Finn’s AA Buff Cleric(AC) MOD10/10.5

Annointed Army Buff Cleric v2.0
by finnNW on November 23, 2016
Item Reviewed

Finn’s AA Buff Cleric(AC) MOD10/10.5

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WARNING*******This build is aimed at Clerics who are up and around 2.5k-3k+ iL. Also, this build can be fully maximized by playing with a core group of friends or guildies who understand the build as well. I will explain more about this further on down the page.******WARNING

At this point, pure healing has now become a thing of the past. This build focuses both on Power(PWR) and Action Point Gain(APG), as you strive for 100% uptime on AA(Annointed Army). From here on out, I will be going into detail about this build and how it can be tweaked to fit your current gear and path. There is no singular way to play this build and the only constants are your most efficient Feats and Powers, along with the few ways of accumulating APG. What makes this build special is the amount of Power it allows you to share between your crew while allowing your team to be immune to pretty much any sort of high Spike DMG, not to mention to fact you give your team 1-3 extra rotations per small skirmish. Sounds good? F*ck yes it does. 





Right now, until further noticed, there are some very important items to be achieved either from buying them in the Auction House, or grinding them out from the Winter Festival Event going on right now.

  1. Ice Sprite and Flame Sprite; Easily obtains through grinding
  2. Embellished Apparatus of Gond; Mount power is 15% AP per Daily use. Very, Very much worth the grind or price. 
  3. Remorhaz Bundle or Companion; Great for farming Voninblood, coupled with Masters Trowel. Bundle comes with a Frostburn piece which adds for a chance at an additional Relic.




I have some pretty interesting things coming here in the near future. Here’s a short list of what to expect soon.

  • New Video Guides including Individual Dungeon/Boss guides to go with the write ins.
  1. Introduction to the Cleric Class; A small video highlighting the basic functions and mechanics of the Cleric. I think a huge problem for players is the lack of info when starting the cleric. It can feel intimating and confusing at times, hopefully this video will clear it all up and give players a new venue to explore the class with.
  2. Action Point Gain and the Many Ways to Obtain It; This video will explore all the routes, free, cheap and expensive…in your journey for full AA uptime.
  3. Exaltation, A Solo Experiment; Here I will be going into little more detail about a certain skill that I feel is way overlooked by the masses.
  4. Recovery: When Its Useful; Couple minutes exploring the difference in the AA build with minimal Recovery vs High Recovery. Spoiler! Its not much, lol


The reason this build is aimed primarily at a higher iL Cleric, is due to how drastically the game changes during that time. You go from almost requiring a Tank and a Healer, to being fine with either of the two if any of the two, honestly. Pure healers, imo, become extinct at a certain point. Its better your efforts are dumped into DPS, rather than the healing. Another great thing about this build is that it allows certain classes with unreasonably long Cooldowns on certain skills to be looked at again under a different microscope. Certain builds that took a rather large amount of Recovery, can now be re-routed to be more effective in other ways. I cant tell you how many friends requests I get a day from just running with a new group or with pugs. Its like they have never seen anything like it.

Here are some tips that will help you and your party be more efficient and effective than ever before.

  1. Stick to a tight formation. The tighter the group, the stronger your APG. Even Ranged DPS need to be right next to you and the tank. The more enemies and the more party members you hit with your Chains/DG, the better.
  2. AA Grants 4 Hits of Immunity, so standing in Lava or standing in the way of a spinning Drake can end up bad due to how fast the damage stacks from those sources.
  3. Use Divine Glow outside of combat to refill your AP Gauge as well as your groups.
  4. Recovery is only important if you decide not to use Hastening Light. Most late end game builds dont require the recharge speed that is typical in using Recovery as a primary or secondary.
  5. Searing Light can replace Chains if you want or need to lose the APG. Its IMO one of the better heals in the game for us.
  • Action Point Gain Cap is around 2k for me. At that point, I start to see diminishing returns(10%). I have heard from other sources stating it was lower, around 1.2k but my APG% was only around 6% at 1.2. So just keep an eye on yours and make sure you are not seeing those diminishing returns.
  • Buffing Pets is at times, just as important as buffing the player. Always be aware of pet positions and try to catch them in your AA at all times. AA does wondrous things to your PWR as well as your companions PWR.




