It's been over a year since i last played and i just came back to put my self into the game again, and i wan't to continue my DC PvE DPS build, but its all been reset since the latest patches.
If anyone have somethings as to where to start out with the points and everything,i would be greatfull, all the old guides havent been updated in a long time that i can see.
So as I am also getting back into the game, i have wondered can a cleric do just DPS now or when you que up, will it show me as a healer. I want to roll a cleric but I want to be a secondary healer/Main DPS. Is this feasible? If so how?
So as I am also getting back into the game, i have wondered can a cleric do just DPS now or when you que up, will it show me as a healer. I want to roll a cleric but I want to be a secondary healer/Main DPS. Is this feasible? If so how?
Not realistically unless you're really, really good, stick to T1 dungeons, and focus only on healing in dungeons and skirmishes. Otherwise, tell cryptic it's time to offer dual spec.
You are still treated as healer. People expect you to heal. With Righteous i did dozen of runs in M6, it requires much more attention, no mistakes.
I tell you how it looks from former Righteous DC perspective. Most of time your team is 100% up with HP, easy. Heals are uber strong with Failthful. But still damage from NPC leads to situation when player die at once or in few seconds, so your new meta is about keep eyes on these second moments, put HB here, AS there.
I think its about time we put the whole "DPS DC" thing to rest.
Righteous is NOT a DPS DC. It might have been in mod5 but only because conditions made it ideal for a DPS DC to be feasible. In case it escaped your notice, Avatar of the Divine (the defining feat for Righteous) only has roughly 50% uptime, and is only active for 25 seconds. Righteous can still do massive burst at the beginning of a fight but dungeon fights in M6 tend to last a LOT more than 25 seconds - and that trend is VERY likely going to continue unless they suddenly decide to abandon giving us a true end game.
Bottomline: 50% of the time your DC is not going to be that much different from a Faithful or Virtuous DC, ESPECIALLY considering that the previous two specs do have access to Astral Fury/Righteous Suffering. At best Righteous gets Fire of the Gods, which doesn't stack. How exactly is Righteous supposed to compete with a true striker while Avatar is down?
What truly defines Righteous among other DCs though are its debuffs.
In the end damage-wise Righteous is more burst damage than true DPS, which in mod6 is mostly useful solo content, some dungeon/skirmish fights and quite a few PvP setups. The rest of the time, you are STILL a DC and you should definitely play like one. You do NOT lose Astral Shield/Astral Seal/Healing Word/Bastion/etc. by going Righteous. It might mean going through a lot of extra effort stats/gear-wise and playing much more skillfully than Faithful/Virtuous when doing group content, but that is the price we pay for our damage/debuff feats.
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.
In dungeon runs, I switch to mainly healing/buff/debuff spells if I'm the sole DC in the team.
In the event there are 2 DCs in the party and the other one focuses solely on healing, I either go full DPS or use a hybrid load out, depending on the situation.
Still manage fine thus far and didn't get any complains from the team about throwing out insufficient heals, etc.
Avatar of the Divine does not a DPS DC make. The real problem with the Righteous path right now is that your damage is dependent on your critical rate. In the space of one day my crit dropped from 40% to 20% and that has made a huge difference.
People are screaming because they are dying. Good! The player base, even the cream of the crop, has gotten extremely lazy about the way they play and work in teams. Control Wizards are not tanks. Adds can't be ignored. Stop triggering every trap on the floor. Red is the bad color.
But seriously, take a look at the first boss in Cragmire Cyrpts. His red circle attack can hit for 300k. And still people won't move. Or the Adventuring Party: The Enemy CW in that has a Magic Missile that hits for 20k. Their Enemy GF's Cleave hits for 130k. In the last boss fight the smallest add's Melee hit will clock in at 100k without being a critical.
People are being one-shotted because we don't control the fights. Everyone became so dependent on CWs and SWs killing the room with a single Daily and both eyes glued shut that they are having trouble adjusting to reality. There are very very few high damage people in the game at the moment and you can't just sorta mimic what they are doing and squeak by.
The playerbase (who spent the last Mod screaming at DCs to only be DPS and not heals) isn't going to fake it this time by screaming at DCs to heal their cold, cold corpses. My GF clocked through Cragmire with 3.7 million in NON-LIFESTEAL healing (41 pots, 13 Soul-Forges) in a team with a Faithful (Hallowed, Bastion, Astral Shield, etc) DC who did only 1.6 million.
