Varg
Alliance Member
Posts: 108
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Post by Varg on Mar 21, 2016 0:02:41 GMT -8
Soon to come, the art of the melt group, works especially well with Guardian Fighters running full "into the fray" Damage buff.
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Varg
Alliance Member
Posts: 108
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Post by Varg on Mar 23, 2016 21:10:46 GMT -8
MC Hammer is not only a buff / Debuff cleric but also a full fledged DPS cleric built for PVP, so I will include 3 variations of Paragon Feat choices based on what secondary roll you feel will suit your Cleric best.
Stats: MAX Wisdom and Charisma, everything about these two stats are great for DCs of all types.
Heroic Feats:
Healing Action 5/5 Holy Resolve 0/3 Initiate of Faith o/5 Cleanse 0/3 Greater Fortune 0/3 Domain Synergy 0/5 Repurpose Soul 3/3 Templar's Domain 0/5 Toughness 3/3 Weapon Mastery 3/3 Battlewise 1/3 Bountiful Fortune 5/5
Not much in the Heroic Feats that isn't easily interchangeable, only things I consider a must would be Healing Action and Bountiful Fortune. Action points increase how often you can drop Hallowed Ground and DIVINITY is everything.
Paragon Feats:
Righteous tree: Furious Intervention 5/5 Power of the Sun 5/5 Weapons of Light 5/5 Bear your Sins 5/5 Condemning Gaze 5/5 Avatar 1/1 This will leave you with 15 points to spend, depending on your play style, here's how I would spend them:
Haste = Have Faith 5/5 Lasting Wishes 5/5 Gift of Haste 5/5
Heals = Desperate Restoration 5/5 Benefit of Foresight 5/5 Gift of the Gods 5/5
DPS = Astral Fury 5/5 Righteous Suffering 5/5 Fire of the Gods 5/5 (I also switched out Power of the Sun for Living Fire, but that is conditional to PVP)
Powers:
(LT)Astral Seal 3/4 Lance of Faith 3/4 Sunburst 3/4 (LB+X)Guardian of Faith 3/4 Healer's Lore 3/4 Healing Word 3/4 Searing Light 3/4 Flame Strike 3/4 (LB+Y)Hallowed Ground 4/4 Chains of Blazing Lights 3/4 (*)Divine Fortune 3/4 Sooth 0/4 Sacred Flame 0/4 Daunting Light 3/4 Holy Fervor 0/4 (X)Forgemaster's Flame 3/4 Prophecy of Doom 3/4 (*)Foresight 3/4 (RT)Brand of the Sun 3/4 Bastion of Health 3/4 Divine Armor 3/4 Terrifying Insight 3/4 (B)Break the Spirit 3/4 (Y)Divine Glow 4/4 Astral Shield 3/4 Hammer of Fate 3/4 Prophetic Action 0/4 Warding Flare 0/4 Light of Divinity 0/4 Geas 0/4 Hastening Light 1/4
Forgemasters Flame and Prophecy of Doom are mostly interchangeable, and you can even use Astral Shield or Bastion of Health situatonally on (X) For most dungeon situations my rotation is pretty simple when Divinity is full, cast Forgemaster or Prophecy of Doom, Divine Glow x3 in divinity + Break the spirit in empowered, then quickly refill divinity with Brand of the Sun before everything disappears. For Boss fights, Divine glow x3 in divinity, then refill divinity with Brand of the Sun. The goal is to have 3 stacks of Divinity while fully empowered so that you can quickly cast 2 encounters in empowered. Once you have this setup, cast Hallowed Ground then Forgemasters Flame in empowered, Divine Glow x3 in Divinity and Break the Spirit in Empowered, end with a Lantern and start refilling with Brand of the sun.
Keep in mind that Break the Spirit in empowered will only Buff Allies within a certain range, so try to step in closer before casting.
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Varg
Alliance Member
Posts: 108
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Post by Varg on Mar 23, 2016 21:20:45 GMT -8
As with any of my other builds, I assure you that I can, and will, speak at great length about when how and why I do what I do, as well as how I went about testing it. Please don't hesitate to ask questions here, or contact me in game.
