Class Mechanics: Divinity Effective in Mod 5, Divinity can only be generated by at wills. Divine encounters will give a stack of empowerment which lasts for 10 secs (max 3 stacks). Casting encounters with empowerment stacks will gives empowerment effect to encounters. Under normal conditions, divine encounters does not generate AP. The only exception here is Sunburst with Gift of Haste feated, which we will get raw 5% AP before any AP gain bonus (usually we get 6% AP after AP gain bonus).
Extra divinity gain can be gained from a few sources. PvP sets gives 20-30%, heroic feats gives 3-15%, faithful feats gives 5-25% and class feature[Divine Fortune]gives 5-20%. However, although extra divinity gain is crucial but there are only three threshold you should bother about it, namely30%and80% (75%*).
30% more divinity gain 30% is pretty achievable with either wearing a profound set or having 25% from faithful feat + 6% heroic feat = 31%. For pvp tank clerics you will be slotting ASeal and BoB. At 30% extra divinity gain you will have to cast 1 BoB + 2 ASeals to reach 3 pips of divinity. Having lower than 30% divinity you will have to hit an extra hit to reach 3 pips of divinity while on the other hand, having more than 30% divinity gain, you still have to hit them thrice. So, it is better to cap our divinity gain at 30%.
80% (75%*) more divinity gain Instead of the old 70% i stated, it is actually ranged from 79.4% to 83.8%. I had already figured out the real formula of divinity gain after days and hours of trial and error testing with my data and whistling's data. The data appeared to use rounded-up-data and i finally found out the formula and no. of decimals rounded up in the system. [Divine Fortune] gives multiplicative bonus instead of flat bonus while the final divinity bonus is rounded up so we can leave our divinity bonus at 75% to get the maximum effect of it. So now there are a few conditions you can still achieve this gap in future (obviously not now), which are:
Condition 1:
You get at least 53% from your pvp set, heroic and faithful feats and equipping a R3 [Divine Fortune].
Condition 2:
You get at least 46% from your pvp set, heroic and faithful feats and equipping a R4 [Divine Fortune].
The Golden Formula of Divinity as below: [1+0.05a]*[1+(0.03b+0.05c+d/100)]
where
a= rank of [Divine Fortune]
b= rank of Bountiful Fortune
c= rank of Gift of the Gods
d= bonus from pvp set in %
The raw divinity gain per at will is as below: Lance of Faith (normal hit): 40.8%
Lance of Faith (third hit): 68%
Astral Seal: 68%
Sacred Flame (normal hit): 40.8%
Sacred Flame (third hit): 47.6%
Brand of the Sun (initial hit): 54.4%
Brand of the Sun (each DoT tick*): 9.067%
Blessing of Battle: 95.2% (credit to whistlingdixie) *** These data and formula of divinity are generated from hours of data collecting, revising and troubleshooting. It is the end product of my work and should be exactly the same as the NW divinity system. If anyone feel uncomfortable or weird with my formula and data please point out as i may made a mistake in the calculations. TY.
Last note from me: Roundup rule only applies when you include multiplication factor. Add up the divinity of numbers and type of at-will you wanted to use and use 3 to divide it. That is your minimum divinity needed to achieve your at-will rotation. Using multiplication factor helps if you really need a high chunk of divinity boost because it will trigger the roundup formula in NW system.
Race: Dragonborn or Halfling
For Mod 6, I recommend to boost our healing. Put all points in STR/WIS as you level instead of the old stacking CON meta. Personally, I am waiting for devs to leak the pvp set bonus. If our new pvp set gives at least 31% to 33% divinity bonus then respec to human is better. Once the limit pass over 34%, you can enjoy the "BoB+ASeal" combo for 3 pip of divinity without needing extra heroic feats from human but you will have a weaker cleanse. Now, since we dont have set bonus in level 70, we can only use the 30% divinity cap from 6% heroic and 25% faithful feats. This will stay in our feat page until we get our set bonuses. With the significant boost of hp from our lvl 70 gears, maxing CON and DEX is not necessary but merely wasting points. The best roll now is 16 STR 16 WIS as we are focusing on healing in Mod 6 meta.