DCs that are plowing through content atm, let's be honest, aren't doing it by healing their way through... <.< ... >.>
I am with Odd111Out right here. I mean alot of DC's are going through content solo by using a DPS spec of some sort. I do believe that A DPS spec is out there but everyone needs to realize that a DC doesnt need to just heal, they can pure DPS. Running around on a newbie paladin was interesting because not alot of people would take the time to heal themselves and would always blame the DC. IDK I just want to see a good DPS build where I dont need to focus on healing but I can be an effective DPS. Think Ill start a new Cleric and try to solo some and also heal. I gotta atleast learn to heal sometime
I am with Odd111Out right here. I mean alot of DC's are going through content solo by using a DPS spec of some sort. I do believe that A DPS spec is out there but everyone needs to realize that a DC doesnt need to just heal, they can pure DPS. Running around on a newbie paladin was interesting because not alot of people would take the time to heal themselves and would always blame the DC. IDK I just want to see a good DPS build where I dont need to focus on healing but I can be an effective DPS. Think Ill start a new Cleric and try to solo some and also heal. I gotta atleast learn to heal sometime
When I play my GF I can indeed heal myself, with fighter's recovery, but there are like 5 dailies I'd rather use instead of that <font color="orange">HAMSTER</font>. It means losing a ton of DR, or a long CC immunity, or a lot of other good stuff. A cleric could solve that in one spell and allow the rest of the team to use their rotation at their best instead of struggling to survive. At best, not healing is selfish, at worst, it's a case for a kick. If you want to play a dps i'm sure you have a CW like anyone playing this game, and the dps and damage buffs from a CW will be at least as efficient if not superior to the buffs from a DC.
Your best tools in a dungeon runs are mitigation (astral shield, divine armor, hallowed ground, blessing of battle if you're AC, foresight if you still use it) and heals. That's what clerics are good at. Damage buffs are a possibility but now that high prophet is gone and now that dungeons aren't a race anymore but much more tactical, it's something that you should restrict to divine glow when you have spare empowerment.
I do want a better dps too when playing solo but that would be solved with a dual spec, not by making my teams carrying the burden of my solo play time wishes.
Considering that more than half the DC talents/powers have something to do with buffing/healing/debuffing/mitigation, you will NEVER be able to get rid of the leader component that goes with any DC build without ending up with something subpar.
OBVIOUSLY there is more to DCs than healing. Everyone who's ever played a DC seriously has been saying that since beta. The problem is when you try to turn a class that excels at improving overall party damage and survivability into a "I'm-only-concerned-about-improving-my-own-personal-DPS-output" kind of character.
Ideally there's only one way a DC can get away with slotting a complete set of damage-only powers - and that's if there are 2 or more DCs in the group. That's how many potentially gamechanging buffing/healing/debuffing/mitigation abilities we have - it takes two or more DCs to completely exhaust the list.
In mod5 a DPS DC was possible simply because there was no point in using buffing/healing/debuffing/mitigation powers if you could simply kill mobs/bring bosses down to near death in the 25 seconds Avatar of the Divine was up. That is no longer the case in mod6. It has nothing to do with stat progression (a ridiculous argument in PvE considering crit stacking, the "loyal" companion accessories and companions like the Priestess of Sehanine Moonbow).
Realistically because some people do suck and because some parties do better than others a person could get away with playing a DPS DC in a party that only has 1/zero DCs, but that's more a testament to the skill/lack thereof of your partymates than anything.
For the record, a DPS DC is different from an attack DC. An attack DC simply uses damage powers to power up his strongest abilities, most of which have a buffing/debuffing component (ie, this character IS STILL a leader. He just doesn't go about his role by spamming heals).
A DPS DC is a character who is somehow under the impression that he can outDPS a good striker class. He will NOT use powers like Hallowed Ground because he's trying his damndest to be a good striker. In mod6 this type of DC needs to be retired.
They are very different animals. If you haven't bothered to notice the distinction you should. Attack DCs are ultimately just a unique version of the traditional DC, and so they should start their journey by understanding core DC mechanics and reading they same stuff as any other DC (eg. Kaelac's guide).
People who ask for DPS DC builds are usually trying to create the latter kind.
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.
