
#1 Vorpal- best personal DPS, best personal healing
#2 Plaguefire- best party debuff/support
#3 Terror- decent party debuff/support especially if others are using PF
Armor:
http://neverwinter.gamepedia.com/Enchanting#Armor_Enchantments
#1 Soulforged- best survival solo/group; When you fall in combat your Soulforged armor will resurrect you and heal you for 5,940 and 1,260 every second for 3 seconds.This effect can only trigger once every 90 seconds.
#2 Elven Battle: Perfect=200% more resistant to slows and immobilizes/duration reduced.
#3 Barkshield-Every 8 seconds your armor receives a charge of Bolstered Bark up to a maximum of 3 charges. When you have one charge of Bolstered Bark your armor absorbs 810 damage. When you have two charges of Bolstered Bark your armor absorbs 1620 damage. When you have three charges of Bolstered Bark your armor absorbs 2430 damage. Whenever someone attempts to deal damage to you one charge of Bolstered Bark is consumed.
Comments
I don't see the usage of Hammer of Faith in PvE. It's subpar compared to Flamestrike, even singletarget-wise.
Not using Hallowed ground at all makes no sense, too. Same goes for Astral Seal.
Your post isn't presented in a proper way, which makes it hard to read in the first place. The information given is pretty accurate, but nothing written which can't be found in Kaelecs guide or other posts.
I don't see any use here, sorry mate. I'm sure you can do better
Heroes of Darkness
Retired since 02/15
My opinions are my own. Please do not judge my friends nor guild for my statements.
Planly stated at the top of the post
***Excerpt From***
***Kaelac's Module 5 Devoted Cleric Guide***
http://laggygamerz.com/forum/index.p...leric-guide/#6
Section 5.4 DPS build (Divine Oracle)
Sources and Excerpts from:
Kaelac's Module 5 Devoted Cleric Guide
http://laggygamerz.com/forum/index.php?/topic/752-kaelacs-module-5-devoted-cleric-guide/#3
Neverwinter Wiki Gamepedia.com
http://neverwinter.gamepedia.com/Neverwinter_Wiki
Neverwinter Class gear stats ratings and how to use enchantments to achieve min/max soft and hard caps
http://neverwinter.gamepedia.com/Neverwinter_Class_gear_stats_ratings_and_how_to_use_enchantments_to_achieve_min/max_soft_and_hard_caps
The general offensive stat priorities (excluding specialized builds) is as follows
Due to Diminishing Returns Soft Caps & Hard Caps Gear/Item Stats Ratings Priorities
Primary: Power>Max Hit Point= No noticable Hard Caps aka unlimited untill over 10k+
Secondary: Armor-Pen>Critical-Strike>Defense>Deflect>Recovery>Regen>Life-Steal>Movement-Speed and Tenacity in PvP content but has no effect in PvE.
Special Note: *Companions Effects only PvE not PvP content.
These are the numbers that exceed a growth rate of .8% per 100 points, .4% per 50, and .2% per 25 (Optimal return for points invested)
This is where you will likely want to bring any non-priority stat up to.
Power = No D.R. Hard Caps aka unlimited
Max Hit Point = No D.R. Hard Caps aka unlimited
ArPen - 2000 (20.27%*)
Critical - 1700 (15.16%)
Defense - 1600 (24.65%)
Deflect - 1200 (10.10%)
Life steal - 600 (4.99%)
Movement - 1200 (10.11%)
Recovery - 1600 (13.86%)
Regen - 600 (4.99%)
Tenacity - 1000-1500 or 20.0%min - 25%max
These are basically the absolute max you will want to go before they become useless due to diminishing returns.
