Jarek’s AC Righteous PVE MOD 12 Guide
PLEASE NOTE RIGHT BELOW THIS!, UPDATED on July 25th, 2017
Just adding here on 25th of July 2017, Not much to update for the new guide as in my opinion, nothing that great for the AC side. Listed out some of the armor, rings etc and updated my final stat line as I haven’t done that in ages. My youtube page for future reference is HERE. My build in video version is HERE and my opinions and views on the cleric tree is HERE
Tomb of the Nine Gods Test server 31 min chill run Here
Master/Epic Spellplague Caverns three man run – here
DO Loadout build – here
Did a new two man Master/Epic Spellplague Caverns with @gameautomate. Didn’t vid it as I was afraid of lag but it was fine and took an ending pic. This one took slightly under 45 mins (I messed up stupidly on the second boss). Final pic is Here
Also Did a two man FBI with @gameautomate as well. It actually was recorded but the file got corrupted so had to resort taking a pic at the end with the chest. (Note well, the run took basically around the same time as Master Spellplague, which was 58 mins, but due to me having to afk before the turtle boss and then before Drufi, it took an extra 15 mins so the run was basically 1hr 13 mins but minus 15 mins from that as again I had to afk two times due to phonecalls). The pic is Here
Good day everyone, my name is Jarek. I’m a long time member and guild leader of The Holy Crusaders guild & the Relentless Alliance. I present today, my current DC build for pve content, which will be AC righteous. This will basically be a guide that not only displays my current build/feats in use, also some of the simpler things that will be common knowledge for cleric enthusiasts and will answer questions for those who aren’t so familiar with the cleric class, like my opinions on the gear to get, mount abilities, race to use, and so on. It’s my first time doing this so feel free to give constructive criticism. (I want to note as well every single inch isn’t calculated besides the fundamentals most other clerics will already know.)
The understanding of this particular pve build
With this build, I just want to simply summarize that your goals is to make your party dps beasts(Buff/Debuff build with good/great base power) with passable heals & boasting fair/excellent recovery/ap gain to have low CD’s & spam dailies. As a DC, you can give your party such excellent buffs to help them defensively and most importantly help them offensively to destroy anything that’s in their way. With being a DC and along with choosing righteous, you give your party a huge increase in terms of their damage. (Feats like bear your sins and condemning gaze combined are suppposed make targets you tagged with your damage over time abilities take 25% more damage & multiple power share abilities like Weapons of Light (10% of your power), Blessing of Battle (15% with Virt Feat) & Anointed Army (50% – 17% = 33% due to recent cleric changes). This build will make you the life of the party and well appreciated by your hard hitting comrades. So in short, the main goals of the build stat wise, along with being an excellent debuff/buff with passable healing is getting high base power & high enough recovery to spam your AC dailies (Mainly Anointed Army)
Why Did I Choose AC Righteous & not DO Righteous?
I actually, for my support builds, used to be strict DO righteous. One day, while discussing with a fellow guild member who’s into clerics as much as I am, she was suggesting to me to use AC instead of DO since I was clearly more support oriented than actual DPS oriented which I believe DO does give more flexibility when it comes to personal DPS which has never really been a goal of mine. So we went to the test server together and we spent a lot of time testing everything in terms of AC righteous and she showed me it will better be suited for my taste to which I agreed, tried and never looked back since. As mentioned here, if you know you want to be the best support possible, I do believe that AC has better options for that, especially with the whole ‘Anointed Army vs the dailies DO specifically has’ debate. I also understand the DO’s point of view with foresight saying with that feat and the benefit of foresight feat from the faithful paragon, you give your party 13% less incoming damage that lasts for only 10 seconds. (When you heal others, this activates. Basically it’s 8% from rank 4 foresight itself and an additional 5% from benefit of foresight).
In my opinion, I believe if you’re striving for righteous support and point out DO for that reasoning, it’s not a good choice for what you want to achieve because hypothetically speaking if you heal a Control Wizard, it activates and in that 10 seconds on let’s say, on Orcus in Castle Never, he/she randomly gets a supposed 204k hit while the foresight buff is up, that person will still die. 13% of 204000 is 26520 so it’s 204000 – 26520 = 177480 and I know no Control Wizard has that sort of health. If you’re AC and activate Anointed Army, that person will survive since that daily makes any player ‘take very little damage’ for the duration it’s activated.(Basically saying that with AA up, it can save you from those possible one shots which foresight won’t). Another instance can be as well if a Guardian Fighter is struggling on a boss fight like yet again, Orcus in CN, and needs a bit of a survivability boost, the same Anointed Army daily will better serve him/her than anything Divine Oracle has to offer. Divine Oracle still rocks if you’re looking for personal glory/damage giver and it can certainly be a choice to support, but if you want to support much more efficiently, thanks to the options like Anointed Army and Blessing of Battle & the feat it possesses in the Virtuous Tree if you’re AC, I just believe Anointed Champion is better suited.
The dragonborn race is to me the best available option for righteous regardless if you’re more support oriented with your buffs or dps oriented. In looks, it’s absolutely ugly. Not even beer goggles can save it but what it brings to the table is great. It gives you +2 Stats to any two stats you want (Basically either +2 WIS & STR or +2 WIS & CHA), +5% incoming healing and it increases power and critical rating by 3%, you can’t go wrong with that at all. Other choices include Half Elf which gives +2 CON, a choice of +2 CHA or WIS, ‘Knack for success’ which includes +1% crit severity and ‘Dilettante’ which is a +1 ability score to a non class ability. Sun Elf is also valid in choices because of the Action Point Gain it brings along with the choice of +CHA if you’re into recovery. Human is an alright choice but not worth it in my opinion with the whole ‘three extra heroic feat points’ debate when us clerics don’t have spectacular options in this regard. (I just want to point out, I brought up the stuff each race brings to the table, but talking strictly looks, if you know you care about your looks, then dragonborn is not for you. I personally went for Sun Elf strictly for the looks).
