[Mod 12b] Silver’s Devoted Cleric Guide (AC / DO)

by Silver on November 18, 2017
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[Mod 12b] Silver’s Devoted Cleric Guide (AC / DO)

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Introduction

Hello and welcome! In this guide, I'm going to explain my preferred PvE builds for both Anointed Champion and Divine Oracle clerics. It includes powers, feats, stats, gear, boons, companions - pretty much everything you'll need to do well in a group setting. I include tips for soloing, but this guide is centered around group content, which is the majority of what you'll be running eventually!

Now, if you're here, you're one of three kinds of people - you're either new to playing a cleric, new to the game, or looking for a different way to play your pre-existing cleric. I'll do my best to explain everything so that even someone new to the game can understand. If you are new to clerics, I recommend reading the Mechanics tab before delving in to the powers and feats. If there's any confusion (or incorrect information), feel free to leave a comment! Alternatively, you can contact me in game by sending a mail or message to @silverrrrrrr.

So, first thing's first - Anointed Champion (AC) or Divine Oracle (DO)? AC clerics are usually healers, though they can also be a mixture of both. DO clerics are generally full buffers or dps spec'd, with less healing. Both are sought after, and since you have two loadouts, you can have one of each! Both paragon paths have powerful skills to enhance your team's performance while protecting them from the evil demons.

Please note - my build is not yet completed, as you can tell from the following screenshots. My stats and gear aren't 100% where I want them, but I'm in a good enough spot that I know exactly where I want to take my DC, and that's what this guide will be based on!

Previews

Gear

Stats (note - these are my stats with bondings only, no party buffs)

Mechanics - An Overview of Clerics

First thing's first, what is a devoted cleric?

A devoted cleric is a support class. They can protect allies from harm, heal their wounds, and enhance their overall damage and defenses versus enemies. Clerics are in high demand - any average dungeon run requires at least one of them, so you won't have an issue finding groups. Towards endgame, some people like to go with two clerics, one buffing and one healing. These clerics have to coordinate their powers, so communication is a big deal.

Cleric is a really powerful class. It can do pretty much anything you want it to, if built correctly. They can do decent DPS, but this guide doesn't cover that.

So, how does a cleric work?

There are two main components that you need to understand in order to be a successful cleric.

Divinity

Once you reach level 10, you'll notice a translucent bar in the middle-left of the screen. This is your divinity charge meter. Pressing tab puts you in Divinity Mode, which gives your powers special effects. Every power does something different, so read up on them! Generally, powers used in Divinity Mode cast more quickly, but can have lessened/changed effects. Each time you use a power in Divine mode, you will gain one stack of Empowered (max of 3 stacks). These will show as blue orbs around your character. Using at-will powers will refill your divinity meter. Entering divine mode also completely changes your at-wills, but you likely won't use these changed versions at all.

Two stacks of Empowered - this means I have used a power in Divine mode (tab) two times.

Empowerment

Empowerment is the next step after Divinity. Once you have at least 1 stack of Empowered, you can use an encounter to gain even more bonus effects! Empowered powers are very strong versions of the normal encounter powers, and they usually give a large bonus to healing, damage, or buff. The next encounter you use in normal mode after acquiring at least 1 stack of Empowered will be considered "empowered". The bonuses Empowered encounters give scale based on the number of stacks of Empowered you currently have (1-3). So, having more stacks is better. It's always a good idea to fully empower an encounter if you want to use it in empowered mode.

Did I say "empowered" enough in that paragraph?

An example of the different effects of a power in normal, divine, and empowered modes.

If you were previously a DPS or tank class, adjusting to a cleric can be a bit challenging at first. But, I fell into it easily once I learned about channel divinity and empowering encounters. After that, it was just the challenge of going from melee -> ranged.

Race

For your race, your top three choices are going to be Human, Sun Elf, or Dragonborn (the all around best race). In the end, though, your race isn't going to matter too much.

Human

3% higher defense: keep yourself alive longer so that you can keep other people alive.
+2 to any ability score: sweet, toss those into Wisdom!
3 bonus feat points: Always a bonus, those extra feat points can make a big difference.

Sun Elf (My choice)

+2 INT & +2 CHA/DEX: The bonus Intelligence will recharge your powers faster, always a plus. Toss the second 2 points into Charisma for even more recharge speed and Action Point gain!
2% higher Action Point gain: Yes please! The faster you can use your dailies, the more you can protect and buff your allies.
+10% CC resist: This means you are 10% more resistant to crowd control effects (slow/stun/immobilize/daze etc).  You'll be able to break free from these effects faster to help your friends!

Dragonborn

+2 to any 2 ability scores: Wisdom and Charisma! Being able to choose both bonuses is great.
+3% Power and Critical Strike: Power is everything, and Crit helps too. Gotta get those critical heals!
+5% Incoming Healing: This one's just alright, the heals you cast on yourself will be 5% more effective. You'll be throwing out lots of heals already, so this won't make a noticeable difference.

Ability Scores

As a cleric, your primary ability score is Wisdom - this increases your healing and damage. So, naturally, you'll want as much Wisdom as you can get. Your secondary ability scores are Charisma and Strength. You're going to want to reroll your scores until you get the highest Wisdom possible (should be around 20).

For both Anointed Champion and Divine Oracle, you'll want to put all of your points into Wisdom and Charisma. Charisma increases your recharge speed and action point gain. You may end up with slightly different numbers than me, depending on your race and how high you roll them during character creation.

Anointed Champion Feats

I actually have two variations of AC feats, on two separate loadouts. There's really only one key difference between the two - one has more healing, and the other sacrifices a little bit of healing for powersharing. It's up to you which one you choose; I use both depending on the situation.

Regular AC

Heroic Feats

  • Healing Action - 5/5 - Gain 1/2/3/4/5% more Action Points whenever you use a healing ability.
    • (Awesome, more action points!)
  • Greater Fortune - 3/3 - Your Wisdom now grants 1/2/3% more healing.
    • (This is why Wisdom is important! This feat becomes even more important later.)
  • Toughness - 3/3 - Increases your maximum hit points by 3/6/9%.
    • (This feat is good for any class, really - more hit points = you die less!)
  • Domain Synergy - 5/5 - Gain 1/2/3/4/5% more Recovery.
    • (More recovery means you can use your powers more often!)
  • Cleanse - 3/3 -  When you heal an ally, you have a 10/20/30% chance to remove a Damage Over Time effect from them. Cooldown: 8 seconds.
    • (This feat is really great, damage over time can be deadly in the later content)
  • Bountiful Fortune - 1/5 - Gain 3/6/9/12/15% more divine power.
    •  (The last lonely point - you'll be able to use your powers in divine mode quicker!)