Power & Max Hit Points over 10,000 (.3% per 100, .15 per 50, .075 per 25 points)
Recovery - 3800 (25.06%)
Defense - 3600(34.31%)
ArPen - 3600(28.52%*)
Critical - 8500(47.51%)
Life steal - 2100(12.73%)
Movement - 3200(20.64%)
Regen - 2100(12.82%)
Deflect- -3200(20.27%)
Special Note: *For PvE ArPen is only effective up to a total of 24%
Bosses 24% mitigation Brutes 20% or 22% mitigation Strikers and Leaders 16.2% or 18% mitigation Minions 14.4% mitigation Controllers and Ranged Strikers 12.8% or 14% mitigation
Refer to and Review:
Diminishing Returns
https://www.desmos.com/calculator/3dqpvhuavj
Ratings
http://neverwinter.gamepedia.com/Category:Ratings
Gear Score
http://neverwinter.gamepedia.com/Gear_Score
Combat Character Stats Coefficients
http://neverwinter.gamepedia.com/Combat#Character_Stats_Coefficients
Crit, Power and DPS- the numbers guide
http://laggygamerz.com/forum/index.php?/topic/342-crit-power-and-dps-the-numbers-guide/
Kaelac’s guide to damage, tenacity, reisistance and debuffs in Neverwinter
http://laggygamerz.com/forum/index.php?/topic/382-kaelac%E2%80%99s-guide-to-damage-tenacity-reisistance-and-debuffs-in-neverwinter/
Artifacts
http://neverwinter.gamepedia.com/Artifact#
Enchanting
http://neverwinter.gamepedia.com/Enchanting
Gear/Items Stats Ratings
The Devoted Cleric should carry a minimum of 3x different sets of gear/jewellery
so to shuffle the stats depending on situation.
#1 Survivability Set=(Max Hit-Points/Defense/Deflect) = PvP Cap Tanking
PvP Tenacity Gear sets available from the Trade of Blades PvP Shop Merchants NPC's These are Rare Blue and are available starting at level 15-25-35-45-55.
At level 60 you now can access the tier 1 PvP Tenacity Gear Sets
Special Note * I Suggested & Recommended focusing on the Faithful/Warding combination sets focus on achieving +Max H.P. Defense & Deflection
Defensive Stats:
Max Hit Points = 30k+ for endgame to survive those larger spike hits.
Defense = 35% - 40% overall damage resistance.
Defense and armor class contributes to your Damage Reduction rating (DR). Each 1% DR means you take 1% less incoming damage.
Get 1.5k as you can, high HP pool means nothing without some defense.
Then as you get boons and upgrades work to get to about 2.3k or so.
Some sets are better for this than others, you don't need too much defence because you could cap it with encounters and abilities.
Lifesteal = For a PvE/PvP (Team Support/Healing Spec = 600 - 800 or for a PvE Soloing DPS Spec = 800-1200
Regeneration = min soft cap is 800, hard cap is 1600
Because of a high +Max H.P. pool for tankiness Regeneration is quite effective.
Recommend 800-1000 or higher especially for PvP which is fine though I wonld not go above 1600 maximum, due to Diminishing Returns Drop Off, you will pull a lot of aggro for Healing and Regen is a free self heals
Deflect = High Deflect builds are definitely possible for both PvP and PvE if you prefer to go that route Slot all offense and defense slots with highest ranked Silvery Enchantment available.
DC/AC Off-Tank/Team Support/Heal/Buff Builds for both PvE & PvP
Enchantments:
will grant a bonus depending on the type of slot it is placed into and there are five types of slots: Offensive, Defensive, Utility, Weapon and Armor.
Some enhancements (e.g. Black Ice Enchantment) will provide multiple bonuses at one time depending on slot.
Enchantment Slots
Start with minimum of Rare Blue Rank 5's up-grade to Epic Purple Rank 7's<10's ASAP
Offense: Silvery Enchantment= Recovery
Defense: Silvery Enchantments= Deflection
Utility: Dark Enchantments = Movement Speed=Dodge Immunity for more Resist of Crowd Controls/Holds/Stuns
t1 Battle Set and or t1 Prophet Champion (From Gauntlgrym 20v20 PvP)
t2 Grim Set
t3 Profound Set
All provide a decent bonus to divinity gain.
These PvP sets have Tenacity which boosts PvP survival but are fine to use in PvE.
My suggestion and recommendation is to focus on the ((Faithful/Warding)) sets as it's the most tanky.
Divinity gain is a key central mechanic to DC effectiveness in mod 5 and if you are heavily into empowerment these sets can help improve the divinity recharge speed.
Black Ice (Module 3)
This is among the most Defensive gear sets that is good for PvP as well as PvE content Team Support game play, once you empower it up.
Once at Tier 3 Black Ice Profession you have a 4k+ Defense, Deflect and Max H.P. bonuses.
Special Note: *If you have issues surviving certain parts of dungeons or boss fights (e.g. Epic S.o.T.) this may be a good substitute.
Once you mine/farm Raw Black Ice and complete IWD quest missions for Refined Black Ice, you can buy the basic black ice helm/chestpiece/boots from the Black Ice Merchant/Vendor NPC with ((Black Ice)). The black ice gloves are a random drop/reward from any of the ((LARGE)) Heroic Encounters in Icewind Pass.