Faithful DC
Paragon: Anointed Champion Power:
At-will: [Astral Seal] [Blessing of Battle]
Encounter: [Sunburst] [Bastion of Health] [Astral Shield]
Class Feature: [Healer's Lore] [Anointed Armor]
Daily: [Hallowed Ground] [Divine Armor]
ASeal and BoB will be the core of my build. Their perfect synergy at 30% divinity cap and 75%* divinity cap simplifies our divinity management. For sunburst, its main purpose is to repel other DC away from circle or repel someone off cliff. It also apply a Dot and Hot in divine version to strip off others shield. However this is not the main purpose of having sunburst in our rotation. Its main property as a dual-healing spell (Divine: HoT, Normal: Burst) makes it shine when we spec our feats correctly.
Sunburst is the only skill that isnt modified by any paragon feats. Unlike Divine Glow which will be converted into burst heal by faithful capstone, sunburst remains its HoT counterpart in divine version while its normal and empowered version are still strengthened by faithful feats. When we unlock virtuous feats after we get access into faithful capstone, sunburst can provide us mitigation buff and free AP in divine mode to all of our teammates. We will do these very often after we store enough healing in our Gift of Haste. This is also the reason i try to reduce the duration of divinity gain because with more healing and AP we will win the game, especially if you have two TRs in your team.
Bastion of Health is the opposite of sunburst (Divine: Burst, Normal: HoT). Its main usefulness is to heal and cannot do other things other than heal. Thus, BoH provides a huge chunk of hp per cast and even more in empowered version because it is based on missing hp percentage.
Astral Shield is a staple skill in pvp. With our increased max hp, AS becomes a core skill in pvp. Never try to cast this without getting 3 stacks of empowerment, which you will never do with this build because building and spending divinity is so easy to be managed.
I decided to put in Healer's Lore instead of new class feature. If you tested that in preview you will be very disappointed against NW devs team. Reason?? My ASeal heals me more than per tick than that 3 sec. I really hope it is not the final version, that is our level 65 class feature...
The rest is quite self explainary so i will just skip them.
Paragon Feats:
Virtuous DC Paragon: No limitation Power:
At-will: No limitation
Encounter: [Divine Glow] [Bastion of Health] [Astral Shield]
Class Feature: [Healer's Lore] + [Anointed Armor] or [Foresight]
Daily: [Hallowed Ground] [Divine Armor]
I will only give a rough concept on this build. You should take those feats i had mentioned and pick the rest depending on your liking. Have to admit, DO virtuous with foresight feat is better than AC virtuous, but the divinity management is harder than AC. Gift of Life and Desperate Restoration is also a good choice for AC Virtuous for last 2 feat choices.
Righteous DC Paragon: Divine Oracle Power:
At-will: [Sacred Flame] [Brand of the Sun]
Encounter: 1. [Divine Glow] [Bastion of Health] [Astral Shield] 2. [Break the Spirit] [Chains of Blazing Light] [Astral Shield]
Class Feature: [Healer's Lore] [Foresight]
Daily: [Hallowed Ground] [Divine Armor]
There are 2 types of righteous build: One cross with virtuous while another cross with faithful. The first one is more leaning towards pvp campaign completion while the second one giving AP like mad. The second build took away Burning of the Gods and use 3 virtuous feat instead of faithful feats. Because of time being i will just left them like this and i hope you all understand what i said. Righteous can be played defensively by exploiting Avatar, our Righteous capstone for 10 sec Astral Shield cooldown. You have to build some ArP if you want some kills but i rather debuff enemies than kill them myself.
I'm not sure what this thread is about, it seems like this is talking about Divinity for AC in PvP. I have thought about the Divinity issue and come to the same conclusions as you: that there are certain thresholds that will reduce the number of At-Will casts we need to use. Any Divinity gain % above a threshold is totally wasted.
There is still only real way to spec your Heroic Feats, the same as it was when I posted it back in 2013.