Paragon Feats

  • Virtuous
    • Lasting Wishes - 5/5 - You heal for 2/4/6/8/10% more.
      • (Not much to say here!)
  • Faithful
    • Resounding Beliefs - 5/5 - Your non-Heal Over Time powers heal for 2/4/6/8/10% more.
      • (Most healing spells fall under this category after the capstone feat has been applied.)
    • Desperate Restoration - 5/5 - You heal for 6/12/18/24/30% more if you or the target are below 30% HP.
      • (The "last resort" feat, for when you have to resort to button mashing in a desperate attempt to keep your allies from turning into orc food.)
    • Gift of the Gods - 5/5 - You generate 5/10/15/20/25% more Divine Power.
      • (More divine power to charge your empowered powers faster!)
    • Champlain's Strength - 5/5 - When a foe is within 30' of you, your heals are increased by 2/4/6/8/10%.
      • (More healing bonus!)
    • United By Faith - 5/5 - For each ally within 30' of you your healing is increased by 1/2/3/4/5%.
      • (Even more healing! Woo!)
    • Agent of the Divine - 1/1 - Your heal spells on allies now heal for 25% less and store the difference on the target as a "Gift of Faith."
      • (The most important feat in this build. This will save your party's butts more times than you can count! [full description not listed])
  • Righteous
    • Furious Intervention - 5/5 - You generate 2/4/6/8/10% more Action Points when dealing damage.
      • (The more action points, the better!)
    • Ancient Warding - 5/5 - When the Anointed Army buff ends, the holder is healed for .6/1.2/1.8/2.4/3% of their max hit points, and gains 1/2/3/4/5% of their total action points.
      • (This is also a very important buff. The faster you can get dailies out, the faster you can heal, block CC, and give away free action points like candy! This is why recovery is important.)

Powershare AC

The only thing different about this one is 8 feat points. Move the 5 Virtuous points down into the Righteous feat "Weapons of Light." Then move 3 Healing Action points over into the Repurpose Soul feat. Now you're sharing 10% of your power with all of your allies, and whenever one of your powers crits, you get even more healing!

Divine Oracle Feats

This is where half of the buffing happens! You can actually buff your allies just by standing nearby, and then your active buffs will be put in place when you use your powers (these can be extremely powerful). The feats are the backbone to the DO!

Heroic Feats

  • Healing Action - 5/5 - Gain 1/2/3/4/5% more Action Points whenever you use a healing ability.
    • (Awesome, more action points!)
  • Toughness - 3/3 - Increases your maximum hit points by 3/6/9%.
    • (This feat is good for any class, really - more hit points = you die less!)
  • Domain Synergy - 5/5 - Gain 1/2/3/4/5% more Recovery.
    • (More recovery means you can use your powers more often!)
  • Weapon Mastery - 3/3 - Increases your Critical Chance by 1/2/3%.
    • (You'll be doing more DPS, so having crit is good!)
  • Bountiful Fortune - 4/5 - Gain 3/6/9/12/15% more divine power.
    •  (The last lonely point - you'll be able to use your powers in divine mode quicker!)

Paragon Feats

  • Faithful
    • Desperate Restoration - 5/5 - You heal for 6/12/18/24/30% more if you or the target are below 30% HP.
      • (The "last resort" feat, for when you have to resort to button mashing in a desperate attempt to keep your allies from turning into orc food.)
    • Divine Intervention - 5/5 - Your healing spells have a 5/10/15/20/25% chance to grant the target 150% of your weapon damage as Temporary Hit Points.
      • (The more fake hit points you have, the less getting hit dips into your real health!)
    • Gift of the Gods - 2/5 - You generate 5/10/15/20/25% more Divine Power.
      • (More divine power to charge your empowered powers faster!)
  • Righteous
    • Astral Fury - 3/5 - You deal 2/4/6/8/10% more damage.
      • (Who doesn't want more damage?)
    • Furious Intervention - 5/5 - You generate 2/4/6/8/10% more Action Points when dealing damage.
      • (The more action points, the better!)
    • Power of the Sun - 5/5 - Brand of the Sun reduces the target's damage output and their chance to crit by 1/2/3/4/5%.
      • (One of the most important feats in this build. Grants a strong debuff to protect your allies)
    • Weapons of Light - 5/5 - Allies within 30' have their Power increased by 2/4/6/8/10% of your Power.
      • (Second most important feat here - powershare! This number can get to be quite large, once you factor in bondings and other buffs!)
    • Bear Your Sins - 5/5 - Foes who are under the effect of one of your damage over time effects take 2/4/6/8/10% more damage from all sources.
      • (This feat becomes very important once you unlock the power Break the Spirit - this makes that power an even stronger debuff!)
    • Condemning Gaze - 5/5 - Your damaging encounter powers apply a stack of Condemned to affected targets for 30 seconds. If a foe reaches 5 stacks of Condemned they take 3/6/9/12/15% more damage from all sources for 15 seconds and will not gain new stacks of Condemned until this effect expires.
      • (Tied for the second most important feat - this is a strong debuff that is mostly used on tougher enemies, like bosses. You can apply the 5 stacks pretty quickly!)
    • Avatar of the Divine - 1/1 - When you enter combat you gain Avatar. Avatar increases your damage by 40% and increases your cooldown speed by 40% for 25 seconds. Cooldown: 60 seconds
      • (Ah, the capstone feat! 40% more damage and recharge speed, wow!)

Anointed Champion Powers

As an AC cleric, you won't always be able to follow a strict power rotation, and some groups can require different amounts of healing. What I do is go full healing first, and then judge how survivable the group is - if I think they're fine (or if I'm specifically asked to) I'll swap out a healing power for a buff one.

You'll also run into a lot of "emergency" situations where a strict rotation won't be possible - people are dying, the mobs are hitting you, you're trying to revive an ally, ahh!! It can be a bit stressful. It's times like those when you just shoot out as many healing/protective spells as you can, as fast as you can, and hope nobody dies.

At-Will Powers

As an AC, my at-will powers are the only ones that never change.

Sacred Flame - Roast your enemies in the flames of perdition! I use this power when I'm in-between encounters, or for trying to charge up action points or divine power. Its third hit grants allies a small amount of fake hit points (Temporary Hit Points), and this stacks. So, if they don't get hit, the amount of fakeness grows! Sacred Flame does a decent amount of DPS as well (though you won't be seeing too much DPS as an AC).

Astral Seal - This is a very important and useful healing spell. It marks your target, and whenever an ally hits that target, they get healed. I like to call it "enhanced lifesteal." I always use this power to charge up my divine power. 3 hits after empowering a spell, and you're back to full divinity again!