Before I explain what to roll, I just want to say there’s really no wrong choice between WIS (Bonus Healing/Damage), STR (Critical Chance Increase by 1% per point) & CHA (Adds to recharge speed and Action Point Gain by 1% per point). With that being said, it’s really a choice between going all in on WIS/STR or WIS/CHA and in my opinion, I’ll go for the WIS/STR side of this because I believe you’re better off placing all silveries into your gear’s offensive slots since 200 recovery = 1% recharge speed (1 CHA = 1% recharge speed) and for the STR, it’s 400 crit stat = 1% crit chance so you should indeed go for the WIS/STR all in since you get better bang for your buck and can cover the recharge speed through enchantments and other means like your artifacts, rings, etc. I learned from Kaelac’s old stat guide back in the days that there’s great balancing rolling between 16 WIS, 16 STR & 12 CHA or 16 WIS, 15 STR & 13 CHA so really aim for one of these two. I’ll just add for my ideals of this build, you will want to go for the 16 WIS, 16 STR, 12 CHA. After this, when you’re finally leveling or even using a respecc, as mentioned, you’re going all in to WIS/STR. See pic below to get the idea:
Power Points Allocation and Feats
Basically you are witnessing a layout of how I allocated the 112 points I got available on my DC. What I’ll list now are moves you’ll 100% for sure, want to get to rank 4 as quickly as possible and in the order I believe you should strive for: (You can have your own personal preference here but for sure you want Anointed Army, Blessing of Battle and at least Hastening light in your top 3 to max asap)
Blessing of Battle
Break the Spirit
Bastion of Health
Chains of Blazing Light
My Current Build (Heroic Feats & Paragon Tree)
Basically this is how my feats/build look currently, both heroic and paragon (27 righteous, 14 virt). As you all already notice, this is one of the variations I have. Due to how the game is currently, this build is the standout/premiere choice in my opinion in terms of a balance of righteous and virt (strictly comparing to my other builds). With my old version and at least 5 other versions I personally tested, they all don’t have that flavor and balance that comes close to this particular one. So for most, I’m aware that y’all are using this particular variation that’s now the main outlook of my build. For others that didn’t use this up to this point, I recommend looking into this as it helps on all levels and item levels as well due to that extra ap gain/recovery especially due to recent cleric changes, recovery is even more important to have.
I want to explain here for those who really don’t know this, but god, the cleric heroic feats are so awful. These are my options/choices for them, but read my explanations carefully for the ones I took & the ones I passed on.
Healing Action – 3/5 (Optional), You basically gain 1/2/3/4/5% more action point gain when using a healing ability. This feat is still bad to me, just like Domain Synergy but if you don’t need Domain, you can put 3/5 here
Greater Fortune – 3/3. ‘Your wisdom now grants 3% more healing’. Take this
Toughness – 3/3. ‘Increases your max HP by 3/6/9%’. A free HP boost so take.
Holy Resolve – 0/3. ‘Gain 5/10/15% of your max hp as hit points when you’re below 30% max hp. Has a 5 minute cooldown’. I don’t like this either, don’t see the use. However, if you’re not feeling the healing action, you can indeed take this if you want ‘extra insurance’ in a near death situation.
Domain Synergy – 3/5 (Optional). ‘You gain 1/2/3/4/5% more recovery’. My old explanation was that it wasn’t worth it and honestly, it hasn’t changed that much, my views, however, if you’re looking to get even more recovery, even if it’s not that much, then you put 3/5 here instead of 3/5 in healing action.
Weapon Mastery – 3/3. ‘Increases your critical chance by 1/2/3%’. Take it, embrace it as it adds to your crit chance. Something that’s actually useful for us.
Initiate of The Faith – 0/5. ‘Your crit stat is increased by .2/.4/.6/.8/1% of your power stat’. This is so bad. Don’t bother with this.
Repurpose Soul – 3/3. ‘When one of your spells has a critical effect, the target of that spell disperse a small area of effect heal, healing yourself and your allies for 5/10/15% of the spell’s effect.’ Basically here, it’s free heals so you definitely want to take this.
Battlewise – 0/3. ‘You create 2/4/6% less threat’. Don’t even bother with this.
Cleanse – 1/3. ‘When you heal an ally, you have a 10/20/30% chance to remove a damage over time effect from them. You may not re-cleanse for a target for 8 seconds’. You just need one point here, it actually procs alot, no need to have any more than one point & in my opinion, it’s very useful compared to the other choices.
Templar’s Domain – 0/5. ‘When dealing damage, you have a 5/10/15/20/25% chance to gain 30% more armor penetration for 5 seconds.’ Not the goal of this build and besides, this feat is useless. So many other ways to get your armor penetration to the 60% Resistance Ignored goal anyways if it’s important to you. I also learned there’s a 5 minute cooldown & if this is accurate, 100% not worth it.
Bountiful Fortune – 4/5. ‘Gain 3/6/9/12/15% more divine power.’ Not much more to say here, take this. Helps with your divine power.
Furious Intervention 5/5: You generate 10% more ap with your damaging moves. This gives you great AP gain and since this build is not ‘dps’, you must take this instead of astral fury.
Ancient Warding 5/5: When Anointed Army is over, it heals for 3% max hp and gives allies 5% of their own AP. *UPDATE ON THIS* I last tested this on December 28th 2016 due to multiple people in the forums saying it wasn’t working and at that time, it indeed wasn’t working. I still have points into it however. I’ll update later on what to do in this situation if indeed this isn’t still working.
Weapons of Light 5/5:- Not much to say here, you give allies 10% of your power so get this. Note as well, this is 10% of your base power, not BUFFED power. (Thanks @silverkelt)
Bear your Sins 5/5: Enemies that are affected by your DMG over time effects takes 10% more dmg from all sources. This along with what I’m going to explain next is the whole point of being righteous so make sure to take this and the following (Condemning Gaze).
Condemning Gaze 5/5: Your damaging encounter powers applies a stack of ‘Condemned’ for 30 secs. When the foe reaches to 5 stacks of this, it takes 15% more damage from all sources for 15 secs. Again, the whole point of being righteous, so take this.
Fire of the Gods 1/5: This is important to have being AC righteous because it will help proc bear your sins. Also, if you have a plague fire or dread enchantment, this helps as well to proc this.
Avatar of the Divine 1/1: The Capstone. ‘When you enter combat you gain Avatar. Avatar increases your damage by 40% and increases your cooldown speed by 40% for 25 seconds. After you have activated Avatar you cannot benefit from it again for 60 seconds. Avatar will reactivate automatically when it is ready. Leaving combat cancels Avatar and resets its cooldown’. Not much more to say about it except take it.
Lasting Wishes 5/5: You heal for 10% more. Basically, you’re a DC regardless if you’re righteous. Depending on your party set up, you’ll have to have some sort of heal. This will help your heals to be better.
Batter Fervor 5/5: When you have Blessing of Battle slotted and tagged it on a mob or boss, you give your party 15% of your power. This along with weapons of light is great to have, gives your party that extra 25% of your power (BASE power, not buffed).