However the idea of Divinity Gain % thresholds made me reconsider: does going 4/5 Bountiful Fortune put you over a threshold that 2/5 doesn't? If that were the case, then it would make more sense to go 3/3 with Cleanse. Or even invest in some of the nearly useless feats, like Domain Synergy.
In any case, here's what my testing revealed:
Exact Divinity Gain in pips - No bonus Lance of Faith (normal hit): 40.8%
Lance of Faith (third hit): 68%
Astral Seal: 68%
Sacred Flame (normal hit): 40.8%
Sacred Flame (third hit): 47.6%
Brand of the Sun (initial hit): 54.4%
Brand of the Sun (each DoT tick*): 9.067%
Blessing of Battle: 95.2%
* Brand of the Sun DoT ticks do not work as you would expect, and I believe it to be a bug. Intuitively, you would assume that each time BotS ticks and does damage to an enemy, you would get a small bit of divinity. However, what actually happens that a NON-STACKING effect is applied to YOU that gives you six ticks of 9.067% divinity over six seconds. This means 1) if the target dies, you will still get all six ticks, HOWEVER 2) it does not matter how many targets BotS is applied to, you will only get a single tick of of 9.067% divinity per second. If you have BotS tick on 4 targets, you do not get 36.267% divinity a second. You still only get 9.067%. Additional casts of BotS will only refresh the 6 second effect on you.
I think in PvP especially, as there is not much time to stand and cast At-Wills, this is a significant disadvantage. Each BotS should give you nearly half a pip over 6 seconds. Since BotS ticks are the only way to get Divinity when you're on the move, they really ought to stack if applied to multiple targets.
It does make sense for PvE though, or unlimited divine mode encounter power spammage would be a very real thing.
Oh and ACs would be screwed.
In any case we do fine in PvP atm, and afaik all classes are screwed in mod6 until stat curves get tweakedl/level 4 power abilities get finalized/the new abilities are balanced.
You there. New to the game? Feeling overwhelmed? Maybe you think getting to end-game is impossible for a casual player like yourself, or maybe you just need to be around a community that helps each other stay sane and competitive with the latest news, current trends, random chitchat and most of all LEGIT (that is, we try to keep things fair) gameplay. If you don't mind being around quirky people and the rare occasional drama (one of our prominent TR members is apparently a mafia godfather) join nw_legit_community at http://www.nwlegitcommunity.shivtr.com/forum_threads/2330542.
Sorry for late reply. I do preview testing quite frequent since Mod 6 patch in preview and i feel that being tanky isnt as important as healing in Mod 6. Since everyone gets a high chunk of HP with our new lvl 70 gears it is acceptable to ignore some hard to build defensive stat such as hp and deflect because even you sacrifice your healing potential, you will only get a few percentage more defensive stat only. Increasing healing magnitude is much more important as our Heal:Max HP percentage per BoH cast is getting lower and lower. Reaching full max hp faster with greater heal is more important as it can boost our survivability more.
DC's potential in healing comes from Divinity BoH spamming and various raw % boost. Empowered BoH heals according to our HP %, Divine Armor works with our target's HP %. Since stat curve is turning linear, those hard to stack 3% deflect chance from halfling can be substituted with 1200 stats only. If going the 70% divinity cap with human race like i stated above, we can take an extra class feature such as Healer's Lore (20%+ healing) which is equated as 8k power if i am not mistaken, making halfling no longer a BIS choice for pvp DC. Besides, the faster we reach full 3 pips of divinity, the more clutch heal or AP we can received, outweighing the pros of being a halfing pvp DC. This is only my speculations and personal testing in preview and i will transmute my race into human after Mod 6 launched for testing.
Due to several enchant boost like Vorpal, Terror and Plague Fire, building power for more output healing is a bad idea. I am thinking about building crit instead of power or totally ignore power and crit and go for defensive stats because those 10k stats you dumped into power and crit will only gives you less than 10% more healing after being nullified by those Pure and Trans enchants. Recovery is not important at all as it only affects Astral Shield cd while all our AP gain and Healing is depending on Divinity. Unless someone can propose a way to reach 100% recharge rate for unlimited Astral Shield or else just ignore this stat.