If you're soloing, Astral Seal can save your butt, too. Instead of running away, you can just stab the mobs harder to survive! It makes so much sense!

Encounter Powers

My encounter powers change depending on the situation, but here are the ones I use the most.

Bastion of Health - If powers were items from a first aid kit, Bastion of Health would be that super extra-large bandaid that you were always jealous of as a kid, but also hoped you never had to use, at the same time. Bastion is capable of producing insane healing. Its only downfall is it only heals within a smallish area, but you can choose where to direct the spell. If your allies are mexican jumping beans, it can make healing them with this spell a challenge.
tl;dr - Bastion is the strongest heal in your arsenal. It's often the difference between life and death!

Divine Glow - One of my personal favorites, both for its healing/damage/buff combo, visual effect, and for annoying people while off-duty! This is a great power to use, whether you are AC or DO. Using Divine Glow (DG) in divine mode buffs your allies' damage by 5%, decreases foes' damage by 5%, heals allies, and does a mediocre amount of damage at the same time. It's like a swiss army knife, so many functions! Using the power normally decreases foes' damage resistance by 10%, and increases allies' damage resistance by 10%. Oh, and it also heals, does damage, and grants a heal over time! Whew! This power does so much stuff.
tl;dr - Always use this power. a-l-w-a-y-s

Astral Shield - Astral Shield has been changed a lot recently, but it's still an okay power to use in normal or divine mode. I usually replace it with one of the following 2 powers if the group can reasonably survive. This power is especially useful in bosses such as Orcus (Castle Never) and WIthers (Tomb of the Nine Gods). At rank 4, AS increases allies' damage resistance by 40%! That's higher than my last test score!

Forgemaster's Flame - If there are two clerics in the party, I usually stick with this one over Break the Spirit. Having both of these powers empowered together is a huge damage buff for the party. If you're using this and the group isn't dying, always empower it. You'll grant your party members 15% more damage!

Break the Spirit - I usually leave this power for the DO in the group (unless there isn't one). Why? As a DO, I have the "Bear Your Sins" feat that increases the damage the target takes by 10%. Not all DOs will have this, and some will request one or the other. If you are using this, though, empower it! You'll grant your party members 30% more damage. This power has a really cool visual effect, too.

Exaltation - While this is a really nice buff, it can be tricky because it's targeted. It applies to the person you're targeting, and during fights when everyone's running around, it can be hard to get it on the right person. I very rarely use it for that reason, though I do know clerics who use it - it's up to you!

Note: If you're soloing, try using Chains of Blazing Light, Divine Glow, and Daunting/Searing Light! This will give you more dps, so you don't have to stand there for 3 hours and attempt to heal a batiri to death.

Daily Powers

For dailies, in most groups you'll want to churn out as many Anointed Armies as you are capable of producing. In the event that you aren't spawning armies out of your butthole, Hallowed Ground is a nice buff.

Anointed Army - These glowing orbs of protection will shield your allies 4 times, up to 20% of their maximum health. And if you have the Ancient Warding feat, everyone will gain 5% of their total action points when AA ends! Action points for everyone! This power is great to use if you're waiting on encounters to cooldown, trying to prevent everyone from dying all at once, or really... it's great to use all the time. There isn't a single place where AA wouldn't be useful. Unless, of course, you're trying to die..

Hallowed Ground - A solid alternative daily, HG buffs your allies damage and defenses by 20% each at tier 4, and also makes a pretty gold circle on the floor. You also look really awesome and important while casting this spell. HG does have an ICD (internal cooldown), meaning that even if you regenerate all of your action points, you can only use it once every 20 seconds. This is still plenty of time for you to keep 100% uptime if you're running Hastening Light!

Divine Armor - Divine Armor gives everyone a lot of temporary hit points (80% at tier 4). While this sounds good, it can be depleted a lot faster than Anointed Army, and doesn't provide any buffs like Hallowed Ground does. I only use this one occasionally, in situations where there are a lot of small hits that would eat up the AA orbs, or when I'm messing around (cough trying to tank).

Class Features

Generally, my class features stay the same, but there are occasions when I switch one out.

Holy Fervor - Lots and lots of action points! I keep this class feature on all the time, regardless of the situation. More action points = more protection = less dying = even more action points!

Hastening Light - Reduces all allies' cooldowns every time you use a daily power, which means more damage and more buffs. Do you see why action points and recovery are important yet?

Light of Divinity - Disperses a small area heal every 3 seconds - useful as a supplemental heal, though not necessary.

Anointed Armor - This is often overlooked, but Anointed Armor is a strong defense buff for yourself. +16 Armor Class and +8% deflect chance. I really only use this when I'm messing around, but it can be really useful in a pinch. If you can't stay alive, then you can't keep everyone else alive! This feature is also useful for soloing.

Divine Oracle Powers

As a DO, you're either gonna be empowering your allies as much as possible, or churning out as much DPS as you can. Usually, Divine Oracles don't heal as much, although their supplemental healing (if present) can outperform a mediocre full-healing AC cleric.

At-Will Powers

Sacred Flame - Roast your enemies in the flames of perdition! I use this power when I'm in-between encounters, or for trying to charge up action points or divine power. Its third hit grants allies a small amount of fake hit points (Temporary Hit Points), and this stacks. So, if they don't get hit, the amount of fakeness grows! Sacred Flame does a decent amount of DPS as well.

Brand of the Sun - A strong debuff, reduces your target's damage and critical chance when paired with the Power of the Sun feat. It's not that great by itself, just a damage over time. I use this power to charge up my divinity. If you time it right, you can mitigate the damage of a boss's first hit while keeping aggro off of yourself. This can help your tank get adjusted more easily.

Astral Seal - I don't use Astral Seal often on my DO, normally only when I'm soloing or there isn't sufficient healing in the party. It marks your target, and whenever an ally hits that target, they get healed. I like to call it "enhanced lifesteal."

Encounter Powers

Forgemaster's Flame - I usually stick with Break the Spirit in place of this as a DO (unless specifically requested by the party) because of the Bear Your Sins feat. Having both of these powers empowered together is a huge damage buff for the party. If you're using this and the group isn't dying, always empower it. You'll grant your party members 15% more damage!

Break the Spirit - If I'm buffing, I'm using this power unless requested not to. Why? As a DO, I have the "Bear Your Sins" feat that increases the damage the target takes by 10%. Empowering this will grant your party members 30% more damage. Always empower this! This power has a really cool visual effect, too.

