The 'new information' is that they may nerf some dungeon encounters which are currently too hard. There's no indication that anything cleric-related will change. In fact, it points out that many players enjoy the new cleric style. So, if you're a cleric player who doesn't enjoy playing one now, then, well... whatever?
I've healed in a dozen MMO's, and I prefer healers who do more than just stand back and stare at green bars. NW matches that preference, yet it is the single least fun healing class in the entire genre. Here's why: - We had one fantastically overpowered healing ability, and a bunch of really bad ones; You nerfed the former…
I don't recall the name of the last instance within Whispering Caverns, but you will know it by the reward for the mission -- it's the cloak of lesser etherealness. There are no more missions or areas anywhere after you finish that (unless you go back to tidy up lower-level stuff).
Unlikely, for two reasons: - Every boss fight is more or less the same mechanic, and add swarm after add swarm after trash packs renders dungeons boring - PvP has serious problems without diminishing returns on CC (which is about to get worse with the cleanse nerf) Add to that the serious nerfs being eaten by my primary…
The AS stacking nerf is a good idea. The AS duration nerf is a bad one. Without viable alternatives, you're going to see more two-cleric groups rather than fewer.
Do you find this to be true in T2's? In T1's, Astral Shield will keep you up. T1's are easy. Many of the T2 dungeons, however, feature truly dangerous AoE attacks that can cover all of the shield, including knockdowns and such that can keep you from casting for extended periods. If you don't have a good control wizard or a…
My main is a cleric. It's the least fun of all the classes in dungeon pickup-groups. Tanking all the adds gets pretty old, and most players you find in random groups don't help you at all. Premades are better, particularly with a good control wizard.
Good video, and I agreed with everything you said. The gameplay here is terrific, but there is an awful lot of balancing and content-building between where NW is now and where it needs to be.
Here is what I have learned playing a cleric through T2: The most important person in the party is the CW. Healing is easy (Astral Shield/ Hallowed Ground). The rogue on the boss has it easy, as well. The tanks are mostly ornamental. The CW, though, can carry a bad team all on his back. But only if he's a *control* wizard,…
It's almost purely the skill loadout. All they have to do is change dailies, and I can't imagine too many CW's don't have Arcane Singlurity at 3/3 in their build. The big difference is attitude -- they have to be concerned about winning the fights, not winning the DPS chart.
Most of the boss fights involve a heck of a lot of red in my blue circle. I'm sliding around constantly, trying to find that one sliver of blue not covered by red ;) It would be fun, if every single fight weren't the same thing.
This is the side-effect of current heal aggro -- you don't need a separate build and gearset for PvP. Monsters are very like PvP'ers, as they gang up on the healer (except for the inevitable one moron who decides to pound on the tank all day -- in PvE, that moron is the boss). As someone who likes to heal in PvP, I…
I won't argue with your (accurate) math, but what good do crit and power really do us? Have you ever been in a situation where Astral Shield/ Hallowed Ground weren't enough healing, once you hit endgame? If so, wasn't a Forgemaster's Flame cast enough to close the gap? I've never seem a wipe that would have been avoided…
The first post matches my experience through T2's perfectly: - The important stats are recovery and defense (regen helps, too) - Astral Shield and Hallowed Ground are 90% of what you need to do - Sunburst in a crowd is awesome - Control Wizards, played well, are the class that can carry a group Everything else about…
In the end, it's Recovery > All. I spec for Recovery, then tank stats. This reflects what dungeon play actually looks like for a DC: - Recovery lets you keep your big heals (Forgemaster's, then Astral Shield) up 100% of the time - Recovery lets you keep high uptime on your big daily (Hallowed Ground) - Your endgame…
Successful dungeon runs in T2 generally rely on one of the following combinations: - Two clerics who aren't terrible - One cleric and two CW's who are reasonably competent - One cleric and one CW who is really, really good A good CW can carry a group, if they focus on CC. A good cleric cannot do so without help. A good…
I'll repeat what others have said -- some of the OP does not appear to reflect the game mechanics in NW, at least not in endgame dungeons: Clerics don't rely on single-target heals after getting Forgemaster's Flame, much less Astral Shield. Healing Word may still have a use in some builds for some fights, but those uses…
It's not safe mode for windows, but 'safe mode' for NW. They should have used a different term for this. When you first launch the program, there is an 'options' menu across the top. Click that, then click the 'safe mode' box. When you get in, you will note your graphics settings are set to 1997, but the zone will load.
Some form of sidekicking would be fantastic. I am sure it requires significant dev time, but it multiplies the content available at cap. It's one of the many things GW2 got right (and one of the few good ideas they had in D3). Let's hope PW considers this. Then again, I have no idea what the long-term development plans are…
The biggest issue for GF's is that they're useless in their role. They can't keep aggro off the cleric. Astral Shields are not the cause of your problem, but a workaround players use to beat content in the absence of a tank class. If they removed AS from the game altogether, GF's would remain a bad class that most people…