Gift of Haste 4/5: This basically, having 4/5 in it, will give any target hit with your heal over time moves 4% of their ap over 5 seconds, including yourself so a must have in this build.
Variations of this Build
The following are just variations of this build that you can also try/see what you like if the original isn’t to your liking or if you’re curious to try something else:
With Fire of the gods
1) 1/5 Fire of the Gods & 4/5 Have Faith – Basically for us, as the Guardian Fighter’s ITF was fixed where our moves like Astral Shield, Have Faith won’t be a booster to it anymore however it isn’t ‘completely useless’ as at least you can still have this move to give your party an added Dmg resistance. Please check here
2) 1/5 Fire of the Gods & 4/5 Desperate Restoration – This variation is for those who might have that ‘healer’s feel’ despite speccing to righteous. Since Lasting Wishes has been constant in my build, adding Desperate Restoration will be viable if you want to cover heals even more since righteous is weak in that category. Please check here.
With Ancient Warding’s Problem (if it’s still not working as I mentioned, I last tested on December 28th, 2016)
1) Removing 5/5 from Ancient Warding & going with Astral Fury – The only option I see useful here if Ancient Warding isn’t working still to give the ap it says it’s supposed to. Going for 10% extra dmg from astral fury might be the best option at this time A.W isn’t working. (I’m still keeping mines at 5/5 AW since I really don’t need the extra 10% dmg). The build itself remains the same everywhere else, it’s just to remove 5/5 from warding (If it’s broken still) and put it into Astral Fury.
Understanding & building Divinity, Divine Mode and Empowered
This part will be for those people who never quite understood the ‘tab’ mechanics on the DC. I’ll do my best to explain these things for a better understanding:
Divinity – Divinity is simply, when you attack the mobs/bosses with your at-wills, you should notice there’s a bar to the left of your screen that fills up. For each time it’s full, a cross(pip) will light up. It will mean that you have one pip of divinity. Do your best to actively attack so you can fill up all three pips. Being AC you get Blessing of Battle and it’s the best builder of divinity available to a cleric. The cast time of it is slow and it may seem a bit weird using it, but it’s as mentioned, the best builder of your divinity with Astral Seal second placed out of the four at-wills you have available. (I want to make clear, you only build divinity through you at-wills).
Divine Mode – When you have divinity available from the bar, you can press the ‘TAB’ button and you’ll enter divine mode. In this mode, it allows you to cast encounter powers regardless of cooldowns and also, it changes your encounter powers in the sense that it will have a different effect. For each encounter used, it takes a pip from your divinity bar, so if full, you can use up to 3 encounters in a row without any CD. A side note to this is you need to read your powers. The descriptions will tell you the different effects it has in divine mode, normal, empowered, etc. (At-wills) are also replaced in divinity mode but as I mention, read your powers to understand.
Empowered encounters/skills – When you’re in divine mode, every time you used an encounter/spell, you gain a blue orb that will float around you. That’s the empowered stack. You can gain up to three of those orbs. The moment you switch from divinity to use any encounter, that encounter you use will consume the number of orbs you had and it will make your encounter stronger so basically, the more orbs, the better for your next encounter outside of divine mode.
Clerics are all about getting a feel of the situation and understanding what to do in those situations. The following will be a list of moves you will be switching in between the most depending on what situation you are up against.
Blessing of Battle – As mentioned, despite its slow cast time, it’s still legit to use because it’s the best divinity builder we clerics have. Also, for the build itself, as you have your points into battle fervor, you’re giving your party that power buff.
Astral Seal – This is your sidekick to BoB. It can help with divinity since it’s the second best divinity builder based on research & also it can help a little with your heals. (Try to not use this during activities like Dragon flight, heralds & tiamat as it apparently still causes bad lag in these instances when so many people are around.)
Divine Glow – Cleric-ing at its finest. This move in almost all situations, you’ll have it(Heals as well). This is perfect especially for the trash mobs you’ll encounter in dungeons since you can tag them all and with critical hits, you’ll have your buffs active on more than one target. (FINALLY, IT PROCS WEAPON ENCHANTMENTS, HALLELUJAH!!)
Break the Spirit – This is the best, the butter to your bread . In empowered, this give your party 10% dmg per stacks of empowered consumed, so basically, full empowered = 30%. This is love, this is life & the fact it’s CD is so short, it has basically a 100% up time. Just use, sit back and watch your allies melt and destroy. (Single Target so great on boss fights especially)
Bastion of Health – Slotted in case your party needs the heals. It’s the strongest heal we have.
Astral Shield – Astral Shield won’t be boosting a GF’s ITF anymore for this Mod 10 update however it will be still useful if the party is squishy and will need the protection.
Forgemaster’s Flame – I use this in either a situation where the party needs no sort of heals and I use this along with Divine Glow & Break the Spirit, Or, if there’s another DC in the party, one DC should use Break the Spirit, the other should use Forgemaster’s Flame.
Exaltation – I actually only use this in a situation where there’s multiple DC’s and they have Break the spirit & Forgemaster’s covered. I try to either use this on my top dps and others told me they use it on their tank, so it’s pick your poison on how you want to use it when/if a situation to use it comes up.
Hallowed Ground – One of the changes they made, Hallowed ground again like the old days, you can gain ap while it’s up/laid on the ground and thanks to this change, you’ll see later on how I’m stressing on a particular stat more than ever for our class.
Anointed Army – This got fixed, finally and I honestly love the change as it doesn’t make dpsers lazy anymore and they’ll have to dodge out of red. The power share isn’t bad as it’s 33% from the original 50%, I can respect that and when it’s up, it absorbs 100% incoming damage for up to 20% of the target’s MAX health which is still pretty fair so if you’re AC, you really should enjoy these changes as I’ll explain later on in this guide.
Divine Fortune – Builds 5% extra divine power for every point into it, so getting this at rank 3 or 4(I currently use this at rank 4 with the heroic feat bountiful fortune at rank 4/5 since I went 1/3 in cleanse). The combo of this & bountiful fortune builds/recharges your divinity in no time.
Healer’s Lore – Basically, if you feel your party needs the heals in anyway, slot this so it can help you heal even more since at rank 4, increases the potency of your heals by 20%
Holy Fervor – Your attacks generate 5% extra action point gain. Having this maxed out is a beauty. I have this slotted most of the time and helps a lot with my AP gain. With the way I play and want to spam out my dailies, this is actually perfect for me personally and if you fit this mold, slot it.