I still have a lot of ideas in my mind, still waiting for Mod 6 in live to test them. If anyone can post and share their testing result it is highly welcomed.
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clericalistMember, NW M9 PlaytestPosts: 595Arc User
edited March 2015
Do you see specialist healer clerics being needed in mod 6, I would not mind playing a healer. I am only talking about PVE here, I chose the righteous path but on occasion would play healer for low gs parties, by spamming out bastion of healths I never once wished I chose the other paths because I lacked healing power. Do these mod 6 stat changes only make a difference in PVP ? Will PVE just be the usual steps of: "sprint into enemy mob", "use 2 or 3 encounters to kill everything", "sprint to next mob".
Do you see specialist healer clerics being needed in mod 6, I would not mind playing a healer. I am only talking about PVE here, I chose the righteous path but on occasion would play healer for low gs parties, by spamming out bastion of healths I never once wished I chose the other paths because I lacked healing power. Do these mod 6 stat changes only make a difference in PVP ? Will PVE just be the usual steps of: "sprint into enemy mob", "use 2 or 3 encounters to kill everything", "sprint to next mob".
In a word, yes. I expect to see more "full heal" DC specs. I would imagine that a Righteous DC could heal adequately by slotting healing encounters, but that negates most of the benefit of being Righteous. UNLESS they actually fix Repurpose Soul, in which case Righteous DC's with high crit could heal their party with Daunting Light, Chains, and Flamestrike.
I had done the skeleton of this guide. The rest will be slowly updated after Mod 6 launch. As usual, i need many tester and feedback or comment on this guide so that i can improve my guide and my playstyle. Thank you.
With set bonuses being a thing of the past, it would seem like the only way to reach that 70% threshold is to slot Divine Fortune and have full points in all feats. Any thoughts on whether it's still worth it?
You cant reach 70% cap without set bonuses. The only way now is with profound set, which means you can use this build from level 60 to 69 and even in level 70 but with a weaker Empowered AS. From my testing data, it is really worth to respec to human as all stuff in my build is well synergies with each other. Quite sad the devs pull back all set effect at T1 and T2 level 70 gears. Still require more data from live, will update this post after i hit level 70 in mod 6. I hope I wont need to mine 300k Black Ice to unlock the set effect on my T2 pvp gear.
Sorry guys i made a big mistake here. Please dont switch to human race now. I switched to human just now and i found out something bugging here. With profound set + 40% divinity gain you still cant get 3 pip of divinity but 2.77 pip. Other stuff is still correct except way to reach 70% divinity cap.
I found the formula of divinity gain and the mathematics rule behind. The reason all my data crashed is because of roundup rule.
Anyway, all DC can use my formula no matter you are pve or pvp focused, or DO or AC. It should be correct in all situations. This guide will be expended into virtuous, faithful and righteous AC pvp guide, each taking one post i booked in front. This will be very huge workload for me as a student so please forgive me if my update speed is slow. Will be continued after set effect is released but in the meantime if anyone have a question abt DC you can post it here. I will pop into temple forum quite frequent unless i am taking my exam. Goodluck playing DC!!
Hello. I'm fairly new to Neverwinter and have been doing some reading. A lot of reading truthfully. I was wondering if Halfling would be A good choice for pvp race? I'm level 20 and I am loving the DC tons. I can't wait to get to 60. Oh, on a side note, I'm playing on Xbox one
Hello. I'm fairly new to Neverwinter and have been doing some reading. A lot of reading truthfully. I was wondering if Halfling would be A good choice for pvp race? I'm level 20 and I am loving the DC tons. I can't wait to get to 60. Oh, on a side note, I'm playing on Xbox one
Halfling is generally good for pvp because of the CON/DEX bonus, 3% deflect and 10% cc resist. Unless you want to do maximum crit with highest str roll, you should go halfling because it is the tankiest race for DC.
Awesome. Thank you for the reply. One last thing. Can I work on the Pvp boons prior to hitting max level and if not, should I just wait to get the then PvP?