This is a decent A.D. free option, but does require Black Ice Profession t3 unlocked to access and be able to shape (refine) raw black ice into useable black ice to charge/recharge both the ((Corrupted and Purified Black Ice Gear/Items)).
Suggested & Recommend Basic Black Ice Gear Slots = Black Ice & Dark Enchantments
Start with minimum of Rare Blue Rank 5's up-grade to Epic Purple Rank 7's<10's ASAP
#2 Healing Set = (Power/Crit/Recovery)
Best of Both Worlds PvE/PvP Team Support Heals Builds
High Prophet Set (T1)
+779 P +1252 C +1652 R +945 D
when striking foe you shred 10% foe defense up to 3 times for 4s each.
What it does:
Each attack from you (direct attack such as your At Will/Encounter/Daily),
does not include procs like burning guidance or DoT ticks it places 1 stack of High prophet debuff on the enemy; this lasts for 4 seconds each and you can have up to 3x stacks.
Special Note: *This does not stack from multiple DCs in PvP each one reduces their defense rating by 10%.
In PvE each one makes the foe take up to 10%- mob damage resistance (DR) , so if a mob has no DR they take 10% more damage from all sources per stack; if a mob has 20% DR then can receive up to 8% per stack; if the attacker does not have full ArP the extent of High Prophet debuff is reduced further for this player.
This is an amazing set both for T1s and Endgame, the Recovery Bonus is always good in T1 and T2. I currently do all endgame content including Castle Never in High Prophet set because of its set bonus. For Skirmishes/Daily Sharandar Dungeons/ Foundries/Gauntlgrym and when you are soloing allows you to kill stuff much faster.
You basically do up to 10% more damage to enemies per stack (depends on their DR and your ArP up to 30% (if enemy has no DR) if you can keep 3 stacks up. This is better than and complementary with the High Vizier stack because it works with
At-Wills, not just Encounters. Every cleric should have one of these because it is among one of the most powerful debuffs in the game. Hit Dracolich or Enemy Bosses once in a while with it and it’s an instant DPS boost to party.
Best in slot for DPS spec and PvE fast runs. If you gear yourself right around this set, you don’t really need the T2 set to run anything else.
Special Note: *Even if you used it and prefer T2 sets don’t sell it because it’s handy to keep for future situations.
How to use High Prophet- a lot of players dislike High Prophet because they can't put stacks on everything. Generally your role as a DC is to Debuff and put Astral Seal on the stronger mobs so they die as fast as trash. In a dungeon run it's not trash clean-up that takes a lot of time but more so time spent on tougher adds and bosses.
Forget about attacking/putting stacks on trash. You are already debuffing the priority targets and bosses with astral seal and divine glow, that's 2 stacks. Attacking them once more is 3 stacks. Otherwise burst with Punishing light for ~1s per target to keep stacks up.
Special Note: *This synergises very will with ((Plague Fire Enchant)) as it has the same mechanics.
Although you may feel your healing is not that significant when wearing HP set in T2's, but once you start upgrading your jewellery and enchants you will heal just fine.
Special Note: *Don't get hung up about Gear Score- a seasoned player learns to value set bonuses and the right stats rather than inflating G.S. PUGs will ask for 15k regardless.
That (Assumption is NOT strictly speaking true; in a dungeon most DPSers have
50% - 70% or so of their Healing via lifesteal, and only 20% or so is from the DC. Lifesteal healing is directly linked to how much damage the DPS'ers do.
The High Prophet set debuffs targets and raises their damage by up to 24% in PvE. That means you also raise their lifesteal by 24% using High Prophet Set Bonus Buffs. In contrast, the Miracle Healer is about 6% of your overall healing, and usually 1-2% of the DPS'ers incoming healing, if at all.
The High Prophet is actually one of your best healing sets, it's just that the numbers don't go to you so that players think it does not help with healing.
Also the High Prophet Set is a very decent soloing pve set, as you do that much more damage to all your opponents, thus Faster kills = less damage taken = less to heal.
#3 Armor-Penintration Sets = (Armor Penitration/Power/Crit) PvE DPS Soloing
Mod 4 Draconic Set:
Buffs your allies within 50' gain 20% more incoming healing from DC abilities.
Mod 5 Draconic Templar Set
Debuffs the Enemys' Defense and Crit Severity by 10%.
This is a new Debuff/Damage Mitigation Set.
Only one stack I think, so not as strong as High Prophet but decent.
The Crit Severity Debuff is negligible, only decrease overall damage by a few%.