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Post by phoebee on Mar 24, 2016 17:10:53 GMT -8
Awesome! Awesome! THANK YOU!! Curious about which stats you want to work towards in rank order like: 1st Power (aim for ?%), next is Recovery-?%, then ArmPen-90%, Crit-?%, AP gain??
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Varg
Alliance Member
Posts: 108
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Post by Varg on Mar 25, 2016 2:26:12 GMT -8
No stat preferences for a debuff cleric, everything I do is based on how and when you cast your encounter powers. If you choose to go with 3 feats in the haste tree, that will cast itself with any heal over time, not stat based either.
Power helps heals, but I don't usually equip any healing spells.
The more armor pen you run (up to 4000) the quicker you'll kill things while solo, but not necessary.
Recovery isn't super important for debuffs because cool downs are much quicker than with healing spells.
Defence will help with survivability, the only real downside to a debuff cleric compared to healing Clerics.
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Post by pacolives on Apr 12, 2016 19:21:45 GMT -8
I done and went and made a DC: Ayudame Batman. lol Just a big thumbs up for all the info you've posted in this build. Another huge thumbs up to Phoebee for talking me through some of the play style and powers and whatnot. Did not think i would have much fun on a dc and man was i wrong. Went from 0 to 70 in less than a week and when double refinement hits i should be able to run epic demo no prob. Im gettin the hang of my rotation and the powers to use with different group dynamics. Really glad i rolled a dc as i have a major case of class a.d.d.
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ryvyrtam
Guild Member
I could be wrong, but I think Sgt. Knox hates me...
Posts: 164
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Post by ryvyrtam on Apr 13, 2016 5:00:50 GMT -8
Wait! Did I miss something? Did you say that Phoebee actually helped? You know she just asks Shadow how to answer! lol!!!
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Post by kanammer on Jun 3, 2016 11:13:03 GMT -8
Any chance you'd be willing to share your equipment/artifacts/mounts etc?
Looking to rank my DC to 70 but want to use the maze engine coupon to buy mounts and also want to be on the lookout and/or not sell items I need for him now
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Post by phoebee on Jun 3, 2016 13:14:40 GMT -8
You can inspect characters from the guild roster for weapons, artifacts, and enchantments . It does leave out the companions.... I roll with an active merc with bonding rune stones. Not sure about Varg tho
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Post by pacolives on Jun 4, 2016 0:19:10 GMT -8
Hmm next time im on ill have to remember to check my gear. Im not done building Ayudame Batman, but she does work quite nicely. A few things i can tell you that i do have:
-mount bonus of 2k power -legendary Mercenary with 3 greater bonding runestones, a +4 Ring of Brutality, and a +4 Ring of Sudden Precision -Twisted set with a perfect plague fire -Lathander set -Lantern of Revelation (active and mythic), Sigil of the Hunter, Sigil of the Controller
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nexx
Guild Member
Posts: 1
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Post by nexx on Jun 4, 2016 6:55:42 GMT -8
I roll the same setup as paco posted it works great. I went full DPS route and I'm enjoying it. I can solo any campaign stuff and feel free to message in game with any questions.
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Post by kanammer on Jun 5, 2016 5:19:54 GMT -8
My plan was to build him yesterday but T-storms knocked out power for the night.
Not sure I'll be able to get to it today or even this week with work - but oh well.
I have some items I've been saving for exactly this reason to either sell and equip another char - or to use for the char. I have a bunch of RP saved up too - so ranking a few things shouldn't be too bad in the short term
off the top of my head I know I have the following:
(2) Epic Artifact packs (1) Epic Mount Pack (I already have +2k power and +2k crit mounts so could just sell this) (1) blue waters artifact (1) greater lathanders cloak (1) flail snail (1) - sigil of trickster and sigil of devoted if need be
I'll need to get my companions straight and than decide if I want to make Rank 11/12 bonding stones for the DC or just take them from the TR for now. Will also need armor and weapon enchantments and weapons too. I think I have +4 brutality and the +4 recovery ring in the bank so I could use those. I use the warlock on my TR - does a DPS cleric fair well with a tank? I could get the yeti perhaps.