Hastening Light – This will basically, when maxed, reduce your allies’ recharge time by 4 seconds. This along with Holy Fervor is the premier choices. Most of the times, you’ll have holy and hastening light on your bar. This benfits, not only your allies, but yourself as well. Unlock it, max it, use it. (The offhand feat finally works again so def slot the offhand feat along with having hastening as one of your two class feats, ALWAYS!)
Anointed Armor – This should only be used when you feel you’re having personal problems surviving.
Light of Divinity – This applies a heal that’s divided every 3 secs to allies within 50′ feet (Doesn’t count as a heal over time). This actually isn’t half bad in my opinion, can be useful in FBI/ESP if you’re needing even more heals and it’s pretty excellent in MSVA/NSVA as well (I was told this was a fixed number it divides but I haven’t used ACT to check)
Top Tier – I used to have everything jumbled into a huge paragraph here so I’ll space out the info so it’s easier to read.
Best head piece to have – Guise of the Wolf Clan. When in party, you gain 2000 more power that goes towards base and this by itself is 516, giving it a total of 2516 power. Nothing is better (Jarl’s Gaze might be better in FBI runs if you can make those switches). #1, guise of the wolf clan. You get this from the mysterious merchant if your guild builds those temp structures. There’s a chance of the guise appearing there and it will cost 20000 guild marks. Alternatives for this piece if you somehow can’t get it is the Jarl’s Gaze. Another head piece that emerges in mod 12 that’s worth to look into and test if anyone can get a hold is Hunter’s Keffiyeh. When you kill a Hunt, your power increases by 2.5% for 15 mins and this comes with 2149 recovery. Not a bad choice to randomly have around. Another one that I can see possibly being better than Guise if it works as base power is the one called ‘Rex Corona’. This headpiece has 14693 hp, 2149 power, 1066 defense. The ability of this specific piece however is ‘For every 5 seconds you are in combat, you gain 100 power. If you stay longer than 2 mins in combat, this ability will no longer be active’. If this 100 power gain is base power, then for specific situations, it will be better than guise. You can obtain this headpiece from one of the hunts called ‘King of Spines’.
Best Chest to have – I am aware of the chest piece in the new gear called ‘Primal Restoration Eziwa’ but in my opinion, it’s not that outstanding to me to advise people to change to it. I personally will have it just for having sake but I view the Vivified Lighttender Restoration Surcoat & Titansteel Restoration Surcoat to be better still. Yes, the Primal one has more recovery by 851 stat points than the other two I mentioned, but you’ll lose 547 power going with that new chest piece and for AC righteous, you want to have as much power possible, therefore I rather the other two and particular the Titansteel more because it won’t require constant voninblod to recharge it. Another Chest piece to look at in the new mod is called Rex Amiculum. You can check it out HERE.
Best Arm/Bracers to have – Still the survivor wraps despite the new mod. There’s however a couple ones to check out that I didn’t test but can be onto something which are the Pilgrim and Pioneer Restoration Sawar. Pilgrim Bracers = Gain 100 power for each enemy you’re engaged in battle with (didn’t say a cap so worth checking out) & Pioneer = 200 power for each ally in team. These two are def noteworthy to mention if you can’t get survivor wraps. Also the other top choices here include Vivified Lighttender’s Restoration Bracers & Primal Restoration Isikrinis. (If you were using the Lighttender’s with recovery, you’ll lose the recovery in favor of crit if you go with that Primal bracers.)
Best Boots/Cuisses to have – Primal Restoration Qalisas or Primal Raid Qalisas. I actually like both of these pieces and the piece bonus it has is pretty nice as well if you manage to kill things. Top choices besides this include the Titansteel Restoration or Vivified Lighttender’s Restoration Boots.
Alternative sets if these choices aren’t in your immediate reach – Basically your t1 gear, t2 gear, guild stronghold cheap guild marks gear, the Morlanth’s Shroud from completing that mini story in 11.5 B’s Mod, etc. There’s alot of choices here. To add more, your tradebar gear can get you the dusk gear, especially two pieces of it thanks to its set bonus, drowcraft gear etc. My advice is when you’re going thru all this to make sure to pick the possible peaces that has power/recovery together. If you don’t see those power/recovery pieces, power/crit is your next best choice.
Best to have – This is a toss up. Either you can go for the Prelate Gemmed Exquisite Elemental Chainmail & Chausses because of the stats or the Drowcraft Shirt & Pants because with that set, when you land a critical strike, you heal allies for 1% of their max hp up to 1000 and it occurs once every three seconds. Whatever floats your boat here. (The drowcraft is quite easy to obtain if you’re budgeting AD)
Alternative – Thanks to recent changes in the game, an alternative that has captured my attention is the Bloodstained Shirt that seems to drop from Epic Gray Wolf Den. Not a bad alternative at all, especially if you have that Assassin’s Covenant ability.
Best to have – So after finally obtaining the Mod 11.5 set, the Masterwork set called ‘Brightsilver Holy Symbol & Brightsilver Icon, 100% can say this is currently the best set for any serious support class to get. I’ve ran with multiple people who has the set as well and you see a clear difference in group play, damage and so on. So I recommend to get this set. It’s costly but if you worked on Masterworks in this game or you have guildies who can help you out in this, you should look into it (This set gives 2% more outgoing dmg, 2% more outgoing heals and you take 2% less dmg and it stacks up to 5 times so basically a full party of this = 10% of those numbers I called.) To note here, you don’t even need to have the set to get the abilities which for dpsers, it’s glorious to have their dps set while the support (ideally 3 support) has the Masterwork sets so they can have a constant 6% increase in dmg. So this set is the real deal and as mentioned, if you’re serious about support, you’ll need to look into this and try your best to obtain this set as a DC. If you however, can’t get this, just stick what you currently have in terms of if it’s the Fey set or Lighttender’s Set.
Alternatives – As mentioned above, if you can’t get the Brightsilver set, stick with either Lighttender’s or Fey. Also, if you can’t get these items immediately, you will most likely have to start off with Ensorcelled Arsenal items. I just wanted to add here that the mod 12 set called the ‘Teak set’ which is the Teak Suljan and Teak Ramz, is complete garbage. Please DO NOT GET THIS. Really…..Don’t. You can check it out here to see why I’m so against it, right HERE and make sure to note the set bonus.
Main Hand Equip & Offhand Artifact Stat bonus & class feat – Just gonna add this here because a lot of mails I got wondered what do I use here. The answer to this is for the main hand, my equip will either be Blessing of Battle’s Equip Bonus or Astral Seal’s Equip Bonus, varies while for my offhand’s artifact stat bonus, it’s having action point gain which I have 399 stat on that (Max is 400). The class feat for it, as hastening light’s offhand feat is working, I use this now a days.