Chains has a minor bug but really hurts you when you need it to be worked. If someone with cc-immune come closer to your chains it will stay on ground and wont be activated anymore. The chance of getting it malfunction in match is around 20-30%. It just root and cannot be used as a hard cc skill. However, if i go righteous balanced dps build, chains is my main choice instead of divine glow. Chains offered best AoE damage and fastest casting speed than divine glow and daunting light. If it didnt bug out you can follow up some hard hitting spell on your rooted prey.
You should focused on pvp campaign since lvl 10. Once you are maxed, the effort to complete pvp campaign is at least 10x harder than pre-max level. I have a couple DCs at low level and the speed they do those pvp tasks is way more faster than my other 3 max lvl DC. If possible and if you love pvp, level directly from pvp without doing pve quest. You will lose alot exp, glory and gear but will understand other classes better and will gain alot of experience facing those classes. This is my way to level my toons, you can use your own method too.
Faithful DC is healer.
Edit: The percentage is per match not per use. Out of 10 games it will malfunction in at least 2 to 3 games, more if you are unlucky. When i say malfunction it is not that type of cc-immune which blocked cc but still applies damage. It is not even activated to deal damage which is not WAI. Dont make it confused with those unstoppable gwf or sprint.
I didn't read every post, but your build has one major flaw. I'm curious wether I am wrong or you did overlook it.
You did choose "Gift of Haste" from Virt path. I ask you: Which of your powers do even activate it? All your healing is converted to burst healing because of the Faithful capstone. Where is the HoT needed for "Gift of Haste"?
I apprechiate your work. Keep on with the good work
Awesome I will start doing that. Thank you for your advice. Really amazing guide and thank you for all the time you are putting in to help us new to the DC
Before realizing I made several mistakes. 1) how old that thread is, 2) I'm playing on Xbox and didn't realize that they changed the feats/names at one point.
I did go the STR/Human route though and do still like the idea of a crit build. Still learning a lot of the abbreviations but I hope to pick them up quickly.
So I guess my question is do I keep going towards that build (are the feats completely changed or just the names) or do I start looking a diff build. This one seems solid since you have been playing a while and gotten to try things.
Also where/what is the PvP campaign or do we not have that on Xbox?
I'm not even 30 yet so I have time to consider where I want to be at 60. Going to have to respect feats and powers though.
I didn't read every post, but your build has one major flaw. I'm curious wether I am wrong or you did overlook it.
You did choose "Gift of Haste" from Virt path. I ask you: Which of your powers do even activate it? All your healing is converted to burst healing because of the Faithful capstone. Where is the HoT needed for "Gift of Haste"?
I apprechiate your work. Keep on with the good work
I don't know if its a bug but Bastion of Health will give Gift of Haste.
I didn't read every post, but your build has one major flaw. I'm curious wether I am wrong or you did overlook it.
You did choose "Gift of Haste" from Virt path. I ask you: Which of your powers do even activate it? All your healing is converted to burst healing because of the Faithful capstone. Where is the HoT needed for "Gift of Haste"?
I apprechiate your work. Keep on with the good work
If you read my post correctly, you will know but i will repeat here. All healing powers are altered by Faithful capstone but not one: Sunburst. Its divine version still do HoT so we can use it to apply DR buff and AP even we are faithful spec. I will clarify it again in the main post so no more confusion for u all. In short, cast D.BoH to stack HP and cast D.SB for team AP.
If we don't roll the 16 Str, 16 wis. Will that effect our endgame pvp heals a lot or is it not that big of a deal?
My staring roll is as follows
13 Str
14 con
13 Dex
12 inT
15 wis
14 cha
I went with those because I read it somewhere that thone would be good starting roll stats. Did I screw up my endgame healing?
I do believe that the Pvp campaign boons are called achievements. There is an achievement tb somewhere that I found last night but I forget exactly where
Before realizing I made several mistakes. 1) how old that thread is, 2) I'm playing on Xbox and didn't realize that they changed the feats/names at one point.
I did go the STR/Human route though and do still like the idea of a crit build. Still learning a lot of the abbreviations but I hope to pick them up quickly.
