Post by darkandexotic on Nov 23, 2015 22:22:47 GMT -8
So all the recent traffic on the DC class discussion has finally made me decide to stop lurking in the forums and put my 2 cents into the Cleric build arena. I'm just going to go over the high points, and if there is enough interest I'll go more in depth as needed. My Characters are Willa the GWF, Willow the DC, and Makaria the SW, so you may have seen me around for a while, its just my first time posting.
Please forgive me as I'm typing this off memory and some of the numbers may be of slightly, but like I said, if there's interest I'll do a full build
Gear: I run the mod 5 T1 High Prophet set. With that set up my IL is just under 18k and you can get into Lostmauth without changing your clothes. To get into T2s I just put on the elemental alliance set to get over 2k and change when I'm in. The HP set is expensive now so if you don't have it, no biggie. I've forgot to swap before and didn't notice a huge difference, stuff still dies really fast. The downside here is that your going to need a bubble for T2s or at least a GF for ELoL as my HP is around 27k with it on, but its pretty easy to find a Pally.
Pros: 10% defense reduction x 3 stacks
Cons: Low HP, need a bubble, if you D/C from the dungeon it won't let you back in if your IL is below the threshold, you will not be able to return to instance but can re-queue to try to get back in.
Enchant: Perfect Plaguefire. 15% lowered damage resistance x 3 stacks plus a pretty neglible DoT. Terror would work here as well.
Paragon Path: Divine Oracle. This is mainly for Brand of the Sun as it generates divinity very quickly and also generates it over time. So if your getting bounced around, you are still generating divinity. Prophecy of Doom is also an encounter I'll use.
Heroic feats: I'd just make sure to get the HP bonus and the one that increases divinity gain. The others, just pick what makes sense for you.
Paragon Feats: 5/5 straight across the top on the virtuous tree. 1 in the Capstone. 5/5 in the Bottom right. Don't remember what its called so I'm gonna call it Bill.
The important ones here are the middle of the top row, the capstone, and Bill. The other 10 you cant put where ever, I did righteous for a little extra dps, but whatever really.
Top Middle: Give 5% AP gain when you use a HoT.
Capstone: Gives a small HoT (haste) when you or an ally within 30' takes damage (Stand in red and tell your friends, just make sure that the bubbles up and the Pally doesn't get mad or dead or both). Also changes Bastion, Healing Word, and Divine Glow to HoT.
Bill: 50% chance your damaging encounters apply a HoT to allies within 30'
Powers: At Wills: Brand of the Sun (pretty much the only one I use) and Astral Seal (I always forget to use it, but a lil extra heal is always nice)
Most Hasters I've seen use 3 of the following 4: Healing Word, Sunburst, Divine Glow, Bastion. The tactic here is fill divinity, Divine sunburst x 3 (its a HoT now), use your other two encounters (all those are HoT), refill divinity, rinse and repeat. This is GREAT for generating haste and your pally's bubble should never go down, but that's kinda also the problem. It's a bit of haste over kill.
Now I've played around with feating just enough in the virtuous tree to get haste, and then the rest in in the righteous tree for the debuffs and DPS increase. Problem is the encounters you have to use to generate haste with that setup don't provide any party buffs, and its usually not enough to keep the bubble up 100% of the time. I've found the best feating for overall party dps is what I've list above. The trick here is the encounters.
Encounters:
Forgemasters Flame, Divine Glow, and Prophecy of Doom (4 points in all)
All are damaging encounters and have a 50% chance of applying haste. Divine Glow is 100% as it is a HoT as well.
Rotation: Brand of the Sun to fill divinity and cast prophecy of doom and divine glow in between. When you switch to divinity you have two options. If your pally isn't having any problems keeping the bubble up, I use divine glow in divinity x3. The most important effect of this is it increases your allies damage by 5% x3 if they are in the AoE. That's 15% increased damage. I then use an empowered forgemasters flame. This increases your party's damage by 20% for 8 seconds (I have 4 points in it). I've never timed the rotation, but if you can't do it in 8 secs, I'd wager its close. Hallowed Ground when available. Repeat.
If you need to generate more haste, use divine FF as it casts much faster than divine glow. You lose the extra buff, but stuffs still going to die quickly. I've had no problem keeping Pally bubbles up all the time with that rotation.
Also if your pally needs to generate some AP before a pull, just put on healing word and bastion, fill their meter and change back. Just make sure they wait for you.
Daily: Hallowed ground (4 points)= Increased damage plus damage resist.
Passives: The one that's divinity gain increase, plus whatever
So rough totals for all the buffs/debuffs
Divine Glow: 10% Damage resist reduction
Prophecy of Doom: 10% Damage resist reduction
Divine Divine Glow x3 ( Divine Glow in Divinity): 15% Damage increase for party
Empowered Forgemasters Flame: 20% Damage increase
HP set: 30% "Defense reduction"- Not sure if this is the same as damage resist reduction or just the mobs defense stat
Hallowed Ground: 20% damage increase and 20% damage reduction for party
Plaguefire: 45% Defense reduction- Not sure if this is the same as damage resist reduction or just the mobs defense stat
Totals:
20% Damage resist reduction for mob
55% increased damage for party
20% increased damage resist for party
75% defense reduction for mob
I don't know if this is debuff overkill or not but it seems to be pretty effective. Also with 4 points in Break the Spirit, its empowered version should increase your party's damage by 40% on that target. I read its empowered version is currently bugged and have not tested this. If it is not, it would be great for boss fights, swapping FF.
Best part about this is that most hasters should be feated pretty well for this, provided you put points in Bill, its just a change of encounters. I'm on most evenings after 530pm CST if you'd like to run with the build and see what it does. If you have a dps character, bring them along, you may see some pretty high numbers for yourself.