Best to have – Greater Belt of Wisdom, Tiamat Sash (Tiamat neck piece and artifact gives set bonus of 5% outgoing heals and 5% incoming heals), Greater Imperial Waistband of Honor and Sphene Sash (With masterwork set, ideally Sphene amulet, you get a nice bonus of 500 recovery and 1000 movement which stacks up to 3 times when you use an encounter power)
Best to have – Ostorian Ring of Hellig +5 x2 and in Mod 12, the one called Ring of the Goblin Slayer +5 which is better than the hellig stats wise. You have a chance to get the Goblin ring in ‘Hunts of Chult – Clawglaze while the hellig +5/Greater Ostorian Hellig as y’all should know, comes from FBI/MSVA.
Alternatives – Tons to choose from here. Primal Raid Ring, Primal Restoration Ring, Ring of the Golbin Slayer +4, Ostorian ring of Hellig (Epic version), Ring of Brutality +4 & 5, Ring of Sudden Precision +4 & 5, Ring of Rising Power +4 & 5, Ring of Rising Precision +4 & 5, and Ring of Rising Recovery +4 & 5. More options include x2 of either the Personalized Adamant Ring of Recovery or x2 Rosegold Raid/Restoration Rings. If these rings aren’t obtainable, your other bets include the Dragonflight/Elven Restoration Rings, Dragonflight/Elven Raid Rings, Drowcraft Raid/Restoration Rings. There’s also another ring that has emerged due to Masterworking updates in Mod 11.5/Mod 11 B and it’s called ‘Sphene Restoration Ring’. This ring is one offense and defense slot and it’s 478 power and 716 recovery which makes it a valid choice if you can’t obtain the very best Helling ring but, it will most likely at this time, cost a fortune.
Best to have (On your Armor pieces) – I’ll like to say now you got a choice here between the Major Critical Strike Armor Kits for that extra crit chance or you can actually go for the Major Power Armor Kits as well for more power. To advise here, which ever one you choose, make sure to go all in. So for your armor pieces, you want power, go all 4 kits of power. You want crit, go all four pieces into crit. DO NOT MIX!.
Alternative – If you can’t get Majors, settle for Greater Critical Strike/Power Armor Kit. In my opinion however, it’s not that hard to get the Major kits. You either work up your professions to rank 25 (Leatherworking makes these crit kits, Mailsmithing makes these power kits) or you save the AD up and buy it. (The kits varies in the 180k-190k marks.)
Best to have (Neck, Rings, Belt) – For this, no doubt about it, the Major Action Point Gain Jewels.
Alternative – If you can’t get Majors, you simply get Greaters.
Best to have – Greater Imperial Dragon Cloak, Sphene Amulet. – Basically any cloak that has great stats for us like Power/Crit/Recovery and along with that, has ‘Increase Action Point Gain by _% every 3 seconds while in combat’ effect.
What to use – Well this section was added as people were asking me what potions do I use and the following are the answers –
Effervescent Potion of Force – Power (The best power one at this time and it persists thru death)
Watermelon Sorbet – Power/Recovery
Prime Rib – Power and HP
Elixir of Corellon’s Blood – Power
Elixir of Steadfast Devotion – Defense
Foehammer’s Favor Elixir – Deflection
Sunlord’s Gift Elixir – Recovery
Wild Storm Elixir – Crit
Both Elixir of Fate & Potion of Heroism
Any Enhanced Superior Elixir (They persist through death)
Weapon Enchantment – As of the recent changes/tooltips in Mod 11/Mod 11.5, nothing basically changed for what we need but i’ll just lay out here the ideal ones you want (Thanks to @michela123 & @thefabricant for the info). So for debuffing :-
Pure/Transcendent Frost – This enchantment, due to the changes to me is the best currently as the debuff is 10% on the usual lvl 70 mobs but is 75% effective against the lvl 73 mobs, hence making the debuff 7.5% roughly against those mobs. Please note, this is only for the pure/trans ranks as I have to keep reminding that few people, the rest of the frost ranks, has NO DEBUFF. The changes that happened, the frost really in my view got a sweet deal. The uptime on this is now 10 seconds when it used to be 4 seconds so much better for starters and along with an excellent debuff and it’s an enchantment that can go pass the 200% cap (Thanks for that info again @thefabricant & @michela123). Overall, I put on the top in terms of debuff enchantment for our DC class.
Transcendent Plague Fire – This enchantment, i’m torn with it and i’ll explain why as I label info about it. So firstly, against your usual lvl 70 mobs, it’s a 9% debuff when you have all three stacks up while against the tough, lvl 73 mobs, that debuff is 75% effective so basically it’s roughly 6.75% debuff on that level. And here’s my problem/torn feelings with it. For starters, if you keep the stacks up, it probably is better than frost depending on who you’re asking but in my opinion, I don’t think a dc can consistently keep this up compare to a class like a mof cw and yes, I still think that. There’s the positive in this sense, if you can’t afford a pure/trans frost, it maybe better for you to get a plague as plagues period has some sort of debuff while only the pure and trans frost ranks have debuffs. So i’m a bit torn on it. I usually frost personally to debuff in these situations but if you have plague, you can use it as well.
Transcendent Bronzewood – The other two above I mentioned is way better at this time. Don’t even bother with this anymore, it’s either pure/trans frost or any sort of plague or bust! lol (Trans Bronzewood I believe is still 5% on the level 70 mobs while on level 73 mobs, it’s like 2.5%, not totally sure but it’s not good regardless)
For the heals (And they got some sort of debuff as well) :-
Pure/Transcendent Vorpal – These are the only ranks of Vorpal that possess a debuff or sorts along with that ability for when you crit, to give you stronger heals. The debuff is measly however but the capability this provides when you want to have some sort of stronger heals is a pass, but the other enchantment i’ll mention below this to me is better.
Pure/Transcendent Dread – This enchantment, another one I personally have along with frost and plague and this enchantment has served me well and continue to do. I use this mostly when i’m the only healer and want to be safe with the party and provide that extra healing ability. This rocks when you have the crit and with that crit severity, def gives you alot of strong healing ability. The debuff with is as well is excellent, much better that the Vorpal’s so to me, this is the top choice with healing aspect while you want to debuff and on the whole, it depends on what direction you want to go with Frost/Dread/Plague cause these three are the top choices in my opinion at this time.