So I guess my question is do I keep going towards that build (are the feats completely changed or just the names) or do I start looking a diff build. This one seems solid since you have been playing a while and gotten to try things.
Also where/what is the PvP campaign or do we not have that on Xbox?
I'm not even 30 yet so I have time to consider where I want to be at 60. Going to have to respect feats and powers though.
With the new end game stat curve, the return from investing con is lower than str. We normally spam points into our class ability score and build hp on gear. Anyway, it wont drag u back too much unless you are a min-maxer.
Comments
For Mod 6, I recommend to boost our healing. Put all points in STR/WIS as you level instead of the old stacking CON meta. Personally, I am waiting for devs to leak the pvp set bonus. If our new pvp set gives at least 31% to 33% divinity bonus then respec to human is better. Once the limit pass over 34%, you can enjoy the "BoB+ASeal" combo for 3 pip of divinity without needing extra heroic feats from human but you will have a weaker cleanse. Now, since we dont have set bonus in level 70, we can only use the 30% divinity cap from 6% heroic and 25% faithful feats. This will stay in our feat page until we get our set bonuses.
With the significant boost of hp from our lvl 70 gears, maxing CON and DEX is not necessary but merely wasting points. The best roll now is 16 STR 16 WIS as we are focusing on healing in Mod 6 meta.
Feats:
Heroic Feats:
Universal Heroic Feat choice, nothing special.
Paragon: Anointed Champion
Power:
At-will: [Astral Seal] [Blessing of Battle]
Encounter: [Sunburst] [Bastion of Health] [Astral Shield]
Class Feature: [Healer's Lore] [Anointed Armor]
Daily: [Hallowed Ground] [Divine Armor]
ASeal and BoB will be the core of my build. Their perfect synergy at 30% divinity cap and 75%* divinity cap simplifies our divinity management. For sunburst, its main purpose is to repel other DC away from circle or repel someone off cliff. It also apply a Dot and Hot in divine version to strip off others shield. However this is not the main purpose of having sunburst in our rotation. Its main property as a dual-healing spell (Divine: HoT, Normal: Burst) makes it shine when we spec our feats correctly.
Sunburst is the only skill that isnt modified by any paragon feats. Unlike Divine Glow which will be converted into burst heal by faithful capstone, sunburst remains its HoT counterpart in divine version while its normal and empowered version are still strengthened by faithful feats. When we unlock virtuous feats after we get access into faithful capstone, sunburst can provide us mitigation buff and free AP in divine mode to all of our teammates. We will do these very often after we store enough healing in our Gift of Haste. This is also the reason i try to reduce the duration of divinity gain because with more healing and AP we will win the game, especially if you have two TRs in your team.
Bastion of Health is the opposite of sunburst (Divine: Burst, Normal: HoT). Its main usefulness is to heal and cannot do other things other than heal. Thus, BoH provides a huge chunk of hp per cast and even more in empowered version because it is based on missing hp percentage.
Astral Shield is a staple skill in pvp. With our increased max hp, AS becomes a core skill in pvp. Never try to cast this without getting 3 stacks of empowerment, which you will never do with this build because building and spending divinity is so easy to be managed.
I decided to put in Healer's Lore instead of new class feature. If you tested that in preview you will be very disappointed against NW devs team. Reason?? My ASeal heals me more than per tick than that 3 sec. I really hope it is not the final version, that is our level 65 class feature...
The rest is quite self explainary so i will just skip them.
Paragon Feats:
Paragon: No limitation
Power:
At-will: No limitation
Encounter: [Divine Glow] [Bastion of Health] [Astral Shield]
Class Feature: [Healer's Lore] + [Anointed Armor] or [Foresight]
Daily: [Hallowed Ground] [Divine Armor]
I will only give a rough concept on this build. You should take those feats i had mentioned and pick the rest depending on your liking. Have to admit, DO virtuous with foresight feat is better than AC virtuous, but the divinity management is harder than AC. Gift of Life and Desperate Restoration is also a good choice for AC Virtuous for last 2 feat choices.
