Devoted Cleric Full Heal Module 5
Devoted Cleric Full Heal
Hello all of you, I’m someone who enjoys playing my Devoted Cleric (DC) a lot. Now, after the update of Tiamath, many things changed for the DC, and since there was no other Guide following the recent changes, I decided to write this one. This will be a DC Guide to healing, not damage dealing. This guide will only represent what works well for me, so all of you are allowed to throw in your opinion or immprovements.
Sadly, I can’t include pictures right now. I don’t know if this will be possible only after someone counterchecks this, or if you have to do something else. This is my first time ever writing here, so maybe i’ll learn about it soon. As it is, I can’t upload the pictures, so i’m really sorry, but there will only be text here, until I know how to include them. I would be very thankful if you guys can tell me how to unlogg the media-uploads in a comment or with a short message.
Now, here goes:
Choosing your Race
I think you should just choose whatever race you like best, because the advantages of taking a “good race” aren’t that great. It’s better if you enjoy what you’re playing. For all those who still want to know what’s best, you might want to take a look at these:
- Dragonborn: +2 for any 2 attributes, +3% power and critical strike and a bonus +5% of incoming healing make this the best choice, but beware – it costs at last 2500 ZEN to unlock this race
Second best would be Half-Elves and Humans
Rolling your Ability Score:
You will want your highest score to be wisdom with 20 points (including the bonus), then charisma and strength with 13. Those are the three that matter. The bonus attribut points will always be added to wisdom and (if you are a Dragonborn) charisma.
Spending your Ability Points
Put all points into wisdom and charisma.
I would show you screenshots of my DC, but since I gained more points than you will have in the beginning, I will use nw-calc to show you what powers to take. This build will show powers only, not feats, because the new ones aren’t included on that side. The powers don’t have the right explenation to them anymore as well, but since they still have the same name, you can copy ithe build anyway.
As for the Paragorn Path, you will want to choose the Divine Oracle.
Now, here’s the link: http://nwcalc.com/dc?b=ohr:1dr85o:209scg,1000000:100000:100000:100000&h=0&p=dvo
Toughness 3/3: More Lifepoints are always good
Greater Fortune 3/3: More healing – need I say more?
Healing action 3/5: More AP means more buffs for ypur party
Weapon Mastery 3/3: Critical Chance counts for healing as well
Repurpose Soul 3/3: You will crit often later on, so this will proc most of the time
Bountiful Fortune 5/5: Love this, Divine Power is awesome
Instead of spending all your last 5 points into Bountiful Fortune, you can put 1 point into Cleanse if you want. Many people do this, but for this build, I don’t need it. If you decided to play a human, you can spend that one extra point on Cleanse, and the other two can be used to fill up Healing Action.
The Paragon Points will be spend in the Virtous Path mostly. The Righteous Path is for a damage build. I choose Virtous over Faithful, because I thought why heal 25% less only to grant a big heal when somebody is dying, when u can just keep their lifepoints up the whole time by healing full? After playing as a Virtous, I can assure you, if somebody is indeed dying because they got hit with something big, they will be healed fully withing a second. Just as fast, as if you took the other path. So why accept a 25% decrease in healing?
Have Faith: Works well with Foresight (Class Power), great buff
Lasting Wishes: More healing :3
Purity: Even more healing 😀
Virtue’s gift: 20% more healing most of the time, great as well
Shield of the Divine: A must have for only 1 point
Desperate Restoration: Great for mobs that hit big, works well with Virtue’s Gift
Benefit of Foresight: With this, Foresight grants 11% damage resistance for you and your party (+5% from Have Faith)
What Powers do you use
This will depend on what you are doing. It will depend a bit on your playstile as well. Maybe you don’t like Searing Light or you think Hammer of Fate is stupid. As you gain more experience you will also learn to trust yourself with what powers to take along. This is only a rough overview. I change abilities depending on what classes my groupmembers have or how well they are doing. Sometimes you can take along a little more damage powers, sometimes the team needs all the heal it can get from you. Be flexible, try a lot and do many dungeons. You don’t have to be perfect from the start, as time passes you will get better and better. Anyway, here are some examples:
– Encounters: Chains of Blazing Light + Daunting Light + Healing Word (if you’re dying a lot) or Searing Light / Divine Glow
– At-Wills: Astral Seal (always!) and Sacred Flame or Brand of the Sun
– Encounters: Bastion of Health + Healing Word + Divine Glow
– Daylies: Hallowed Ground + Hammer of Fate – HG should be the Daily that you use, HoF ist just there because of the second spot for a Daily power
– Class features: Healer’s Lore + Foresight
Doing your Dailies (farming): Take the same powers you took for reaching lvl 60
With this, I’m already at the End for this Guide. As I said in the beginning, this was only to introduce a new Build for the latest update. If you need information on your euqipment (sets, rings, artifacts, etc.), your companions or your stat Ratings (how much Armor Penetration should I have? and so on), Boons or PVP, there are already a lot of good guides out there which will tell you everything you need to know.
If people will still ask me to explain those things further and make this a complete Guide with everything that you have to know, I might consider doing so.