Divine Glow - One of my personal favorites, both for its healing/damage/buff combo, visual effect, and for annoying people while off-duty! This is a great power to use, whether you are AC or DO. Using Divine Glow (DG) in divine mode buffs your allies' damage by 5%, decreases foes' damage by 5%, heals allies, and does a mediocre amount of damage at the same time. It's like a swiss army knife, so many functions! Using the power normally decreases foes' damage resistance by 10%, and increases allies' damage resistance by 10%. Oh, and it also heals, does damage, and grants a heal over time! Whew! This power does so much stuff.
tl;dr - Always use this power. a-l-w-a-y-s

Prophecy of Doom - Useful in bosses, this power is a very nice debuff. It lowers your target's damage resistance by 10% normally, and up to 20% when empowered (though you usually won't be empowering this). It does have a longer cast time than most DC powers, comparable to Bastion of Health. So you have to be careful that you aren't standing in a red zone when you cast it!

Chains of Blazing Light - I use this for "trash mobs" and/or in place of Prophecy of Doom when not in a boss room. It can do a lot of DPS quickly in divinity mode, and empowering this means instant death for a lot of mobs. This power is great for soloing.

Note: For soloing, also try Daunting/Searing Light and Divine Glow.

Daily Powers

Hallowed Ground - This will be your main daily when you're buffing. HG buffs your allies damage and defenses by 20% each at tier 4, and also makes a pretty gold circle on the floor. You also look really awesome and important while casting this spell. HG does have an ICD (internal cooldown), meaning that even if you regenerate all of your action points, you can only use it once every 20 seconds. This is still plenty of time for you to keep 100% uptime if you (or another dc) are running Hastening Light!

Hammer of Fate - This power is great for soloing. It can do some solid dps to a single target. If you kill the target with this power, you gain lots of action points back! You are resistant to crowd control effects and damage when casting, too! Oh, and you also look super awesome. (The best part)

Flame Strike - A good situational alternative to either of the above daily powers. Flame Strike is an AoE, meaning it focuses on many targets at once. This power can do decent DPS too. It picks up an enemy in the center of the circle, and smashes it back into the ground! It's hard to use this power on enemies that run around a lot, so try snatching them with Chains first.

Note: Any of the above are good for soloing, though you'll likely use Hammer and Flame Strike more.

Class Features

Holy Fervor - Lots and lots of action points! I keep this class feature on all the time, regardless of the situation. More action points = more protection = less dying = even more action points!

Terrifying Insight - A really good party damage buff (20% at tier 4). You're just buffy the vampire slayer by now, eh? This is good while solo, too.

Cleric Stats

The stats you're going to want to prioritize as a cleric are Power, Recovery, Defense, and Critical Strike (in that order).

Power - The backbone of being a cleric. The strength of your healing, buffing, and damage all comes from this stat. You'll want as much of it as possible, since there is no cap.

Recovery - Clerics shoot out powers constantly! There isn't much time to sit around waiting for your powers to recharge when your allies are dying. A solid recovery number to shoot for is 18,000 - this will give you about +100% Recharge Speed Bonus and +100% Action Point Gain. Anything higher than that is basically wasted stats than can be put into other categories, like Power or Crit.

Defense - Some people prioritize crit over defense. But, since a cleric isn't really a DPS class, I think it's more important to focus on survivability. If you can't stay alive, how are you going to keep your teammates alive? A lot of your encounter powers will boost your defenses, so it isn't terribly important to have a high damage resistance, but it certainly helps! (Note that there is a cap of 80% DR - you likely won't reach this number just from defense, but you will using buffs such as Astral Shield and Divine Glow)

Critical Strike - You're going to want a critical chance as close to 100% as possible. My build doesn't have that yet, but that's what I'm going to be working on next. Dealing more critical hits procs the Repurpose Soul feat, which grants more healing. It also means stronger heals and damage in general.

Movement - You'll get a decent amount of movement just by equipping gear and using one insignia bonus, so you won't have to focus on this stat at all. It isn't important to have a high movement, but it helps you get around quicker, which can save both yourself and your party members. I only mention it because it's really useful to run fast.

Gear

Ah, the real fun part. Before level 70, it really doesn't matter what gear you wear. Pick up and equip whatever gear you find.

After level 70, you have a few options. If you already have an alt around 11k-12k+ item level, do some hunts and equip your new DC with gear from them (Bonespurs, Royalsilk Mosquetaires, Martyr's Plackart, Hunter's Keffiyeh are all good options). If you don't have an alt at Chult level, you'll most likely have Elemental Evil gear equipped when you reach level 70. You'll want to replace this as soon as possible.

Shirt/Pants

You can buy the Drowcraft shirt and pants on the auction house for very cheap. These will last you until you can either do Merchant Prince's Folly skirmish for the chultan shirt & pants, or buy the prelate's gemmed exquisite elemental set (this set is very expensive, and chultan set is arguably better - prelate's has better stats, but the chultan shirt equip bonus is awesome).

Waist/Neck

When I first reached 70, I used the Tiamat Sash and Amulet of Tiamat's Demise, along with the Tiamat Orb artifact (next section). The Neck and Waist are cheap on the auction house, and they lasted me quite awhile. This bonus gives +5% incoming and outgoing healing. While nice, this bonus doesn't really make that much of a difference, especially if you count all the other healing bonuses you'll be getting. So, I decided to break out of the artifact set, and go for more Wisdom instead.

I currently still use the Amulet of Tiamat's Demise, because it gives stats that are useful to me (power/defense/recovery). For my waist, I use the Greater Belt of Wisdom. Since I have the Greater Fortune feat, the extra 2 Wisdom points give me +6% healing, versus the 5% of the tiamat set.

If you or someone you know has Masterwork professions, the Sphene Amulet and Sphene Sash are also good alternatives. They are expensive to buy if you can't craft them. The bonus for them gives 500 recovery and 1000 movement for 5 seconds, and this can stack up to 3 times. If you're low on recovery, this is a good choice. This set also frees up an artifact slot for whatever you want.

Rings

There are lots of good options here. When you first reach level 70, I would suggest buying +2 goblin slayer rings off the auction house. This gives power and recovery, and also two enchantment slots each. They are relatively cheap. If you can't do that, underdark rings or the storm king's thunder rings from the protector seal vendor are the way to go. As a very last resort, drowcraft rings would do, but aim for any of the other rings first.

Once you're able to do Tomb of the Nine Gods, you'll replace pretty much all of your gear, including rings. Go with the Huntsman Restoration Ring or Huntsman Raid Ring, and once you're able to get primal, go for Primal Restoration/Primal Raid. I personally think the Huntsman equip bonus is better than the Primal in some situations. I'll likely keep Huntsman rings on my companion for the bonding stat enhancements, and wear Primal rings on myself. Ring of the Goblin Slayer +4/5 (from the Clawgraze hunt in Chult) is also very good.