Paragon Feats:
Paragon: Divine Oracle
Power:
At-will: [Sacred Flame] [Brand of the Sun]
Encounter:
1. [Divine Glow] [Bastion of Health] [Astral Shield]
2. [Break the Spirit] [Chains of Blazing Light] [Astral Shield]
Class Feature: [Healer's Lore] [Foresight]
Daily: [Hallowed Ground] [Divine Armor]
There are 2 types of righteous build: One cross with virtuous while another cross with faithful. The first one is more leaning towards pvp campaign completion while the second one giving AP like mad. The second build took away Burning of the Gods and use 3 virtuous feat instead of faithful feats. Because of time being i will just left them like this and i hope you all understand what i said. Righteous can be played defensively by exploiting Avatar, our Righteous capstone for 10 sec Astral Shield cooldown. You have to build some ArP if you want some kills but i rather debuff enemies than kill them myself.
Paragon Feats:
There is still only real way to spec your Heroic Feats, the same as it was when I posted it back in 2013.
However the idea of Divinity Gain % thresholds made me reconsider: does going 4/5 Bountiful Fortune put you over a threshold that 2/5 doesn't? If that were the case, then it would make more sense to go 3/3 with Cleanse. Or even invest in some of the nearly useless feats, like Domain Synergy.
In any case, here's what my testing revealed:
Exact Divinity Gain in pips - No bonus
Lance of Faith (normal hit): 40.8%
Lance of Faith (third hit): 68%
Astral Seal: 68%
Sacred Flame (normal hit): 40.8%
Sacred Flame (third hit): 47.6%
Brand of the Sun (initial hit): 54.4%
Brand of the Sun (each DoT tick*): 9.067%
Blessing of Battle: 95.2%
* Brand of the Sun DoT ticks do not work as you would expect, and I believe it to be a bug. Intuitively, you would assume that each time BotS ticks and does damage to an enemy, you would get a small bit of divinity. However, what actually happens that a NON-STACKING effect is applied to YOU that gives you six ticks of 9.067% divinity over six seconds. This means 1) if the target dies, you will still get all six ticks, HOWEVER 2) it does not matter how many targets BotS is applied to, you will only get a single tick of of 9.067% divinity per second. If you have BotS tick on 4 targets, you do not get 36.267% divinity a second. You still only get 9.067%. Additional casts of BotS will only refresh the 6 second effect on you.
I think in PvP especially, as there is not much time to stand and cast At-Wills, this is a significant disadvantage. Each BotS should give you nearly half a pip over 6 seconds. Since BotS ticks are the only way to get Divinity when you're on the move, they really ought to stack if applied to multiple targets.
Oh and ACs would be screwed.
In any case we do fine in PvP atm, and afaik all classes are screwed in mod6 until stat curves get tweakedl/level 4 power abilities get finalized/the new abilities are balanced.
DC's potential in healing comes from Divinity BoH spamming and various raw % boost. Empowered BoH heals according to our HP %, Divine Armor works with our target's HP %. Since stat curve is turning linear, those hard to stack 3% deflect chance from halfling can be substituted with 1200 stats only. If going the 70% divinity cap with human race like i stated above, we can take an extra class feature such as Healer's Lore (20%+ healing) which is equated as 8k power if i am not mistaken, making halfling no longer a BIS choice for pvp DC. Besides, the faster we reach full 3 pips of divinity, the more clutch heal or AP we can received, outweighing the pros of being a halfing pvp DC. This is only my speculations and personal testing in preview and i will transmute my race into human after Mod 6 launched for testing.
Due to several enchant boost like Vorpal, Terror and Plague Fire, building power for more output healing is a bad idea. I am thinking about building crit instead of power or totally ignore power and crit and go for defensive stats because those 10k stats you dumped into power and crit will only gives you less than 10% more healing after being nullified by those Pure and Trans enchants. Recovery is not important at all as it only affects Astral Shield cd while all our AP gain and Healing is depending on Divinity. Unless someone can propose a way to reach 100% recharge rate for unlimited Astral Shield or else just ignore this stat.
