Pincushion Cleric PVP/PVE Build

by Vera Dias on December 23, 2013
Classes
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Pincushion Cleric PVP/PVE Build

http://nw-forum.perfectworld.com/sho…-PVP-PVE-Build
Reposted and updated here because I can’t access old account to update the build

Pincushion Cleric

The pincushion cleric is a PVP build, emphasizing survival first and foremost, healing secondarily, damage is near nothing. It revolves around the T1/T2 PVP armor sets, and tries to stack critical strike and defense. The only alteration I would make to use this for PVE-only is to raise charisma instead of wisdom every 10 levels, avoid using the dwarf class which has bugged knockdown bonus against monsters, and use radiant enchantments in defensive slots (HP) instead of azure enchantments (defense) on the character once the character has 2k-2.4k defence.

Race: Any will suffice, but humans benefit from 3 extra heroic feat points and these last 3 points are quite important for the build which put them in first place, but arguably dwarf and halfling may be more survivable. My order of compatibility:
1. Human (more cleanse and divinity gain)
2. Dwarf (10% chance at knockdown and repel resistance but only works in pvp)
3. Halfling (3% deflect)
4. Sun Elf (Good AP gain, reduce CC duration by 10%)
5. Moon Elf (Like Sun Elf but 1% less AP gain, 1% more stamina regen)
6. Tiefling (constitution/wisdom+2 and a chance to apply power debuff to attackers)
7. Wood-Elf (10% resistance to slows)
8. Half-Elf (constitution/wisdom+2 and +1 to intelligence)
9. Half-Orc (5% crit severity)
10. Drow (not really compatible)

Please note, Dwarf racial knockback resistance does NOT work against monsters because of bug, it only works in PVP as of 8/1/2013. Dwarf would be much lower rank if only PVE.

Attributes roll: 16 Wisdom, 15 Strength, 13 Charisma, 11 Intelligence, 11 Constitution, 9 Dexterity. Selectable racial attributes should go in order of importance: Wisdom, Strength, Charisma, Constitution, Dexterity, Intelligence. Raise str and wisdom +1 every 10 levels. For PVE-only, you can raise str and charisma instead for AP gain and more hallowed ground since the additional healing and CC resistance of wisdom aren’t nearly as important in PVE.

At Wills: Brand of the Sun (I prefer) OR Sacred Flame, Astral Seal
Encounters: Sun Burst, Healing Word, Astral Shield
Passives: Divine Fortune, Foresight Foresight Foresight Foresight Foresight Foresight
Dailies: Hallowed Ground, Guardian of Faith OR Hammer of Fate OR Flamestrike

http://nwcalc.com/dc?b=nof:4y4mr:ayg…z50v:6y000&h=0

Unused powers, but my suggestions for other powers to max out in situations where you have to solo, farm foundry, or be secondary cleric in team: Searing Light, Flame Strike, Daunting Light, Forgemaster’s Flame, Bastion of Health, Terrifying Insight, Divine Glow, Holy Fervor (I prefer) OR Prophecy of Doom.

Heroic Feats: Greater Fortune 3/3, Toughness 3/3, Holy Resolve 3/3 (OR Healing Action 3/3 for PVE), Weapon Mastery 3/3, Repurpose Soul 3/3, Cleanse 2/3 (3/3 if Human), Bountiful Fortune 3/5 (5/5 if Human)
Virtuous Feats: Rising Hope 1/5
Faithful Feats: Enduring Relief 5/5, Benefit of Foresight 5/5, Linked Spirit 5/5 (I prefer for stat boost lol’s in gauntlgrym) OR Invigorated Healing 5/5 (Much easier to use, more reliable), Moon Touched 5/5, Greater Divine Power 1/1
Righteous Feats: Righteous Rage of Tempus 5/5, Ethereal Boon 4/5

I want to make a list of suitable equipment because the two PVP armor sets used in this build will seriously hinder your critical strike, and high critical strike and defense items must be chosen while recovery items minimized or you will be very lopsided and not do too well in pvp. Ideal level 60 equipment for this build, in order of price:

War Prophet/Cleric T1 PVP armor set or Prophet Champion/Cleric T2 PVP armor set
Symbol of the Divine Emissary, High Prophet, Grand Templar, or Ancient Royal Priest/Fomorian (Fomorian works out to be better than Ancient, about 2% more heals)
Icon of the Divine Emissary, High Prophet, Greater Icon of Blue Fire, Grand Templar, or Ancient Royal Priest/Fomorian.
Grand/Ancient Fugitive’s Necklace of Revolt
2x Grand/Ancient Priest’s Ring of Burning Light
Grand/Ancient Necromancer’s Belt of Undeath for defense/deflection OR if you think you have enough defense/deflect then Slavemaster’s Belt of Control for power/crit/recovery.

Enchant all offense and defense slots with azure enchantments, and utility slots with dark enchantments. I suggest just enchant everything with rank 4, don’t try to get rank 6+ until you have your end-game gear and can afford it, defense slot>offense slot>utility slot. Lesser/Normal Vorpal Enchantment for weapon, suggest saving for normal vorpal since the critical severity jumps from 12.5 to 25% and is quite significant. Normal and higher Barkshield is a good alternative to Soulforged after the change to Soulforged armor in Module 2. In my opinion the new soulforged is BiS for PVE, but barkshield is better for PVP now.