Helmet

The actual armor pieces you have equipped don't matter as much as the stats that they have. Vivified Lighttender's Set is still a viable option, even for mod 12b. It's even easier to obtain and restore now that the required reagents have been reduced. However, I prefer the newer gear pieces. I was lucky enough to be a part of a King of Spines hunt early on, and so I received Hunter's Keffiyeh, a very nice head piece for clerics. It gives 2,149 recovery. Once I realized I actually had too much recovery, I switched to the Primal Restoration helmet. Note that these are endgame pieces! Don't worry if you can't acquire them for awhile.

Other good options for helmets are the standard guild Company helmet (early-70 level), which you can get with guild marks. Guise of the Wolf Clan (from the Mysterious Merchant stronghold vendor), Lighttender's Restoration Colf (seal of the protector vendor), and Dragon Loyalist's Visage (rare drop from the Shores of Tuern Skirmish) are all other good options for mid-range level 70 clerics. Look at stats, not necessarily item level.

Chestpiece

Again, Lighttender's Restoration Surcoat is a good and easy option. I first had the Lifesilk Spinneret, which gives a good amount of recovery. You can get it from the Epic Temple of Spiders dungeon. When I started upgrading my gear to mod 12, I went with Martyr's Plackart at first, which comes from the Hedetet hunt in Chult. It gives 1,337 power and 2,006 recovery, a really good boost. Recently I upgraded to the Primal Restoration Eziwa, which has even better stats.

If you aren't able to run hunts or the tier 2 epic dungeons yet, Company gear is always a good option. It isn't the greatest, but it's better than anything you'll have when you first reach level 70.

Arms

Yep, Lighttender's is still good here. So is Company. If you're looking to max recovery, the Royalsilk Mosquetaires are very good (1,290 recovery). They come from the Arachne hunt in Chult (they look very girly, so if you don't like that you'll have to find a transmute). Hullsnapper is okay too, Power and Defense, and might be easier to get than the Mosquetaires.

Of course, you'll eventually want to upgrade to Primal Restoration/Raid gloves.

Feet

Boots seem to be the most lacking in terms of variety before mod 12. You guessed it, Lighttender's boots are still a good option here! They might be your best option until you're able to delve into dinoland.

I used Company boots for quite awhile, before I got Bonespurs from Spli-Ti in Chult. I used those up until I got Primal Raid boots.

Weapons (controversial section alert)

The Teak set is the newest weapon set, and it's relatively cheap to purchase in the auction house. The stats are good. It's what I currently use.

HOWEVER

I do plan on switching over to the Brightsilver Masterwork weapon set as soon as I'm able. It's expensive on the auction house, but it can also be crafted by Masterwork professionists. The equip bonus on the Teak set is just okay, and only lasts 10 seconds after you enter combat. Sometimes, you can be in combat for more than 20 minutes at a time, making the effect useless. The Brightsilver ones is a constant buff to both you and your party (+2% outgoing damage, +2% outgoing healing, -2% incoming damage, stacks up to 5 times). Lighttender's relic set is alright too, though more suited for a DPS cleric. It's also harder to restore and upgrade. Fey weapons from the River District are my second choice. When you use an encounter, you gain 10% of your action points, as well as a +3% damage increase and a +6% outgoing healing bonus for 10 seconds (cooldown: 30 seconds). While this is nice,  I would say that Brightsilver is the best set for clerics, currently, especially buffers. Fey comes in as a close second, especially for full healers. (Brightsilver is my Worth-It! Winner)

Also note that the Burning elemental weapon set has a good set bonus (chance to gain 25% action points back), but the stats aren't as good as the others. If you have a set, it's definitely good to use until you get something better, but isn't the best if you plan on heading into harder content.

Artifacts

There are a lot of good artifacts that you can use as a cleric. Again, the main stats you'll want to focus on are power, recovery, action point gain, and defense.

My primary recommendations/ones that I use:

Sigil of the Devoted - My primary artifact right now. I don't find myself using it as often anymore, since I already have very high action point gain. But it does come in handy in a pinch, and is very useful when you aren't at the 100% recharge/ap gain goal.

Symbol of Fire - Power, Recovery, and Defense. All 3 important stats! This should be on every cleric's wishlist.

Symbol of Air - Power, Recovery, and Movement. The movement isn't as important, but definitely helps.

Sigil of the Hunter - I'll be replacing my Tiamat Orb with this artifact. It's a loss to Action Point gain, but I have more than enough of that already with my recovery stat. This will give me more power, recovery, and stamina gain.

Tiamat's Orb of MajestyThis artifact gives 5 stats opposed to the usual 3. Sounds awesome, but the downside is that the values for each stat aren't as high. A good thing about this artifact is that it offers a lot of action point gain (+600 at mythic). If you're using the tiamat neck and waist pieces, you'll want to reserve a slot for this artifact for the set bonus.

Other decent options:

Vanguard's Banner - Debuffs enemies in the circle, lowering their damage resistance by 8%, and buffs your allies' power and Lifesteal. If you're at the point where you no longer need the DC sigil, using one of the banners as your primary artifact is a good choice.

Champion's Banner - Enemies in the circle take 8% more damage, allies receive a bonus to incoming healing and recovery.

Personally, I would choose the Vanguard banner over the Champion's. Extra power and and lifesteal is always helpful.

Thayan Book of the Dead - This one is more suited for DPS builds, but the extra critical strike and action point gain are good. It's kinda expensive. If you manage to get one of these, you'd probably be better off saving it for a DPS alt of yours.

Eye of Lathander - I recommend this the least out of all the ones in this list. The only thing it has going for it is the ability to resurrect a party member from afar, and that would mean having it as your primary artifact. But if you happen to come across one, and don't have any of the other artifacts, use it, I guess.

Sigil of the Controller - Power, Crit, and control resist. If you don't have the Hunter Sigil and/or you have enough recovery, this is a good one to use in its place.

Sigil of the Oathbound Paladin - Hit points, power, and AoE resist. All useful things, though another sigil artifact would probably be better. Its effect is useful though - creates a small circle that periodically heals anyone standing in it.

Enchantments

Enchantments are a lot easier to upgrade now, since the release of Mod 12b! You no longer need an additional enchant of the same rank in order to upgrade. Woohoo!

Offense Slots

You shouldn't have to worry about putting recovery into your offense slots. You'll gain more than enough recovery from other sources, so stack power here. (I haaaave the powaaaa!) I put Radiants into all of my gear offense slots. Maybe at some point I would switch a few to Brutals for the extra crit, but probably not, since power is more important.