I still have a lot of ideas in my mind, still waiting for Mod 6 in live to test them. If anyone can post and share their testing result it is highly welcomed.
In a word, yes. I expect to see more "full heal" DC specs. I would imagine that a Righteous DC could heal adequately by slotting healing encounters, but that negates most of the benefit of being Righteous. UNLESS they actually fix Repurpose Soul, in which case Righteous DC's with high crit could heal their party with Daunting Light, Chains, and Flamestrike.
Anyway, all DC can use my formula no matter you are pve or pvp focused, or DO or AC. It should be correct in all situations. This guide will be expended into virtuous, faithful and righteous AC pvp guide, each taking one post i booked in front. This will be very huge workload for me as a student so please forgive me if my update speed is slow. Will be continued after set effect is released but in the meantime if anyone have a question abt DC you can post it here. I will pop into temple forum quite frequent unless i am taking my exam. Goodluck playing DC!!
Halfling is generally good for pvp because of the CON/DEX bonus, 3% deflect and 10% cc resist. Unless you want to do maximum crit with highest str roll, you should go halfling because it is the tankiest race for DC.
You should focused on pvp campaign since lvl 10. Once you are maxed, the effort to complete pvp campaign is at least 10x harder than pre-max level. I have a couple DCs at low level and the speed they do those pvp tasks is way more faster than my other 3 max lvl DC. If possible and if you love pvp, level directly from pvp without doing pve quest. You will lose alot exp, glory and gear but will understand other classes better and will gain alot of experience facing those classes. This is my way to level my toons, you can use your own method too.
Faithful DC is healer.
Edit: The percentage is per match not per use. Out of 10 games it will malfunction in at least 2 to 3 games, more if you are unlucky. When i say malfunction it is not that type of cc-immune which blocked cc but still applies damage. It is not even activated to deal damage which is not WAI. Dont make it confused with those unstoppable gwf or sprint.
I didn't read every post, but your build has one major flaw. I'm curious wether I am wrong or you did overlook it.
You did choose "Gift of Haste" from Virt path. I ask you: Which of your powers do even activate it? All your healing is converted to burst healing because of the Faithful capstone. Where is the HoT needed for "Gift of Haste"?
I apprechiate your work. Keep on with the good work
Heroes of Darkness
Retired since 02/15
My opinions are my own. Please do not judge my friends nor guild for my statements.
I started doing a crit build, based on this thread here: http://nw-forum.perfectworld.com/showthread.php?174901-The-Critical-Cleric-(Deistik-s-build)/page9
Before realizing I made several mistakes. 1) how old that thread is, 2) I'm playing on Xbox and didn't realize that they changed the feats/names at one point.
I did go the STR/Human route though and do still like the idea of a crit build. Still learning a lot of the abbreviations but I hope to pick them up quickly.
So I guess my question is do I keep going towards that build (are the feats completely changed or just the names) or do I start looking a diff build. This one seems solid since you have been playing a while and gotten to try things.
Also where/what is the PvP campaign or do we not have that on Xbox?
I'm not even 30 yet so I have time to consider where I want to be at 60. Going to have to respect feats and powers though.
I don't know if its a bug but Bastion of Health will give Gift of Haste.
If you read my post correctly, you will know but i will repeat here. All healing powers are altered by Faithful capstone but not one: Sunburst. Its divine version still do HoT so we can use it to apply DR buff and AP even we are faithful spec. I will clarify it again in the main post so no more confusion for u all. In short, cast D.BoH to stack HP and cast D.SB for team AP.
My staring roll is as follows
13 Str
14 con
13 Dex
12 inT
15 wis
14 cha
I went with those because I read it somewhere that thone would be good starting roll stats. Did I screw up my endgame healing?
Here is to answer your question
http://www.arcgames.com/en/games/xbox/neverwinter/news/detail/9076493-content-preview%3A-neverwinter-on-xbox-one
NM. I figured it out
http://www.arcgames.com/en/games/xbox/neverwinter/news/detail/9076493-content-preview%3A-neverwinter-on-xbox-one
Would we still build like 5 or build like 6