I hope this makes sense as this is my first time writing a guide of any kind. If not, sorry, I'll be more detailed/thorough if needed. Just my 2 cents, give it a try if you can without a respec and see what happens.
Please forgive me as I'm typing this off memory and some of the numbers may be of slightly, but like I said, if there's interest I'll do a full build
Gear: I run the mod 5 T1 High Prophet set. With that set up my IL is just under 18k and you can get into Lostmauth without changing your clothes. To get into T2s I just put on the elemental alliance set to get over 2k and change when I'm in. The HP set is expensive now so if you don't have it, no biggie. I've forgot to swap before and didn't notice a huge difference, stuff still dies really fast. The downside here is that your going to need a bubble for T2s or at least a GF for ELoL as my HP is around 27k with it on, but its pretty easy to find a Pally.
Pros: 10% defense reduction x 3 stacks
Cons: Low HP, need a bubble, if you D/C from the dungeon it won't let you back in if your IL is below the threshold, you will not be able to return to instance but can re-queue to try to get back in.
Enchant: Perfect Plaguefire. 15% lowered damage resistance x 3 stacks plus a pretty neglible DoT. Terror would work here as well.
Paragon Path: Divine Oracle. This is mainly for Brand of the Sun as it generates divinity very quickly and also generates it over time. So if your getting bounced around, you are still generating divinity. Prophecy of Doom is also an encounter I'll use.
Heroic feats: I'd just make sure to get the HP bonus and the one that increases divinity gain. The others, just pick what makes sense for you.
Paragon Feats: 5/5 straight across the top on the virtuous tree. 1 in the Capstone. 5/5 in the Bottom right. Don't remember what its called so I'm gonna call it Bill.
The important ones here are the middle of the top row, the capstone, and Bill. The other 10 you cant put where ever, I did righteous for a little extra dps, but whatever really.
Top Middle: Give 5% AP gain when you use a HoT.
Capstone: Gives a small HoT (haste) when you or an ally within 30' takes damage (Stand in red and tell your friends, just make sure that the bubbles up and the Pally doesn't get mad or dead or both). Also changes Bastion, Healing Word, and Divine Glow to HoT.
Bill: 50% chance your damaging encounters apply a HoT to allies within 30'
Powers: At Wills: Brand of the Sun (pretty much the only one I use) and Astral Seal (I always forget to use it, but a lil extra heal is always nice)
Most Hasters I've seen use 3 of the following 4: Healing Word, Sunburst, Divine Glow, Bastion. The tactic here is fill divinity, Divine sunburst x 3 (its a HoT now), use your other two encounters (all those are HoT), refill divinity, rinse and repeat. This is GREAT for generating haste and your pally's bubble should never go down, but that's kinda also the problem. It's a bit of haste over kill.
Now I've played around with feating just enough in the virtuous tree to get haste, and then the rest in in the righteous tree for the debuffs and DPS increase. Problem is the encounters you have to use to generate haste with that setup don't provide any party buffs, and its usually not enough to keep the bubble up 100% of the time. I've found the best feating for overall party dps is what I've list above. The trick here is the encounters.
Encounters:
Forgemasters Flame, Divine Glow, and Prophecy of Doom (4 points in all)
All are damaging encounters and have a 50% chance of applying haste. Divine Glow is 100% as it is a HoT as well.
Rotation: Brand of the Sun to fill divinity and cast prophecy of doom and divine glow in between. When you switch to divinity you have two options. If your pally isn't having any problems keeping the bubble up, I use divine glow in divinity x3. The most important effect of this is it increases your allies damage by 5% x3 if they are in the AoE. That's 15% increased damage. I then use an empowered forgemasters flame. This increases your party's damage by 20% for 8 seconds (I have 4 points in it). I've never timed the rotation, but if you can't do it in 8 secs, I'd wager its close. Hallowed Ground when available. Repeat.
If you need to generate more haste, use divine FF as it casts much faster than divine glow. You lose the extra buff, but stuffs still going to die quickly. I've had no problem keeping Pally bubbles up all the time with that rotation.
Also if your pally needs to generate some AP before a pull, just put on healing word and bastion, fill their meter and change back. Just make sure they wait for you.
Daily: Hallowed ground (4 points)= Increased damage plus damage resist.
Passives: The one that's divinity gain increase, plus whatever
So rough totals for all the buffs/debuffs
Divine Glow: 10% Damage resist reduction
Prophecy of Doom: 10% Damage resist reduction
Divine Divine Glow x3 ( Divine Glow in Divinity): 15% Damage increase for party
Empowered Forgemasters Flame: 20% Damage increase
HP set: 30% "Defense reduction"- Not sure if this is the same as damage resist reduction or just the mobs defense stat
Hallowed Ground: 20% damage increase and 20% damage reduction for party
Plaguefire: 45% Defense reduction- Not sure if this is the same as damage resist reduction or just the mobs defense stat
Totals:
20% Damage resist reduction for mob
55% increased damage for party
20% increased damage resist for party
75% defense reduction for mob
I don't know if this is debuff overkill or not but it seems to be pretty effective. Also with 4 points in Break the Spirit, its empowered version should increase your party's damage by 40% on that target. I read its empowered version is currently bugged and have not tested this. If it is not, it would be great for boss fights, swapping FF.
Best part about this is that most hasters should be feated pretty well for this, provided you put points in Bill, its just a change of encounters. I'm on most evenings after 530pm CST if you'd like to run with the build and see what it does. If you have a dps character, bring them along, you may see some pretty high numbers for yourself.
I hope this makes sense as this is my first time writing a guide of any kind. If not, sorry, I'll be more detailed/thorough if needed. Just my 2 cents, give it a try if you can without a respec and see what happens.