Another option is to use Cruels in your offense slots - this gives both power and recovery, but lesser amounts. Since I already have enough recovery, I don't use these on my gear (my companion has a couple, though). If you want to use a different artifact that has power/crit instead of power/recovery, slotting a couple cruels should make up the difference. It's all about experimentation, really. Choose whatever works for you.

Defense Slots

Since you're a cleric, you don't really need lifesteal, and you'll get plenty of hit points from boons, vip bonus, etc. I have azures in all of my defense slots (except for one, which I'll eventually change). Because of mount insignia bonuses, more defense = more power. If you plan on being DO most of the time, and have less healing ability, you might want to slot a couple darks. I would still recommend azures, though.

Utility Slots

Utility slots are basically the wildcard slot. There are a bunch of useful enchantments you can put here! Dark enchantments gives bonus movement, which is what I have in all of my slots. You can also use Fey Blessing, Quartermaster's, or Dragon Hoard enchants if you want to earn some bonus refinement points instead. Radiants will give you bonus gold, and Azures bonus experience (this isn't useful after level 70).

Weapon Enhancement

I prefer Holy Avenger as my weapon enhancement. With each swing, you have a chance to improve your allies' damage resistance by 20% and heal them for your weapon damage for 15 seconds (Transcendent level) - that's pretty good!

Feytouched is also a good choice, I used that for awhile too. At Transcendent, it takes away 18% of your target's damage, and converts it into 18% more damage for you. Better for DO than AC, but still decent overall.

Frost and Plague Fire are also decent debuff enchantments. Transcendent Frost applies a 30% slow, 25% recharge speed reduction, 11% damage dealt reduction, and 11% damage resistance reduction to the target for 10 seconds, once every 20 seconds. Plague Fire applies a 3.5% damage resistance reduction and a 1.5% damage dealt reduction for 3 seconds, stacking up to 3 times. 3 stacks causes your target to explode and deal poison damage to foes around it, and this effect can only happen once every 20 seconds. While Frost is a larger debuff on and off, plague fire is a smaller, more consistent one.

All of these are good options, though I prefer Holy Avenger.

Armor Enhancement

There are only a couple of good armor enhancements - Soulforged and Negation. You eventually want to aim for a Negation, since it boosts recovery, but soulforged is perfectly fine. You really don't need any higher than a lesser soulforged, ever. I have run all endgame content with just a lesser soulforged (I have upgraded, though).

Soulforged will resurrect you if you enter a near-death state once every 75 seconds (at transcendent), and heal you for a small amount. This has saved my butt so many times.

Negation increases your damage resistance, recovery, and incoming healing each time you are hit, up to 10 stacks. Negation is a good enchantment for pretty much any class. Soulforged can be used on any class too, but Negation has more benefits, especially if you are able to stay alive without much trouble.

Companions

Support companions are something that's really lacking in Neverwinter. There are very few decent ones.

My Active Companions

Lillend - The Lillend is great. I use it as my summoned companion, all the time. It offers a lot of supplemental healing, and has even allowed me to heal more than a full-heal built cleric. It has 3 ring slots and 3 offensive runestone slots, which means it's super easy to gear. Offense slots mean more power from bondings! It isn't very expensive, either.

Note: Angel of Protection and Battlefield Medic are two other available healing companions. I haven't used either of them, so I can't comment on how good or not they are. Maybe I should get out more.

Rust Monster - The Rust Monster is one of the better support companions. It offers a 25% chance to inflict a 3% damage debuff on your attacker every time you're hit. This stacks up to 3 times. This is a passive debuff, meaning you get a free 3-9% damage debuff just by getting slapped in the face repeatedly!

The best part is, it isn't even very expensive!

Velociraptor - One of the newest companions, the Velociraptor (which I aptly named "Velocitractor" because it mows down enemies with its mouth) offers a 1% damage buff for everyone in the party who has a raptor. This stacks up to 5 times. So, if everyone in your party has a Velociraptor, everyone's damage will be buffed by 5%.

Polar Bear Cub - +5% outgoing healing. Good for any healer!

Energon - Sort of the "wildcard" companion slot. I grabbed an energon because I didn't have anything better to put here. 5% bonus HP isn't bad, though. If I were to replace it, I would get something that gives power, or use a con artist/sellsword and replace my Lillend (which I probably won't do). A good option is the Sellsword (+300 power), the new Savage Allosaur companion (+800 HP, +200 power), or a Sprite/Ice Sprite/Flame Sprite (+2% Action Point Gain). I replaced my Sprite with the Energon.

Mounts & Insignia Bonuses

The actual mounts you have don't matter - their bonuses do! Here is my active mount sheet. If I had a +4000 power mount, I would definitely use that in place of +4000 defense. This is a good place to get some bonus recovery, too. Previously I used the +2000 recovery bonus, but swapped it out since I had too much recovery. The 4000 defense equates to about +400 power because of Assassin's Covenant (explained below) which is also nice.

My stable:

Bonuses

Wanderer's Fortune - Get bonus refinement just by killing stuff. Awesome! There is a daily cap, but you will get plenty of free refinement points this way. (Prior to 12b, this dropped refining stones such as Resonance, Thaumaturgic, etc. It now purely drops gemstones.)

Gladiator's Guile - When your Stamina is over 75% full, move 15% faster. When it's below 25%, gain 15% of your power as stamina gain. This is a great movement buff, you won't be the slowpoke of the group anymore! It also helps in fights where you have to dodge a lot.

Protector's Camaraderie - When your companion attacks, gain 3% of your power and defense for 10 seconds. Stacks up to 4 times. Awesome! Up to 12% more power and defense.

Assassin's Covenant - One of the best insignia bonuses in the game. You lose 10% of your defense, deflection, and lifesteal, and gain a combination of the lost stats as power. At first it seems bad, since you're losing so many defensive stats, but think about how much power you're getting. For every 1000 defense, you will get 100 power.

Shapherd's Devotion - When you use a daily power, your teammates' defense, deflection, and movement are increased by 5% of your power for 10 seconds. This is a very strong buff, especially for clerics, who toss out dailies like they're giving out halloween candy. It's possible to keep this up 100% of the time. It's based on buffed power, too, which is even better!

This is just by myself - imagine how high it can get in a party!

Cavalry's Warning - One of the other best insignia bonuses in the game, but only useful if you have a legendary mount. When you use a mount Combat Power, you gain an increase of 10% to your Power, Recovery, Armor Penetration, Critical Strike, Defense, Deflection, Regeneration, and Life Steal. Whew, that's a lot of stats!