For Armor – Soulforged or if you’re confident enough to not need soulforged, then use Negation or Barkshield
The artifacts that I find to be great for this updated version of my build will be:
Sigil of the Devoted – Power/Defense/Incoming Heal Bonus
Symbol of Fire – Power/Recovery/Defense
Sigil of the Hunter – Power/Recovery/Stamina/Guard Gain
Symbol of Air – Power/Recovery/Movement
These four together give you even more base power with more recovery which is vital for the build. I’ll say later on about the stats that will be important to this build. Honorable mentions of artifacts/artifacts to think about if you can’t get the ones I mainly stated are:
Thayan Book of the Dead – Critical Strike/Armor Penetration/Action Point Gain.
Heart of the Blue Dragon – Critical Strike/Recovery/Combat Advantage Bonus.
Heart of the Black Dragon – Recovery/Armor Penetration/Action Point Gain.
Sigil of the Controller – Power/Critical Strike/Control Resist
Tiamat’s Orb of Majesty – Power/Crit/Recovery/Armor Penetration/Action Point Gain.
Sigil of the Oathbound Paladin – Max HP/Power/Aoe Resist
Artifacts you can go for as your primary if you’re past the point of not needing a DC sigil and you’re probably best in slot are :-
Vanguard’s Banner – HP/Power/Lifesteal (Your allies gain 605 power & lifesteal while it’s active & it reduces monster’s DR by 8% on mythic)
Lantern of Revelation – Crit Strike/Armor Pen/Combat Advantage (Increases the damage enemies take by 16% for 6 seconds, on mythic (@Michela123 says it’s actually much less like 8% so ignore the tooltip. Stacks with another lantern that’s legendary, unless that changed…So if one person has a mythic, another has a legendary, it works wonders for those 6, brief seconds but the banner to me is better)
Offense slot: To make this much simpler than I originally had here, I’ll label it Cruel’s as your best in slot option if some didn’t realize so ideally, you want cruels, at least rank 10’s then work them up further into 12’s. If you can’t, then you will have to mix to suit between radiants and silveries (Rank 8 for starters, then to work up eventually) As a side note, if your guild has a maxed or close to maxed power boon, then you can afford to slightly balance into the silveries’ favor. To add here as well, you can also if you’re getting close to your goals, mix cruels and radiants depending on how much offense slots you have (Ideally, was messing around with this in recent times and I see that about if you have 8 slots, 5 radiants and 3 cruels will be ideal. If you overall have 7 slots, about 5 radiants and 2 cruels should be fine if you’re reaching a point of completing your cleric and just want to squeeze slightly more base power)
Defense slot: Radiants for HP. You want to at least get to rank 8’s and work your way up if possible, however, if you are into that mount bonus called ‘Assassin’s Covenant, you should put azures in your defense slots as when you have this bonus, it takes away some of your defense, deflection & lifesteal & in return to gain power (If you are really into this mount bonus & in a guild, you should also activate your guild’s defense boon if they possess that). Same as radiants, you want to have this on rank 8 for starters and work your way up. If you’re really feeling this mount bonus, you can also try for Cruels in your defense slots as Cruel’s give both Defense and Deflection. (Just know, if you go for Cruels, you got to at least start it off at rank 10 +).
Utility Slot: Dark enchantments rank 7’s, Dragon Hoard’s, Fey Blessings, Quartermaster’s Enchantment, whatever you can get there that’s rank 7+
Overload Slot: Greater Black Dragon Glyph/Greater White Dragon Glyph/Greater Corrupt Black Ice Enchantment/Greater Corrupt Lethal Enchantment
The stats to prioritize for AC pve righteous support
Power – Power is the love of DC’s, it’s the life. Basically the more power for us, the better. You want to realistically get to at least 18k power as a new cleric and work your way up to as much as you possibly can (The ideal promise land in my view is at least 28k-30k, you can obviously get even higher, just saying that’s a great number to finally obtain to then push further as much as you can)
Recovery – With the cleric changes, recovery in my opinion has become slightly more important that power, but slightly. The way they made Hallowed ground now, you want to obtain a high number of recovery to ideal make this work to use two dailies alot, over and over. For this build and the changes, ideally you’ll want to get a reasonable number to start of with. At least 10k recovery+ and work it up to as much as you can. Due to so many sources, including a bonding pet, insignias, gear within the bonding pet and so on, you should be able to get that ideal number of recovery which you want to at least have 10-16k recovery, base, as for buffed, due to your bondings (at least perfect ranked) and with artificier’s mount bonuses of persuasion and influence, you can buff your recovery to at least 25k+. Once you obtain that high number of recovery, watch how easy as you can be spamming Hallowed and Anointed Army, over and over (With my recovery, I have like a 10-12 second wait until I can use Hallowed again and I believe while I’m spamming Anointed Army with Hastening light on as a class feat, it helps it go even faster, but I’ll need to check again to confirm that last part.)
Critical Strike – You want a good critical chance number. With the gear that’s recommended along with going all WIS/STR in your ability points, you should be around 27-30% for starters and just find ways to work upwards from there if possible. (30%-35% is a solid number for this build. Since we’re not dpsing here, we truthfully don’t need that much after this point and due to what gear you may have in your companion, you may have even more, just roll with whatever number you ultimately end up on, especially if you manage 50-60% and you went with my companion combo that you’ll see later on.)
Action Point Gain (Stat Number) – Add to this number anyway you can (Via ap kits/if you have the tiamat’s orb/your offhand artifact stat). This basically to the percentage of AP gain which is important for us clerics to get the dailies up faster.
Action Point Gain (Percentage) – I personally feel like 50-60% range is a good range to reach at for starters (without bondings procc) From that point, maybe get it to at least the 70’s as you can most likely have other ways to have a huge boost via bondings, mount bonuses like the artificer’s persuasion/influence, etc.
Hit Points – This is more like the common stuff for any DC to have. Build this to whatever you can. At least get it over 110k for starters and work your way up.
Defense & Dmg Resistance – If you’re using assassin’s covenant, you’ll want to stack on defense so you can in return gain power. If not roll with whatever number you got. If you have problems, Anointed Armor & just be alert & dodge (If you rock a companion & bondings, the defense slots in your companion’s gear can be used with azures and when proccing, will give you good defense along with if you use negation for those who wants the ‘Better safe than sorry’ feel).