Special Note: *This is IMHO the better PvE DC/DO DPS/Heals Sets, and an upgrade from the older
((Miracle Healer Set)). Since Mod 5 the DC/DO DPS/Healing is more feat based, uncapped and improved. This set gives your a more well rounded gear ratings distribution and decent boost to your over all DPS/healing prowess; in particular, if you are worried about scoring well in Large Heroic Encounters, this is the set to go for. I do not recommend any 2+2 gear combos; your set bonuses are good and not using them for the sake of inflating Gear Score is a waste. The only exception is for specialist builds, for example, a very high POWER Build (10k+) or very high Survivability Build with max hard cap Defense/Deflect/Recovery/Regeneration.
Offensive Stats
Armor-Penatration= ~2000
This is because ArP contributes to your resistance ignored (RI) stats
BUT! If you do not care about DPS in the slightest what so ever then do not spec for ArP but don't complain that you can't kill anything. LOL :P
If you want the best of both worlds, I recommend getting 1000 base gear stat rating, then add 800 from items/enchantments and your other gear sets that you swap in/out when you solo or feel like you want/need more DPS.
(e.g.), Rings with ArP with rank 6 or 7 Dark Enchantments) and the use of PvE Augmented Pets helps a lot with this; you can easily add 370 or more ArP per item.
Theoretically you need 2540 ArP to completely negate resistance on bosses, but I feel that this it is not as important even for a DC/DO pure DPS focus spec due to diminishing returns; your debuffs will make up for it for you party/team/group.
Refer to and Review: http://neverwinter.gamepedia.com/Armour_Penetration
Armor Penetration aka ArP, is a character rating found on equipment.
It has the effect of negating an opponent's Damage Resistance by contributing to Resistance Ignored aka (R.I.)
ArP Cap
Armor Penetration cannot increase a target's susceptibility to damage beyond reducing their damage resistance to zero, which means that armor penetration has no effect past the point where a character's resistance ignored reaches an opponent's damage resistance.
In PvE it is generally accepted that normal enemies have 22% damage resistance, and Bosses have 24%.
Because of this, achieving 24% resistance ignored is effectively the "ArP Cap" for AP in PvE.
In a PvP context, the amount of AP that can be effective depends upon the damage resistance of a given player/opponent gear/items/enchantments ratings.
ArP Contribution to Resistance Ignored aka (R.I.)
This table shows the relationship between Armor Penetration and the potential for Resistance Ignored.
The relationship is a complicated one, because the effect of a point of AP is dependent upon how much AP a character is at already; AP seems to get more effective as it is stacked, up to a certain point at which diminishing returns take effect.
Recovery = 1800 to 3000
Generally I recommend something between 1800 to 3000, depending on what gear set type you prefer to use, you either have lots of recovery, none at all or something in between. The Good News is that max hard cap Recovery is not mandatory so getting 75% uptime is not as important. The Bad News is we lost a feat that gave us free recovery (Rising Hope). So if your gear puts you way beyond that there's not much you can do than swap jewellery around, but at least the AP gain is nice. I don't recommend going beyond 4k. Now that divinity and empowerment mechanic has been remodeled you are only constrained by how fast you gain/spend divinity and the ridiculous casting animations rather than cooldowns as much.
Refer to and Review:
http://neverwinter.gamepedia.com/Recovery
Recovery
Tooltip[edit]
Recovery
Increases the recharge speed of your Encounter powers and the amount of Action Points you gain so Recovery is how fast the character regains Action Points, and lowers the cooldown on certain powers.
Critical-Strike = 1500-1800 (if no Vorpal), or with Perfect Vorpal 3000.
Again your C.S. can vary a lot with gear sets. Power always trumps Crit-Strike at the cut offs mentioned in the Diminishing Returns section. Crit should not be ignored totally because of the proc and especially if you're building for DPS. Generally if your overall crit chance is somewhere between 30-35% you're good.
Power- put the rest of your stat points here once you have enough investment in the others. Many people overstack power early on, actually you need to work on everything else first. Power helps improve your healing and DPS baseline. Start at 3k and work towards 6k+. Some DPS builds dump a lot into power, that works too. 12k+ power builds are possible.
Refer to and Review:
http://neverwinter.gamepedia.com/index.php?title=Special%3ASearch&profile=default&search=Critical+Strike+&fulltext=Search
Critical Strike:
Critical Strike Increases your chance that you will land a critical hit with an attack or with healing spells.