0
lerapiso818Member, NW M9 PlaytestPosts: 92Arc User
When I play my GF I can indeed heal myself, with fighter's recovery, but there are like 5 dailies I'd rather use instead of that <font color="orange">HAMSTER</font>. It means losing a ton of DR, or a long CC immunity, or a lot of other good stuff. A cleric could solve that in one spell and allow the rest of the team to use their rotation at their best instead of struggling to survive. At best, not healing is selfish, at worst, it's a case for a kick. If you want to play a dps i'm sure you have a CW like anyone playing this game, and the dps and damage buffs from a CW will be at least as efficient if not superior to the buffs from a DC.
Your best tools in a dungeon runs are mitigation (astral shield, divine armor, hallowed ground, blessing of battle if you're AC, foresight if you still use it) and heals. That's what clerics are good at. Damage buffs are a possibility but now that high prophet is gone and now that dungeons aren't a race anymore but much more tactical, it's something that you should restrict to divine glow when you have spare empowerment.
I do want a better dps too when playing solo but that would be solved with a dual spec, not by making my teams carrying the burden of my solo play time wishes.
There is a difference, between a DC who is speced a bit differently and a healer who does not heal.
Personally, there was not a single dungeon , be it T1 or T2 , no matter the spec i had, where i did not use at least Divine glow: buffs/debuffs and if you guys noticed it heals as well. Plus crit dmg. for minions.
And at least bastion. And Divine Armor or Grounds as daily. The third slot can be chains or another dmging spell.
Rightous works good as a "tons of buffs" spec. plus dmg., at least you can go and grind other areas and actually you kill something.
However i find faithull better as not just a healing spec, but it makes it possible to survive getting hit by escaping aggro. Plus amazing beggining heals. The only downside to it is killing something takes freaking forever.
Comments
Not realistically unless you're really, really good, stick to T1 dungeons, and focus only on healing in dungeons and skirmishes. Otherwise, tell cryptic it's time to offer dual spec.
I tell you how it looks from former Righteous DC perspective. Most of time your team is 100% up with HP, easy. Heals are uber strong with Failthful. But still damage from NPC leads to situation when player die at once or in few seconds, so your new meta is about keep eyes on these second moments, put HB here, AS there.
— (The unwritten rule)
Righteous is NOT a DPS DC. It might have been in mod5 but only because conditions made it ideal for a DPS DC to be feasible. In case it escaped your notice, Avatar of the Divine (the defining feat for Righteous) only has roughly 50% uptime, and is only active for 25 seconds. Righteous can still do massive burst at the beginning of a fight but dungeon fights in M6 tend to last a LOT more than 25 seconds - and that trend is VERY likely going to continue unless they suddenly decide to abandon giving us a true end game.
Bottomline: 50% of the time your DC is not going to be that much different from a Faithful or Virtuous DC, ESPECIALLY considering that the previous two specs do have access to Astral Fury/Righteous Suffering. At best Righteous gets Fire of the Gods, which doesn't stack. How exactly is Righteous supposed to compete with a true striker while Avatar is down?
What truly defines Righteous among other DCs though are its debuffs.
In the end damage-wise Righteous is more burst damage than true DPS, which in mod6 is mostly useful solo content, some dungeon/skirmish fights and quite a few PvP setups. The rest of the time, you are STILL a DC and you should definitely play like one. You do NOT lose Astral Shield/Astral Seal/Healing Word/Bastion/etc. by going Righteous. It might mean going through a lot of extra effort stats/gear-wise and playing much more skillfully than Faithful/Virtuous when doing group content, but that is the price we pay for our damage/debuff feats.
I run full DPS load outs when I solo.
In dungeon runs, I switch to mainly healing/buff/debuff spells if I'm the sole DC in the team.
In the event there are 2 DCs in the party and the other one focuses solely on healing, I either go full DPS or use a hybrid load out, depending on the situation.
Still manage fine thus far and didn't get any complains from the team about throwing out insufficient heals, etc.
People are screaming because they are dying. Good! The player base, even the cream of the crop, has gotten extremely lazy about the way they play and work in teams. Control Wizards are not tanks. Adds can't be ignored. Stop triggering every trap on the floor. Red is the bad color.
But seriously, take a look at the first boss in Cragmire Cyrpts. His red circle attack can hit for 300k. And still people won't move. Or the Adventuring Party: The Enemy CW in that has a Magic Missile that hits for 20k. Their Enemy GF's Cleave hits for 130k. In the last boss fight the smallest add's Melee hit will clock in at 100k without being a critical.