Thanks again for everyones input.
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Post by phoebee on Jun 5, 2016 23:24:20 GMT -8
I used a tank when I leveled up at mod 2 to keep the aggro off me, but with this debuf build you really don't need it -- I think the merc, warlock or yeti works great as your active. My other companions are the owl for 25% less threat, slyph 50% control resist, rust monster, and a Phoera.
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Post by kanammer on Jun 6, 2016 17:13:49 GMT -8
Thanks to everyone who has been answering questions for me here on the boards and in game. Work has me pinned down for the most part this week but I've been spending some time researching gear/artifacts/companions so I can spend my resources wisely. I mentioned a few items I have up above that I'm trying to decide if I'm better off using/selling or some combination thereof. My DC is only lvl 61 right now so I have to get him leveled to 70 so I can use some of the items I have banked for him. Right now I have a greater lathander cloak and greater wisdom belt. My plan is to purchase Ens. muhlorand weapons to level to 70 with, and just grab some blues off the AH for gear. The artifacts and companions are the big thing to figure out. Sounds like harper bard is BiS but boy is he expensive.
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Post by phoebee on Jun 7, 2016 4:52:55 GMT -8
No need to buy - We have some Mulhorrand cleric stuff in the request vaults - just ask an officer. We have more cleric Mulhorrand in the extra vaults so please ask!
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Post by kanammer on Jun 7, 2016 6:37:42 GMT -8
Great I'll take a set if we have them
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Varg
Alliance Member
Posts: 108
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Post by Varg on Jun 7, 2016 12:34:11 GMT -8
My companion setup used to be Mercenary summoned, with earth/air/fire archons and a rust monster for damage mitigation.
I have recently been testing the dwarven battlerager as a replacement for the Mercenary because it comes with 3 rings slots which are worth MUCH more to your stats than the 3 offence slots.
My bondings are rank 10,11,12 so I put the 10 in defence slot, 11 and 12 in offence.
Using a +4 brutality, +4 sudden crit, +4 sudden defense right now.
The battle rager also has a stacking damage debuff that he applies to the enemy he's targeting making him great for boss fights, and has a lunge attack just like the merc to get those bondings proc'd quickly on trash mobs.
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Varg
Alliance Member
Posts: 108
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Post by Varg on Jun 7, 2016 12:42:38 GMT -8
As for gear, I have 3 pieces of dragon flight, and the elven chest piece. Couldn't say which ones off the top of my head, but I went all power crit and very little recovery.
Artifact belt/neck/set is Lostmauth for now, still looking into what my plan is after Lostmauth gets fixed.
Rings are +5 brutality and +4 rising precision. (Rising rings are much more efficient on your character, use sudden rings on companion.)
Weapons are twisted, although the mulhorrand weapons will suffice long after you've hit 70, I only bought twisted because I had the extra twisted ichor from farming edemo.
Artifacts are Lantern as main, control wizard sigil, Lostmauth horn, and heart of the red dragon (cause It was free lol)
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Post by kanammer on Jun 11, 2016 2:31:11 GMT -8
OK so I'm sitting here trying to follow this and realize that I don't see all of the options. Should I have selected Anointed champion or divine oracle? When I respec'd, it didn't let me change what I had selected previously which was anointed champion.
If I want to be DO - what do I need to change that?
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Post by kanammer on Jun 11, 2016 3:26:31 GMT -8
Got it - all set now
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Post by kanammer on Jun 16, 2016 4:31:23 GMT -8
So far so good, having fun and level 65. Still using the apprentice healer and not having many issues.
Since I just learned from the wonderful folks at GotWE that I can use my TR to get twisted and dragonflight for the DC - that is my plan. Have over 50 fangs and almost 30 twisted ichor I think so I'm hoping to be ready to go once I hit 70 on the DC. Than it'll just be balancing stats based on what I have available to me atm. I have lantern, DC Sigil and TR sigil atm. have 2 epic artifact packs I can open to use for the DC too. I'm too lazy to make any changes to the TR at this point since his artifacts are all mythic now I think.