Critical Strike is a game mechanic that increases your chance to Critically Strike an enemy by a percentage per Critical Strike point.
Critically Striking an enemy cause you to deal bonus damage.
Critical Severity:
The bonus damage dealt from Critical Strikes is determined by Critical Severity. The normal Critical Severity is 75%, meaning that you deal 75% extra damage with an ability if it Critically Strikes. Example: You use a Power against an enemy. It normally deals 100 damage. If you Critically Strike the same foe with the same Power, you will deal 175 damage, assuming that you have normal Critical Severity.
Critical Severity can be increased with various Powers and Feats.
Critical Strike chance and Critical Severity can be viewed under your Character Panel (default key C).
Weapon Enchantments:
Weapon enchantments grant special effects and powers not covered by the standard enchantments.
They are used in high level equipment with a weapon enchantment slots.
Special Note: *Save AD/Zen/Tarmalune Trade Bars for the [Coalescent Ward], this ward guarantees a 100% successful upgrade attempt.
Suggested D.C. Class Builds Guides and Related Websites, Blogs & Forums.
By
Norisman
last updated 27-Jan-2015
Neverwinter wiki gamepedia.com Main Page
http://neverwinter.gamepedia.com/Neverwinter_Wiki
Neverwinter wiki gamepedia.com Gear Stats Ratings:
http://neverwinter.gamepedia.com/Neverwinter_Class_gear_stats_ratings_and_how_to_use_enchantments_to_achieve_min/max_soft_and_hard_caps
PWE/Cryptic/Arc/Game/Neverwinter/Forum/Classes Forums
http://nw-forum.perfectworld.com/forumdisplay.php?701-Class-Forums
Guide to Neverwinter Campaigns
https://docs.google.com/document/d/1NTsdYt8_1mssyB6l5vk5hB4bz0lOs1BCLaTc2wzqRtc/pub
The Microsoft Mouse and Keyboard Center
http://www.microsoft.com/hardware/en-us/downloads/mouse-keyboard-center
Keybind Application
http://sto-forum.perfectworld.com/showthread.php?t=1124861
How Keybinds Work
http://www.ifes.us/index.php/how-keybinds-work
Neverwinter Console Commands
http://neverwinter.gamepedia.com/Console_command
MMOminds.com
http://mmominds.com/?gdsr_sort=rating
NeverWinter / Classes / Devoted Cleric
http://mmominds.com/category/nw/classes/devoted-cleric/
LazzyGammers.com
http://laggygamerz.com/forum/index.php?app=core&module=search&do=search&fromMainBar=1
Kaelac's Module 5 Devoted Cleric Guide
http://laggygamerz.com/forum/index.php?/topic/752-kaelacs-module-5-devoted-cleric-guide/
Reddit.com
http://www.reddit.com/r/Neverwinter/search?q=Neverwinter+Mod+5&restrict_sr=on&sort=relevance&t=all
DragonTribe Forums Class/Builds Discussion
http://www.dragon-tribe.com/forums/viewforum.php?f=2304992&gid=335510
Can you give a hint of your setup (i.e atwills, encounters, dailys and class feature) and general strategy for dungeons/skirmish?
Also, if you are in a party where you can see that more healing/shield is needed (i.e 1-2 players taking great damage or dies frequently), what do you do?
Finally DCs can DPS again if they want to.
5/5 Astral Fury (more personal DPS)
5/5 Righteous Suffering (more personal DPS)
5/5 Bear Your Sins (more party DPS)
5/5 Fire of the Gods (more personal DPS)
1/1 Avatar of the Divine
For utility/Damage reduction
5/5 Resounding Beliefs (better healing)
5/5 Benefit of Foresight (better damage mitigation)
For Max DPS
5/5 Condemnation Gaze (more party DPS)
5/5 Furious Intervention (more AP gain, makes up for not slotting Holy Fervor)
Loadout:
At-wills:
Sacred Flame (fast divinity),
Brand of the Sun (more DPS, divinity gain over time, proc Bear your Sins)
Encounter:
Chains of Blazing Light (fast to cast, decent DPS and control),
Daunting Light (your go to nuke),
Divine Glow (damage, heal, DPS and buff/debuff)
Class Features:
Terrifying Insight (more personal damage),
Holy Fervor (AP gain) or Foresight (party mitigation, especially if feated)
Daily:
Hallowed Ground,
Flamestrike
You are a bit more vulnerable as a DPSer, least of which is because you don't really heal yourself anymore. For your stats you still want 2k+ defense and 25k max HP.