Cat and Ioun stone of Might: Although this is a PVP build, I’d like to touch on companion items because again Cleric PVP armor sets make you quite lopsided, you get high recovery and no critical strike. Based on what I read in http://clericguide.com/485/ critical strike and power reach parity in 1800 critical strike and 4000 power, after which power is better to put points into unless you have vorpal enchantments in which case lesser vorpal makes 2200 critical strike about the same as 4000 when it comes to sun burst and healing word amount of heal. But for this build, the heavy reliance on critical strike to build divinity makes it more valuable than that, and if you use lesser/normal vorpal, critical strike becomes even more valuable when casting Sun Burst and Healing Word to build divinity. Unfortunately, critical strike does not benefit Astral Shield at all, so an argument could be made to increase power instead once critical strike has reached ~2k.

1. Cat (200 deflection and 50% less fall damage, great for fighting dracolich) OR Ioun Stone of Might (5% more stamina regeneration at epic) instead of Ioun Stone of Allure. Allure’s active bonus is perhaps the worst for clerics since most of our encounters used in dungeons don’t touch enemies. Augment pets with belt slots are good now since HP can be stacked in them in mod 2, and HP should be stacked instead of defense once defense is at 2.4k-3K depending on your playstyle (I prefer ~2.4k defence for PVE).
2. Sprite, 2% AP gain, for hallowed ground spammers.
3. Rust Monster, 25% chance to apply 5% damage 5 second duration debuff on attacker, an option because it is very cheap (350-400k AD in AH atm), this companion may not be optimal, but if you notice you are taking as much damage as melees in the team as you certain can do with this build it is decent.
4. Leprechaun, 5% less AoE damage at rare, I am assuming 10% less AoE damage at epic but not certain, quite good for survival.
5. Cavebear, 1200 HP at epic. Very nice indeed.
6. Pig, low cost uncommon, 1% max hp heal per second of being controlled at uncommon, 2% at epic, decent.
7. Helmite Ghost Paladin, 165 regeneration/165 recovery at epic, cheap uncommon companion, stats are useful.
8. Pseudodragon, 20% chance to replenish 5% stamina per attack or encounter use, good for people who like dashing a lot.
9. Man At Arms, 300 defense at epic, if you need it.
10. Cleric Disciple, 300 regeneration at epic, if you’re a regeneration freak.

My personal preference: Cat (die, Dracolich, die), cavebear, leprechaun, pig, sprite.

+HP items now stack on augment pets!

Recommended Ioun stone/Cat runestones and equipment:

Offense: Profane (critical strike)
Offense: Profane (critical strike) especially with lesser/normal vorpal OR Empowered (power)
Defense: Eldritch (gain % of companion stats) OR Empowered (HP)
Ring: Ancient Priest Rings OR Abolethic Loop OR Minor/Grand/Ancient Slavemaster’s Ring enchanted with Azure (critical strike) OR Radiant (power)
Neck: Grand/Ancient Brawler’s Necklace of Guts enchanted with Azure OR Radiant
Waist: Thickgristle’s if you need regeneration, otherwise Minor/Grand/Ancient Necromancer’s Belt
Icon (If Allure): Icon of the Grand Templar enchanted with Azure OR Radiant

For cat or ioun stone of might, stack critical strike and HP.

Feywild Boons: 250 defense, 250 critical strike, 700 hp, elven tranquility, 10% stamina regen.

Shadowmnatle Boons: 250 crit, 250 regen, 250 armor penetration, enraged regrowth, and not sure about final boon, all of them except rampaging madness may be good for clerics.

Artifacts: Waters of Elah’zad, Blood Crystal Raven Skull, and not sure about the final artifact. The two artifacts listed here I feel are essential for pvp clerics since regneration is so hard to come by, and choosing the final artifact would require testing the artifact powers which I have not done yet. Judging by artifact descriptions only though, I think Emblem of Seldarine may have the most powerful defensive ability.