Lifesteal – This can be a great help for you if you take those one or two surprise hits. Our self heals are pretty weak & regen is a bit useless in my opinion so lifesteal will benefit you. The number you’ll want to aim for is roughly 5-10% for this build. (You’ll see later on through boons & your companion, you’ll get this easily)
UPDATED! on February 1st 2017 – Basically, i’ll put two options here. For those who didn’t go with assassin’s covenant and those who went with that mount ability
With Assassin’s Covenant
Without Assassin’s Covenant
The following are to me the three best options you can get as our type of debuff/buff support cleric:
Sellsword (Active = 300 power on epic)
- Three offense slots.
- It possesses a great debuff called ‘Consumed by Battle’ which when unlocked at level 30, shreds the target’s defense by 10% when the third strike of wicked strike hits. (This is an AoE as well so perfect for mobs along with being good in single target)
- This debuff can stay up easily thanks to wicked strike’s CD of 2 seconds
- If you use protector’s camaraderie/friendship, this will get all four stacks in no time.
- Stacks with other sellswords/Con artist
- It’s a melee companion so greater chance for it to die easily
- Due to the heightened chance of perishing in battle, the sellsword may occasionally have trouble getting the third hit required to proc the debuff.
- Furthermore, upon its death, any debuff applied by the sellsword will disappear.
- It has random times where it stands around, doing nothing. (To fix this, just move a bit, so it can follow you, thus making it active again)
- If the buff is up & your companion happens to miss a window to keep it up, the buff will last only 3 secs until your companion will easily proc it again.
Overall: This turned out to be a great option & I believe it’s worth the investment as a main companion. We must remember as DC’s, we don’t even have that many options in the first place to choose from so companions like this are welcomed. As a righteous AC Cleric, you can give this companion more survivability thanks to your Anointed Army daily & Astral Shield if a GF is in the party. To properly test, myself & my guildie @bonnine took off our weapon enchantments & practiced on the dummies by hitting it with at-wills to get a better understanding of how good this debuff is & studies showed its effectiveness was 110% meaning it was a 10% increase in damage it gives & we found out it stacks with plague & bear your sins so that’s a huge plus. (Weapons of Light appears on the companions bar but actually adds nothing to it) I wanted to add to this that overall, it’s to me the Best in slot option due to the fact that with multiple sellswords/con artist, it stacks. The others I’m going to put later on, I believe don’t stack/has been fixed from being super overpowered.
- Two offense slots & one defense slots. (This is passable)
- Has a debuff called ‘Deadly Infection’ which unlocks at level 30 that makes its attack ‘Septic Bite’ apply a 20% defence debuff.
- Septic bite is a 1.5 second CD thus getting protector’s camaraderie/friendship up pretty quickly & keeping up the debuff easily.
- Single target so excellent on boss fights.
- It won’t be great on mobs, since the debuff is single target. (Don’t sweat this too much though, as mobs die quickly now-a-days anyway.)
- The active is useless.
- Another close ranged companion so susceptible to dying more. (The stealth does help its survival to an extent.)
- Death = The debuff will disappear immediately.
- Death = The debuff gets mitigated against higher level monsters/enemies so at lvl 73, that debuff isn’t much. Was explained too that it’s like 5.5% – 7.5% from guildies.
Overall: This companion got nerfed. It no longer scales with power and whatever else crazy things it was doing I believe. For that reasoning actually, Sellsword. Sellsword or bust!
Dancing Shield (Active = 2% Deflect Chance on epic)
- Possess a debuff called ‘Shield Slam’ that when it connects on a target, it reduces its defenses by 20%, hence a 20% increase in dmg on that target.
- The debuff stays up basically 95% of the time (Others claim it’s 100%, others say it never stays up. My personal experience is it stays up most of the time, in dungeons other than FBI, at least)
- High Survivability
- Single target debuff, making it excellent on the boss fights
- It can mess up a tank’s aggro (At least those who don’t know how to manage aggro)
- As the debuff is single target, it won’t be great on mobs (Not something to cry over however)
- Dancing Shields don’t stack with one another therefore if there’s two in the party, one is not going to work.
- It has random times where it stands around, doing nothing, just like the sellsword. (To fix this, just move a bit, so it can follow you, thus making it active again)
- It’s slow keeping up the whole protector’s camaraderie/friendship combo.
- The active is garbage
Overall: I used it & despite that it has a 20% debuff, I won’t be switching to it. I’ve seen alot of tanks using this and as mentioned, it’s not going to stack if there’s two or more shields in the party. This companion in my view, should be used by tanks while the rest of possible debuffers like DC’s, MoF CW’s for instance, may be better off using the sellswords because at least the shield and sellsword can work in harmony & as well, sellswords stack.
I currently don’t possess a Harper Bard so no way to test for me, so I can’t truly say off of personal use if it’s valid or not (I only have words from friends that it’s a great choice but I would rather test it myself). If you have any companions you believe are valid to try that have a noteworthy buff/debuff, feel free to comment/contact me in-game so I myself can actually see if I can obtain that companion & test myself. This next list here are just companions to have along with your main that have decent enough active bonuses :-
Erinyes of Belial – Critical Severity. Won’t hurt to have this. 5% on rare, 10% on epic.
Dancing Blade – Critical Severity. 3% on rare, 5% on epic
Lillend – Upon using a daily power, heals your allies for 2% of their max hp once every 30 seconds.
Owlbear Cub – On encounter use, if you fail to critically hit, do an additional hit for damage equal to 50% of your power.
Deva Champion – 4% Incoming Heal Bonus & 4% Outgoing Heal Bonus on epic.
Young Yeti – 10% chance for you or your companion becoming bloodthirsty, increasing damage dealt by 10% (Epic)
Laughing Skull – On the start of combat, 500 power and 500 recovery for 25 seconds.
Cambion Magus – Critical Severity – 5% on rare, 10% on epic.
Polar Bear Cub – 5% outgoing heal bonus
Sprite – 2% Action Point Gain
Book Imp – 2% Recharge Speed
I changed my mind about for those who can’t afford the bondings to choose augments. For those who don’t have bondings, you really should try to save up and get some as bondings are the absolute top of the game at this time. Augments in my view, are obsolete. So stressing on the importance here to GET BONDINGS AND PET THAT CAN PROC IT.