I would get more lifesteal than usual (like 1k) as well as regeneration.
Your ArP should be a minimum of 2k,
Your Crit chance should be above 33%.
Your Recovery should be minimum of 1800 and only then worry about power.
Suggested & Recommended Powers Cast Rotation:
#1. You probably want to start your rotation with Chains or Divine Glow depending on who leads then once the party used their knocks use Daunting Light.
#2. If you use DG first the party is not in position for everyone to be buffed, and if you use DL first Roar/ Frontline surge may knock them out of the AoE.
#3. For Divine encounters you can spend on all 3/3 skills- chains is fast damage+cc, DL is fast damage, DG is damage plus buffs.
#4. For empowerment you probably want to save it for Daunting Light, even if it is going to be hard to land.
#5. Always try to target DL on toughest boss, and predict their movements.
#6. Work out who have aggro and adjust accordingly.
#7. You want to BoTS tag all the tough mobs for free divinity and DPS and proccing your feats.
#8. The rest is all about earning and spending divinity well.
#9. Use High Prophet set for more personal and party DPS.
#10. If you want to use overload slots then corrupt black ice/draconic/templar are also good candidates.
#11. If you are getting the hang of divinity and want to spend less time on at wills then Divine Fortune can help you with that.
#12. You'll find you don't have very good ways of dealing with threat or many ads due to target limits.
#13. Stick with the party and fight on Icy Terrain where you can, and let the tanks pull.
#14. Buff yourself and the top DPSers with DG.
#15. Burning Guidance and Rousing Warmth feats can help you DPS but also remember you have to heal to procs them too.
#16. Basically you're not the gung ho DPSer, but rather one who works with the party to buff and DPS at the same time.
#17. Apart from BoTS, Divine Sunburst is a good power to put DoTs on, but in party situation it's going to be hard not to get into other's ways knocking all over the place; ((Use it only if all your Part/Teammates are OK with it's Knockback, it is both a Damage/DPS and a Heal/HPS. but some player/character/classes may not be happy about the knockback, scattering the mobs, so check with them first, Divine Glow and or Astral Shield.
Excerpt from> my current Build/Spec character Biography page:
Norisman@Norisman lvl60 DC/DO Righteous DPS Build/Spec focus on PvP primary, PvE secondary.
Neverwinter Mod5 D.C./D.O. Righteous DPS Build.
Race: Dragonborn:
Racial Traits:
Dragonborn Fury: Your Power and Critical Strike are increased by 3%:
Draconic Heritage: You receive 5% more healing from all spells and abilities:
Race Trait Ability Scores: Grants a +2 to any two stats:
Ability Score Roll:
+2 WIS +2 STR=WIS 16/18 STR 15/17 CHA 13 INT 11 CON 11 DEX 9:
+4 points into WIS & +4 points into STR by lvl60:
+2 WIS 16 +6 = 24, +2 STR 15 +6 = 23, CHA 13 +2 = 15, INT 11+2=13, CON 11+2=13, DEX 9+2=11:
lvl60 WIS 24 STR 23 CHA 15 INT 13 CON 13 DEX 11:
Path: Divine Oracle:
Spec: Righteous/Faithful= DPS/HPS:
Role: DPS/HPS=Team Support:
Content Focus: PvE Solo Campaigns/PvP DPS/HPS Team Support:
Gear/Item/Enchantment Slots Loadout:
Offense=Dark Enchantment=Armor-Pen:
Defense=Dark Enchantment=Lifesteal:
Utility=Dark Enchantment=Movement-Speed:
Powers:
At-wills:
[Brand of the Sun] & [Lance of Faith]:
Encounter:
[Divine Glow], [Chains of Blazing Light] & [Daunting Light]:
Class Features:
[Terrifying Insight] & [Foresight]:
Daily:
[Flame Strike] & [Hammer of Fate]:
Source: [Excerpts from Kaelac's Mod 5 Devoted Cleric Guide]
Optional is to go with the AC Path Paragon Feats Righteous DPS build; you will losing BoTS and Terrifying Insight and that takes away from the maximum Damage DPS output, The AC path is/are more tanky and can help the party/team be more tanky, so it's up to you.
updated by Norisman@Norisman 04-Mar-15
If it doesn't get easier with Mod6 gear (idk anything about new gear) you can save up for an Ioun Stone and give it equipment with armor pen stats and slot that equipment with even more dark enchantments. If you have enough you can then just add power gear to the Ioun Stone (or lifesteal if you're missing that too).