I would switch this one with Wanderer's Fortune when the extra stats are really necessary.


Click here for a really awesome overview of all insignia bonuses, and the mounts that have them!


Insignias

Now that you know which bonuses to use, it's time to figure out what insignias you should use! Choose insignias based on what stats you need. For the most part, mine are power, recovery, and defense with a movement and armor penetration one thrown in. The stats from insignias are added directly to your stats. Therefore, they are really just stat enhancers - so choose wisely! Having misproportioned stats can make you perform worse than you were expecting.

Don't worry if you don't have purple, or even blue, insignias at first. Just focus on getting the bonuses, even if the insignias are green! You can upgrade them later.

Anointed Champion Boons

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You can click through the above gallery to see all of my boons, if you aren't interested in reading any explanations.

Guild Stronghold
  • Power (can be swapped for armor penetration when soloing)
  • Defense - yarrr hardy har har. increases hardiness. ha ha.
  • Mount Speed Bonus - become speedy gonzales
Sharandar
  • Dark Fey Hunter - 400 power. Power is always good. Roar.
  • Fey Precision - 400 critical strike. This will help with your lack of crit that you probably have.
  • Elven Haste - +3% action point gain. Yes please!
  • Elven Tranquility - When hit, you have a chance to  heal yourself for up to 20000 hit points. If you heal yourself automatically, you can focus more on healing everyone else!
  • Elvish Fury - When you kill something, gain 135 power for 45 seconds. This can stack up to 30 times. Not that useful as an AC, but more useful than any of the other boons.
Dread Ring
  • Reliquary Keeper's Strength - 250 power and 250 movement. More power and more speedy gonzales!
  • Evoker's Thirst - 400 lifesteal. A lot better than 400 regen, but still not particularly useful for this build.
  • Forbidden Piercing - +3% resistance ignored. This will help with the lack of armor penetration that you most definitely have.
  • Enraged Regrowth - Heal up to 20000 hit points over a few seconds when you're slapped. When it's over, gain 4000 defense. Yay, more defense, and more automatic healing!
  • Burning Guidance - Healing spells can burn enemies around the target for up to 2000 radiant damage. The most useful of the final boons. Free damage!
Icewind Dale
  • Weathering the Storm - 400 AoE resist. Any resistance to any type of damage is good.
  • Refreshing Chill - 400 stamina gain. Woo, more stamina! Dodge more often!
  • Rapid Thaw - 400 recovery. You should have so much recovery by now that you don't even know what to do with it.
  • Cool Resolve - Gain up to 2000 power based on how much stamina you're missing. These feats sorta counteract with the ones that increase stamina regen, but they're still nice.
  • Winter's Bounty - +10% action points when killing a target. What's not to love about more action points? Not that you'll be killing much stuff.
Underdark
  • Primordial Might - 400 power, 1600 hit points. Not much to say here.
  • Primordial Focus - 400 crit, 1600 hit points. Crit! The lonely stat that we never have enough of.
  • Drow Ambush Tactics - +10% combat advantage bonus. Not the most useful, but still works.
  • Dwarven Stamina - +5% stamina gain. Even more stamina!
  • Abyssal Strikes - +10% damage vs. demons. The most useful of the four final boons. Not that any of them are particularly useful.
Tyranny of Dragons
  • Dragon's Claws - 400 power.
  • Dragon's Gaze - 400 crit.
  • Dragonscale Defense - 400 defense.
  • Dragon's Greed - 400 lifesteal.
  • Dragon's Revival/Dragon's Fury/Dragon's Grip - +10% incoming healing/+5% critical severity/+10% control strength. I chose 1 point in each of these here, since they all can be useful. The bonuses decrease with each additional point, as well.
The Maze Engine
  • Abyssal Regeneration - 400 incoming healing bonus.
  • Demonic Resiliance - +5% control resist. Resist the force!
  • Demonic Swiftness - +3% action point gain. So many action points.
  • Engine Inspiration - Heaing spells have a chance to heal allies around you for up to 20000 hit points. This one is very good. It can heal allies outside of your area/targeted heals!
Elemental Evil
  • Wave of Force - 300 power, 2000 hit points. Take this.
  • Heart of Stone - +4% lifesteal severity, 2000 hit points. Way better than regen, but not really useful for a cleric.
  • Blazing Resilience - 400 recovery, 2000 hit points. Oh hey, recovery again.
  • Wall of Wind - Chance to heal up to 24,000 hit points over a few seconds when taking damage. When the effect ends, gain 1000 recovery for 10 seconds. More automatic healing! How aren't clerics gods by now?
Storm King's Thunder
  • Frosty Demeanor - 2% control resistance, 1000 hit points.
  • Hardy Constituion - 400 stamina gain, 2% everfrost resist.
  • Chill Determination - Gain up to 2000 recovery based on how much stamina you're missing.
  • Glacial Strength - 3200 hit points and 2% everfrost resist.
  • Healing Warmth - Your healing spells have a chance to damage up to 5 foes around the target for 6000 damage. Probably the best of the ones available. But hey, free damage is free damage. ACs can't be completely helpless when full-healing.
The Cloaked Ascendancy
  • Aura of Hope - When you kill something, chance to boost AP gain for allies within 25' for 10 seconds. This is nice, when you manage to actually poke an enemy to death, anyway.
  • Healing Heat - 2% incoming healing bonus, 1000 hit points.
  • Soothing Zephyr - 500 recovery, 2000 hit points.
  • Vision of Beyond - When you crit, your stamina regenerates 10% faster for 10 seconds. Eventually, you should be getting critical hits a lot.
Jungles of Chult
  • Tyrant's Terror - 1000 power. (all 3 points here) There isn't any other useful boon out of the 6.
  • Death's Blessing - When a nearby enemy dies, you gain -1% incoming damage and +1% incoming healing for 10 seconds. Stacks up to 5 times. Lots of stuff should be dying in a party setting, and this helps you not die along with them!