The following is an up to date picture of companions I currently use:- (Sellsword, Deva Champion, Polar Bear Cub, Erinyes of Belial & Dancing Blade) The reasoning I use this combo with the sellsword because due to fact that I have some sort of crit chance along with these healing companions, I can actually heal pretty efficiently especially when I actually crit as thanks to the crit severity options, I heal even more (critical heals with crit severity make your heals even stronger, when you crit of course)
Really varies, the typical choice is usually loyal avenger gear. You can also go with loyal commander gear (Power, recovery stats), adorable bites gear (Ring/talisman gives power & crit, double offense slots) or Adorable licks gear (Neck/icon/girdle gives power & recovery, usual offense, defense slots). Whatever floats your boat, go with whatever you feel like you need/can afford. For the actual enchantments in the companion gear, for your offense, I usually say to go with what you like here, but due to changes, you gotta stack up on recovery for sure for your offense to make full use of the Hallowed Ground and Anointed Army spam combo. & for the defense slots, you should invest in either azures for defense or darks for lifesteal since our self heals are weak. For both of these, you want to at least have rank 9’s +. What I’m currently using is two loyal avenger with one loyal commander with Azure’s for defense in those gear and silveries for offense.
As we all know now, they added a mount system to the game which is pretty cool and useful. There’s a lot of valid options for us righteous DC’s in this department and I’ll be listing the ones that I found useful:
Artificer’s Persuasion – This basically when you activate your artifact, your recovery, movement, action point gain, and stamina gain are increased by 10% of your Power for 15 seconds. This along with the following right underneath is very excellent in my view for any build really.
Artificer’s Influence – This is the ‘poor man’s’ artificer’s persuasion but it’s still valid to use. You can actually use artificer persuasion & artificer’s influence together when you use activate your artifact so it’s 10% + 5% if you have them at least once each. This helps along with persuasion to give you high recovery numbers (I usually have with everything buffed, 49-53k recovery thanks to these for those 15 secs)
Gladiator’s Guile – This one is golden, it’s so useful to have on whatever class really. When your stamina is above 75%, you move 15% faster. When your stamina is below 25%, gain 15% of your power as stamina gain. Enough said, get this.
Protector’s Camaraderie – Whenever your summoned companion attacks, you gain 3% of your power and defense for 10 seconds. This effect can stack up to 4 times. So 12% of your power and defense, not bad at all, very good option to have. (Protector’s Friendship is the cheap option, it’s 1% instead of 3% so overall, it’s 4% of your power & defense & as well to note, these abilities don’t count into power sharing.)
Barbarian’s Revelry – Whenever you perform a critical strike, you are healed for 1.5% of your maximum Hit Points. It’s alright, gives you a little bit of self healing in case you get a couple of minor to medium surprise hits from mobs.
Oppressor’s Reprieve – Whenever you are stunned, knocked, or immobilized, you are healed for 4% of your max HP over 4 seconds. Another option if you feel you need some self heals.
Champion’s Return – Whenever you are reduced to 50% Hit Points, you instantly recover 20% of your stamina and are healed for 20% of your max HP over 10 seconds. This effect can only occur once every 60 seconds. This can be a savior in an ‘Oh crap!!’ situation.
Cavalry’s Warning – Whenever you activate a mount combat power, you gain an increase of 10% to your power, recovery, armor penetration, critical strike, defense, deflection, regeneration, and life steal. Mount powers are only on legendary mounts so basically, if you got one, it will be a decent option.
Shepard’s Devotion – Shepard’s Devotion finally works as intended. It finally gives what the tooltip says which is ‘Whenever you use a daily power, your teammates’ defense, deflection, and movement are increased by 5% of your power for 15 seconds.’ It’s still valid to use despite the change of it to work properly.
Slayer’s Redemption – Whenever you kill a target, you are healed for 10% of your maximum Hit Points over 5 seconds. One of the abilities added for Mod 10. Not bad really, can be pretty useful to have if you can’t get the other things on this list.
Assassin’s Covenant – You lose 10% of your Defense, Deflection, and Life Steal, and gain the combination of lost stats as Power. Again, another one that was added for Mod 10. It’s a valid, great choice & I def recommend this strongly as it’s a free way to build easy base power to overall, share with your comrades. This mount ability is basically a 100% must have for anyone who’s trying to get more and more power to share.
Berserker’s Rage – While you have full Action Points, you gain 10% of your Armor Penetration as Power. I saw this one and was instantly torn. It might be an alright choice but I won’t press that much for this ability because as a DC when you have full AP, the second that happens, you’re gonna pop off a daily so I can’t see this being super, super useful.
The following is a picture of what I currently have set up in my stable (Currently updated as of 1/02/2017):
To strongly recommend – As you all can see, this is the current 5 mount powers I use. I labelled of course other mount abilities one can use but I’ll strongly recommend for anyone if you’re following this build or any build for that matter, to have at least Assassin’s Covenant, Artificer’s Persuasion and Artificer’s Influence, at least. These three abilities are pretty much key for this particular build or in general, it’s great for anything.
Equip Power I currently use – Using a daily power grants 25% of your total action points over 10 seconds. This is via the Flail Snail mount. Basically, if you can’t afford this, other alternatives will be either mounts that provide power as a stat or recovery as a stat (Depending on what you lack of course. The Gorgon/Embellished Apparatus mounts are viable since they grant 15% of your total ap over 10 seconds). Check this link out via neverwinter gamepedia to see the mounts that provide power or recovery.
For more information on other bonuses and the mounts needed to achieve these bonuses, you can check it out at this helpful link most already know of (Credit to the creators of this chart, I do not own it).
If you are wondering what types of insignia to use, you want either power ones or recovery ones (The names are Dominance for power, Mastery for recovery). You want to at least basically have the blue versions (100 power/recovery) or the epic versions (200 power/recovery). Thanks firstname.lastname@example.org for this reminder.
My current stat line (with no companion & bondings active) goes like this:
That will be it for me! Hope you enjoyed reading this build & my thoughts along the way. As mentioned at the start of my guide, I’m open for constructive feedback. It will be greatly appreciated. I just want to shout out a few people. My guild The Holy Crusaders for being great, my fellow officers in the guild for encouraging me to do this, my guild leader and one of my best friends Lia Knowles @rinat114 for helping me out as well on how to lay this out, format it and giving me the encouragement as well to do this in the first place. You can also check out her guide HERE if you’re looking to have a GWF& I’ll like to thank one of my guild mates specifically, @bonnine for actually helping me to lean towards the direction of AC righteous in the first place and giving me her thoughts as well throughout the way. I want to thank those who since the guide came out, helped me along the way in some manner with key info for parts of my guide whether they directly told me, had the info available throughout multiple outlets like spreadsheets or outright had it in the arc forums. @rapo973, @putzboy78, @thefabricant, @lerapiso818, @michela123, @silverkelt & so many others (word limit). The Cleric Community has been absolutely great.
If there’s any questions you need answered, you can contact me in-game (Czar Jarek@jeffslider) or ask them in the comments and I’ll do my best to answer as quickly as I can.