Ava’s Healing Guide
This build is intended for level 60 PvE content, dungeons, and groups.
I’ve done a lot of research through forums and I’ve worked with several different builds to find something I’m comfortable with and the groups I run with don’t die, often. I don’t claim to be an expert, and I’m open to comments and suggestions. This build has worked with farming high end stuff, and with soloing (like in the foundry and Sharandar).
I’ve focused my gear stats on Crit, Recovery, and Defense.
Most clerics agree that stats for Crit and Recovery should be above 2500 and Defense should be above 1500 for T1 dungeons, 2k defense is adequate for T2 dungeons. I found power will increase by itself and I don’t worry about it. Here’s just a list of enchants. I used it as a guide to finding the right kind of enchants for the stats I needed to increase.
- Azure (Crit)
- Silvery (Recovery)
- Radiant (Power/HP)
- Azure (Defense)
- Radiant (Power/HP)
- Dark (movement)
Purple Weapon Enchant: Vorpal (increases crit 25%)
Purple Armor Enchant: Soulforged
Stone of Allure is currently the most recommended pet, because it doesn’t die and you get all its stats, it wears an icon instead of a belt (more stats!).
Empowered runestone x2 and Eldritch runestone
Slavemaster’s Ring of Control,
Ancient Slavemaster’s Necklace of Control
Ancient Royal Priest’s Icon
I have these gemmed with 2 azures and 1 silvery
This really is situational. Here’s what I’m most likely to have on my bars:
Note: Healer’s Lore (+5% healing) this is good, but since the feywild patch it is harder to generate AP with this. Instead, I use Divine Fortune. Because the more divine power you have the more healing you can do.
Class Feature: Divine Fortune (+heals increases Divine Power) or use Soothe (decreases threat by 20%) if you’re attracting too much attention.
Class Feature: Foresight (allies receive 2% less damage). I prefer the group to not take damage rather than to heal that damage.
Daily: Hallowed Ground (increases offense and defense of allies)
Daily: Divine Armor (extra shield and temporary hit points for allies)
Encounter: Sunburst (aoe heal and damage/ Divine = knockback [leave it to the wizards to do the knocking back])
Encounter: Divine Astral Shield (Reduces incoming damage and divine: heals allies)
Encounter: Healing Word (heals your target, then you. Divine: Heals you, your target, and applies a HOT (heal over time))
After Feywild patch, Sunburst does not generate as much AP. In some situations I change out Sunburst for Divine Glow. Divine Glow generates a lot of AP, does some pretty good damage, and in divine mode does a very nice group buff/enemy debuff.
At Will: Astral Seal (targeted dmg that heals allies when they hit the target. Have this on as many targets as possible, during trash).
At Will: Sacred Flame (Does dmg and increases divinity)
For Trash and Boss with Multiple Adds:
Always keep Divine astral shield on the ground. Use sunburst for aoe healing and dmg. Healing word on those silly wizards who don’t stand in the shield.
For Boss that I would do single target dps:
Change out Sunburst for Forgemaster’s Flame.
For soloing: This is up to you. People play differently, and this game allows for that. I like to just run in and aoe them all.
Healing word or divine Searing Light (healing word, only if I don’t want to chug health pots)
Use Flamestrike for multiple mobs, Sunburst aoe, FF for hard mobs/use divine Searing Light for multiple mobs, healing word (to stay alive), Astral Seal on all mobs for healing, then Sacred Flame while everything is on cooldown.
So after considering with what I play with:
Here is my powers and feats:
I don’t claim to be an expert, please use careful consideration before spending a respec.
New clerics asked me what my leveling up rotation was:
Again, play style is up to you. People play differently, and this game allows for that. I like to just run in and aoe them all.
Low Level Healing:
The difference in lower levels would be to use class features Healer’s Lore and Divine Fortune.
For the daily you can use Flamestrike to do aoe damage, and possibly Hallowed Ground. Hallowed Grounds not very effective in the lower levels because you’re missing some feats that make it awesome.
Early levels are limited in heals. Sunburst does aoe healing and damage, and Healing Word is a direct heal.
For low level healing you can use Astral Seal (when put on a target damage done returns hit points to you and allies). It is also likely that you’d have Lance of Faith, this is a good way to generate divinity and action points.
Low Level Damage:
As you get more powers and feats you can change:
Healer’s lore ->Foresight
Whatever daily you’d also like to use, I rarely use the second one when soloing.
Divine Searing Light ->Forgemaster’s Flame (divine FF will also heal anyone around the enemy)
For the third encounter after attaining FF, I’d pick Healing Word or divine Searing Light (Healing Word, if I don’t want to chug health pots)
Astral Seal on all mobs to return hp
Lance of Faith -> Sacred Flame. Sacred Flame does more damage than Lance.
Again, I don’t claim to be an expert, please use careful consideration before spending a respec. I’m open to discussion and I’m always seeking ways to improve and play better.
Ava @ Checkred Raven