Divine Oracle Boons

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Guild Stronghold
  • Power (can be swapped for armor penetration when soloing)
  • Defense - yarrr hardy har har. increases hardiness. ha ha.
  • Mount Speed Bonus - become speedy gonzales
Sharandar
  • Dark Fey Hunter - 400 power. Power is always good. Roar.
  • Fey Precision - 400 critical strike. This will help with your lack of crit that you probably have.
  • Elven Haste - +3% action point gain. Yes please!
  • Elven Tranquility - When hit, you have a chance to  heal yourself for up to 20000 hit points. If you heal yourself automatically, you can focus more on buffing everyone else!
  • Elvish Fury - When you kill something, gain 135 power for 45 seconds. This can stack up to 30 times. This can be very nice as a DO, especially when you're spamming chains on the floor.
Dread Ring
  • Reliquary Keeper's Strength - 250 power and 250 movement. More power and more speedy gonzales!
  • Evoker's Thirst - 400 lifesteal. A lot better than 400 regen, but still not particularly useful for this build.
  • Forbidden Piercing - +3% resistance ignored. This will help with the lack of armor penetration that you most definitely have.
  • Enraged Regrowth - Heal up to 20000 hit points over a few seconds when you're slapped. When it's over, gain 4000 defense. Yay, more defense, and more automatic healing!
  • Burning Guidance - Healing spells can burn enemies around the target for up to 2000 radiant damage. The most useful of the final boons. Free damage!
Icewind Dale
  • Encroaching Tactics - 400 combat advantage bonus.
  • Appreciation of Warmth - 400 incoming healing bonus.
  • Rapid Thaw - 400 recovery. You should have so much recovery by now that you don't even know what to do with it.
  • Cool Resolve - Gain up to 2000 power based on how much stamina you're missing. These feats sorta counteract with the ones that increase stamina regen, but they're still nice.
  • Winter's Bounty - +10% action points when killing a target. What's not to love about more action points? Not that you'll be killing much stuff.
Underdark
  • Primordial Might - 400 power, 1600 hit points. Not much to say here.
  • Primordial Focus - 400 crit, 1600 hit points. Crit! The lonely stat that we never have enough of.
  • Drow Ambush Tactics - +10% combat advantage bonus. Not the most useful, but still works.
  • Dwarven Stamina - +5% stamina gain. Even more stamina!
  • Abyssal Strikes - +10% damage vs. demons. The most useful of the four final boons. Not that any of them are particularly useful.
Tyranny of Dragons
  • Dragon's Claws - 400 power.
  • Dragon's Gaze - 400 crit.
  • Draconic Armorbreaker - 400 armor penetration.
  • Dragon's Greed - 400 lifesteal.
  • Dragon's Revival/Dragon's Fury - +10% incoming healing/+6.5% critical severity.
The Maze Engine
  • Abyssal Syphoning - 5% lifesteal severity.
  • Demonic Resiliance - +5% control resist. Resist the force!
  • Demonic Swiftness - +3% action point gain. So many action points.
  • Engine Inspiration - Heaing spells have a chance to heal allies around you for up to 20000 hit points. This one is very good. It can heal allies outside of your area/targeted heals!
Elemental Evil
  • Wave of Force - 300 power, 2000 hit points. Take this.
  • Heart of Stone - +4% lifesteal severity, 2000 hit points. Way better than regen, but not really useful for a cleric.
  • Blazing Resilience - 400 recovery, 2000 hit points. Oh hey, recovery again.
  • Wall of Wind - Chance to heal up to 24,000 hit points over a few seconds when taking damage. When the effect ends, gain 1000 recovery for 10 seconds. More automatic healing! How aren't clerics gods by now?
Storm King's Thunder
  • Frosty Demeanor - 2% control resistance, 1000 hit points.
  • Hardy Constituion - 400 stamina gain, 2% everfrost resist.
  • Chill Determination - Gain up to 2000 recovery based on how much stamina you're missing.
  • Glacial Strength - 3200 hit points and 2% everfrost resist.
  • Healing Warmth  2/3 - Your healing spells have a chance to damage up to 5 foes around the target for 6000 damage. Probably the best of the ones available.
  • Chill of Winter 1/3 - When attacking, chance to gain a stack of Chill of Winter. At 10 stacks, all stacks are consumed to release a burst, damaging all foes close to you for 10000 damage. More free damage!
The Cloaked Ascendancy
  • Aura of Hope - When you kill something, chance to boost AP gain for allies within 25' for 10 seconds. This is nice, when you manage to actually poke an enemy to death, anyway.
  • Fiery Frenzy - 2% crit severity, 1000 hit points.
  • Soothing Zephyr - 500 recovery, 2000 hit points.
  • Vision of Beyond - When you crit, your stamina regenerates 10% faster for 10 seconds. Eventually, you should be getting critical hits a lot.
Jungles of Chult
  • Tyrant's Terror - 1000 power. (all 3 points here) There isn't any other useful boon out of the 6.
  • Impenetrable Jungle - Chance on being hit to gain a stack. At 10 stacks, the next hit taken will root all nearby enemies for 4 seconds.

Videos

My YouTube Channel - I plan to upload some actual useful videos soon. fingers crossed

DO ToNG Preview

AC ToNG Preview

Build Overview - coming soon!

Messing around in Chult - coming soon!

Soloing Stuff - coming soon!

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  • gunnerdom98
    November 19, 2017 at 3:08 pm

    healing is so pointless in end game, you can have enough healing from just using divine glow, if you run with a pally most go for some healing anyway and a good dps class knows how to keep them self alive. healing is only good for low level groups and weak players.

    • November 19, 2017 at 3:28 pm

      While I partially agree with that, the majority of newer clerics aren’t going to reach that stage for many months, if not years (this all depends on playtime of course). I have done many endgame runs that were successful and relatively brief that required a fair amount of healing. On the flip side I’ve done runs with the most endgame people (17k+) who barely required any healing at all. It depends on group composition as well as the skill and level of those in the group. In those kinds of groups I can go full buff and my lillend/divine glow is just fine. Thanks for your comment!

      • November 20, 2017 at 9:24 pm

        you are also missing out on so many buffs, not using blessing of battle with the feat to start with. you are trying to power share but you do it completely wrong?

        • November 21, 2017 at 4:06 am

          It isn’t a powershare-centered build, my AC is mainly healing. I haven’t experimented much with buffing as an AC cleric, and so that’s something I need to work on. I’ve actually never used blessing of battle, so thank you for the tip! I’ll update the guide soon, most likely.

          • November 21, 2017 at 7:58 am

            you can actually just go DO for your healing loadout and loose less buffs while maintaining the same heals as your AC or go for a virtuous splash righteous AC heal loadout to gain the powershare, while maintaining a healing build. i actually feel like PvE AC is just fine as a righteous splash virtuous full buff DC though as soon as you have r10+ bondings, since you‘ll powershare with your pet and get huge power amounts, which results in great heals without speccing as a heal. DO healing is a bit different but can nevertheless be huge, since you can go high crit + dread enchantment to do a lot of critical healing.

    • Wasting away again in Marijuana ville
      November 26, 2017 at 12:33 am

      lol wait until mod 13, if it’s as bad as I think it is, people are gonna be wishing for lots of KY Jelly. Hint hint hint.

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