People are being one-shotted because we don't control the fights. Everyone became so dependent on CWs and SWs killing the room with a single Daily and both eyes glued shut that they are having trouble adjusting to reality. There are very very few high damage people in the game at the moment and you can't just sorta mimic what they are doing and squeak by.
The playerbase (who spent the last Mod screaming at DCs to only be DPS and not heals) isn't going to fake it this time by screaming at DCs to heal their cold, cold corpses. My GF clocked through Cragmire with 3.7 million in NON-LIFESTEAL healing (41 pots, 13 Soul-Forges) in a team with a Faithful (Hallowed, Bastion, Astral Shield, etc) DC who did only 1.6 million.
DCs that are plowing through content atm, let's be honest, aren't doing it by healing their way through... <.< ... >.>
When I play my GF I can indeed heal myself, with fighter's recovery, but there are like 5 dailies I'd rather use instead of that <font color="orange">HAMSTER</font>. It means losing a ton of DR, or a long CC immunity, or a lot of other good stuff. A cleric could solve that in one spell and allow the rest of the team to use their rotation at their best instead of struggling to survive. At best, not healing is selfish, at worst, it's a case for a kick. If you want to play a dps i'm sure you have a CW like anyone playing this game, and the dps and damage buffs from a CW will be at least as efficient if not superior to the buffs from a DC.
Your best tools in a dungeon runs are mitigation (astral shield, divine armor, hallowed ground, blessing of battle if you're AC, foresight if you still use it) and heals. That's what clerics are good at. Damage buffs are a possibility but now that high prophet is gone and now that dungeons aren't a race anymore but much more tactical, it's something that you should restrict to divine glow when you have spare empowerment.
I do want a better dps too when playing solo but that would be solved with a dual spec, not by making my teams carrying the burden of my solo play time wishes.
OBVIOUSLY there is more to DCs than healing. Everyone who's ever played a DC seriously has been saying that since beta. The problem is when you try to turn a class that excels at improving overall party damage and survivability into a "I'm-only-concerned-about-improving-my-own-personal-DPS-output" kind of character.
Ideally there's only one way a DC can get away with slotting a complete set of damage-only powers - and that's if there are 2 or more DCs in the group. That's how many potentially gamechanging buffing/healing/debuffing/mitigation abilities we have - it takes two or more DCs to completely exhaust the list.
In mod5 a DPS DC was possible simply because there was no point in using buffing/healing/debuffing/mitigation powers if you could simply kill mobs/bring bosses down to near death in the 25 seconds Avatar of the Divine was up. That is no longer the case in mod6. It has nothing to do with stat progression (a ridiculous argument in PvE considering crit stacking, the "loyal" companion accessories and companions like the Priestess of Sehanine Moonbow).
Realistically because some people do suck and because some parties do better than others a person could get away with playing a DPS DC in a party that only has 1/zero DCs, but that's more a testament to the skill/lack thereof of your partymates than anything.
For the record, a DPS DC is different from an attack DC. An attack DC simply uses damage powers to power up his strongest abilities, most of which have a buffing/debuffing component (ie, this character IS STILL a leader. He just doesn't go about his role by spamming heals).
A DPS DC is a character who is somehow under the impression that he can outDPS a good striker class. He will NOT use powers like Hallowed Ground because he's trying his damndest to be a good striker. In mod6 this type of DC needs to be retired.
They are very different animals. If you haven't bothered to notice the distinction you should. Attack DCs are ultimately just a unique version of the traditional DC, and so they should start their journey by understanding core DC mechanics and reading they same stuff as any other DC (eg. Kaelac's guide).
People who ask for DPS DC builds are usually trying to create the latter kind.
daily : HG / FS
class : TI / HF (artifact power)
encounter : DL / (CoBL/FF/PoD/BtS/DG)
at-will : LoF (artifact power) / BotS
There is a difference, between a DC who is speced a bit differently and a healer who does not heal.
Personally, there was not a single dungeon , be it T1 or T2 , no matter the spec i had, where i did not use at least Divine glow: buffs/debuffs and if you guys noticed it heals as well. Plus crit dmg. for minions.
And at least bastion. And Divine Armor or Grounds as daily. The third slot can be chains or another dmging spell.
Rightous works good as a "tons of buffs" spec. plus dmg., at least you can go and grind other areas and actually you kill something.
However i find faithull better as not just a healing spec, but it makes it possible to survive getting hit by escaping aggro. Plus amazing beggining heals. The only downside to it is killing something takes freaking forever.