I’m not sure where to begin explaining how the character is played, but here’s some key things.
1. No you aren’t immortal, and you can still die in 2-3 seconds against the right enemies or you are caught off-guard. However, when Astral Shield, Hallowed Ground, and Healing Word are all up, you can easily reach the 80% defense cap and heal ridiculously fast. I’m not sure how armor piercing works when you actually exceed the 80% defense cap which can certainly happen with this build though, so it is possible that using Silvery (deflection) instead of Azure (defense) in some defense slots might be preferable but I will leave that to others more knowledgeable to answer.
2. It’s kind of like pacman, when AS goes down, you very often have to dash around for damage immunity until you can cast it again. And when all of these effects are running, you stand your ground and Astral Seal and Brand of the Sun every enemy you see and spam sun burst/healing word/divine sun burst/divine healing word, whatever you can do to build divinity, so that you can cast Hallowed Ground again as soon as possible.
3. You have four pips to help with managing your action point and divinity economy and it is fundamental to this build to throw healing words and when you have too much divinity or run out of healing words, throw divine healing words, PRIMARILY for building action point NOT just healing. The last pip should be reserved for divine AS except in dire situations or you are certain you can get 1 pip for AS when it is time to cast it again.
4. Pre-emptive Astral Shield. It is the first thing you cast when facing an enemy. Very often in pvp, enemies will begin attacking with a skill that either knocks you over or does a lot of damage. You build action point fast enough that you can afford to pre-emptive AS even when you think you imagined seeing or hearing a rogue nearby using cloak. If you are caught off-guard with your pants down, you can easily die in 2-3 seconds. But if you have AS down when the enemy strikes, your chances of survival greatly improve. If you also get Hallowed Ground down and possibly also healing word, your odds of survival are at its peak and its pacman time.
5. Stay with your team. You don’t have any damage skills, you’re useless by yourself. In fact you are less than useless by yourself, because you will just let enemies build Action Point and Meter, and when you have finally been knocked out of your AS, and HG is down, and your 40% self-healing rate is so pitiful you want to yell at Cryptic, you’ll quickly give the enemy an easy kill score point.
6. Sun Burst with enemies around you, and preferably allies too, the more the better because this builds divinity better. Sun Burst is your key divinity builder, use it wisely, and use it often.
7. Divine Sun Burst and Divine Healing Word can give the Linked Spirit feat bonus, which stacks 5% for every person affected, up to 25% to stats for all teammates for ten seconds normally, but some people say up to 40% due to a bug in some circumstances. Casting Divine Sun Burst is likely the most common method of getting Linked Spirit bonus. The instant the spells are cast, the allies in the radius of effect will be affected by Linked Spirit, and contribute to its effect. I think invigorated healing is the better option for 5v5 pvp, but linked spirit is mentioned because it can be extremely powerful when there are a lot of allies nearby such as in gauntlgrym pvp.
8. I’ve seen dc’s that stack deflect, but in my opinion, stacking defense is better. With enough AP generation, you can reliably get AS and HG up at the same time, way exceed the damage reduction cap even after armor penetration, and some of the other damage reduction debuffs. Say for example you have 50% damage reduction, you take 50% damage, if you had 51% damage reduction, you take 49% damage, or 2% less damage. As you approach 80% damage reduction, each % dmg reduction becomes more valuable, so that the difference of 79% and 80% damage reduction is 4%.
9. Astral Seal and Briartwine does have fantastic synergy, extremely good survival when you are being hit many times a second and you aren’t being proned enough that you can’t astral seal all the enemies, but barkshield would be preferable in situations where you are being proned too often to keep on using astral seal on enemies. Power of life can be feated instead of invigorated healing, and sacred flame replacing brand of the sun if going this route.
10. Full high prophet armor set can be used in PVE during boss fights if you don’t think you need the extra divinity/heal and AP gain of prophet champion. If a stack of 3 high prophet debuff is constantly applied to the boss, it will takes 15-20% more damage from the team. I use it during dwarf king, castle never, and malabog’s castle bosses.

12/16/2013 update:
1. I found out HP now works on augment pets. Once your cleric has 2.4-3k defense, stack HP instead. I now suggest stacking defense on character to reach your defense goal, and then the rest HP, because defense is far more important than HP in PVP and this way you can benefit from defense on character and HP from pet during dungeons.
2. Added companion choices for PVE.

1. Cat (200 deflection and 50% less fall damage, great for fighting dracolich) OR Ioun Stone of Might (5% more stamina regeneration at epic) instead of Ioun Stone of Allure. Allure’s active bonus is perhaps worst for clerics, since most of our encounters while running dungeons don’t touch enemies. Augment pets with belt slots are good now since HP can be stacked in them in mod 2.
2. Sprite, 2% AP gain, for hallowed ground spammers.
3. Rust Monster, 25% chance to apply 5% damage 5 second duration debuff on attacker, an option because it is very cheap (350-400k AD in AH atm), this companion may not be optimal, but if you notice you are taking as much damage as melees in the team as you certain can do with this build it is decent.
4. Leprechaun, 5% less AoE damage at rare, I am assuming 10% less AoE damage at epic but not certain, quite good for survival.
5. Cavebear, 1200 HP at epic. Very nice indeed.
6. Pig, low cost uncommon, 1% max hp heal per second of being controlled at uncommon, 2% at epic, decent.
7. Helmite Ghost Paladin, 165 regeneration/165 recovery at epic, cheap uncommon companion, stats are useful.
8. Pseudodragon, 20% chance to replenish 5% stamina per attack or encounter use, good for people who like dashing a lot.
9. Man At Arms, 300 defense at epic, if you need it.
10. Cleric Disciple, 300 regeneration at epic, if you’re a regeneration freak.

My personal preference: Cat (die, Dracolich, die), cavebear, leprechaun, pig, sprite.

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  • May 29, 2014 at 1:17 am

    Clear explanation. Thanks…

  • Skull2004
    October 13, 2014 at 1:25 am

    So is this Anointed Champion or Divine Oracle?

  • October 6, 2015 at 6:44 pm

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