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Varg
Alliance Member
Posts: 108
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Post by Varg on Jun 17, 2016 9:27:43 GMT -8
Good stuff, the less grinding for gear means more time for earning boons
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Varg
Alliance Member
Posts: 108
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Post by Varg on Jun 17, 2016 9:30:45 GMT -8
Lots of variations from one DC to another when it comes to Companions.One great companion who often gets over looked for defensive based characters is the shield maiden. Three defense slots with two rings and a belt is great for tanks and tanky Clerics alike, plus draws aggro away from you and the group.
Just another option if you don't end up going full power boost on your DC.
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ryvyrtam
Guild Member
I could be wrong, but I think Sgt. Knox hates me...
Posts: 164
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Post by ryvyrtam on Jun 17, 2016 10:55:42 GMT -8
Personally... When I run my DC, my companions are usually (one or all of) a Varg Hunter Ranger, a Paco GF, and a Phoebee SW. That way, I can be sure to survive a few minutes.
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Post by phoebee on Jun 18, 2016 12:11:36 GMT -8
You crack me up Ryvyr!
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Post by jamerance on Jul 10, 2016 1:14:05 GMT -8
Respected for healing to this build to try out the Divine Oracle side. I put the information on nwcalc.com to get a better visual of where to put points and understand how they all tie in by the descriptions. Links below. Divine Oracle Healer's Build Haste BuildPVE DPS Build PVP DPS Build
Is Cleanse no longer valuable? I moved the point from Battlewise to Greater Fortune in the build. I don't have issues with threat, once again a good tank overcompensates what threat may be on the cleric.
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Post by pacolives on Jul 10, 2016 10:38:47 GMT -8
Im not the most knowledgeable when it comes to the buff build, but i never bothered with cleanse and i dont know how it would change the build.
I can tell you i went the dps route with my dc and have never had a single issue with threat. I can solo anything non dungeon in the game.
For buffing a gf i would say prioritize 4 points in Astral Shield. I went with a high recovery build and can almost overlap my Astral Shield which works really well along side a guardian fighter especially in boss fights.
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Varg
Alliance Member
Posts: 108
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Post by Varg on Jul 22, 2016 1:46:55 GMT -8
I still use cleanse because my DC is human and had the extra heroic feat points, but it's not super important. I rarely run healing spells so I rarely end up removing any effects from allies with cleanse.
As Paco said, Astral shield is awesome with GFs for the time being. Although with the changes coming to into the fray, I will likely end up switching another buff spell into my rotation.
Unless the group comp needs the extra damage resistance for stuff like CN or T2s where I usually run astral, bastion and your choice of break the spirit or forgemaster flame.
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Post by pacolives on Aug 29, 2016 10:04:04 GMT -8
I respec'd Ayudame to Anointed Champion yesterday and i am quite pleased with the results =)
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Post by jamerance on Sept 17, 2016 10:06:09 GMT -8
I spent the majority of the double AD weekend filling up the raw diamond bank on the DC. I noticed that Prophesy of Doom is broken. It doesn't reset when the target dies and refill the AP. I wondered why I was always running on empty through half the dungeon until I payed attention to trash mobs hit with the spell. Even after a few ticks to indicate that the spell was fully established I would not get any of the benefits once the mob died. - www.arcgames.com/en/forums/neverwinter#/discussion/1219760/devoted-cleric-bug-list That is out of the rotation until fixed, I can not justify the 16 second cooldown over Forgemaster's flame. The buff from Break the Spirit would be great if it radiated out from my target 20 meters instead of me. I don't have the stamina to dodge around so I snipe from the back and lay circles where needed. It will be a long time before I start spending GMoP to upgrade artifacts on the alt so my play style may not change. I am using chains for pally tanks and astral shield for Gf tanks, if I can figure out if they are tanking or not. I swap between Bastion and divine glow when running skirmishes or dungeons. Is the Anointed Champion more tanky or was it just the climb to 70 just an overpowered steam roll?
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