I don’t believe there is a specific race to pick that is going to grant you some big jump above the rest. I went with Human, and the 3 extra feat points were nice, but it does not make or break this build. Dragonborn is fine, but so are Sun Elf for the CHA and INT. Go with what you want to be looking at for the next few months.


  • Wisdom: Damage and Healing
  • Strength: Crit Chance (DoTs and HoTs can crit) Becomes more important at around 3k iL. Stamina Gain and Crit is nice.
  • Charisma: Recharge, APG, Companion Stat Bonus
  • Intelligence: Recharge Speed (Can be important if you dont run Hastening Light, but becomes irrelevant/overkill past 3kiL imo)

Roll High WIS and CHA. INT can help with recharge speed and STR can get you more Crit. Crit will come in handy more times than you can count. I have seen some pretty nasty Crit HoTs that saved many, many pug lives.

As it is, at around 3.5k iL you can make the switch from Charisma to Strength if you feel like you have plenty of APG. The added Crit is underrated and the stamina gain is nic to have in a pinch.



Anointed Champion is the Only Way.


With Bear Your Sins bugged, you need to simply decide if you want to grant more ArPn or just have 10% more damage for yourself. I feel like my damage is fine so I choose to run with extra ArPn, as I still involve myself with pug groups to test new things. It certainly comes in handy still.

Heroic Feats

  • Healing Action 5/5 – Great APG on Healing Skills like Divine Glow. Works great with other Healing Skills, too.
  • Greater Fortune 3/3 – More WIS is never a bad thing.
  • Toughness 3/3 – Toss in some Extra HP.
  • Weapon Mastery 3/3 – Crit is essential to making your heals even more viable than before. DoTs and HoTs CAN CRIT.
  • Repurpose Soul 3/3 – Good Synergy between Crit and Heals here. Every Crit tosses a small heal on nearby groupies.
  • Cleanse 1/3 – 10% Chance to remove Debuff from you or party member with each heal. Great with HoTs
  • Bountiful Fortune 5/5 – More Divinity is ALWAYS a great. This will allow you to stack more than 1 Stack of Divinity on occasion.


  • Domain Synergy can be more meaningful at a lower iL where Recovery seems scarce.

Paragon Feats


  • Have Faith 5/5 – Added in DMG Resistance. Works great with Divine Glow.
  • Battle Fervor 5/5  – Synergizes great with Weapons Of Light. 25% PWR distribution in Total.
  • Gift of Haste 5/5 – Real Butter. Like Have Faith, works amazing with Divine Glow. Can gain Action Points outside of combat, which allows you to have your AA up for the start of each new fight.


  • Furious Intervention 5/5 – More Butter. More APG for doing damage. Works great with Chains.
  • Ancient Warding 5/5 – Buffs duration of AA. APG part of feat is bugged.
  • Weapons of Light 5/5 – Shares your PWR. 25% PWR Distro in total.
  • Bear Your Sins 5/5Debuffs enemies to take extra damage while under the effect of your DoTs. Works great with Fire of The Gods feat.***BUGGED***Grants ArmorPen instead of +DMG
  • Condemning Gaze 4/5 – Allows you to stack another debuff to an enemy to allow more damage to be dealt. Easily stacked with Divine Glow and Chains.
  • Fire of the Gods 1/5 – Lets your Critical hits to apply a DoT. Easy to apply to large groups with Chains and Divine Glow.
  • Avatar of the Divine – DMG Buff and Cooldown Reduction buff. What more would you want?


  • Astral Fury – If BYS is indeed bugged, then Fury is a nice reroute. I still prefer more ArmorPen as I play withs pugs to test things out.



  • Chains of Blazing Light: To be used in and out of Divinity. Does great AoE damage and has a short stun for minimal Crowd Control. Your main APG encounter.

  • Divine Glow: AoE Damage/Debuff/Buff/Heal. BiS. Will heal, increase damage resistance and will get an extra damage boost in Divinity mode. If empowered, it will increase radius of buff and duration.

  • Break the Spirit: Single Target. Applies DoT(will proc Bear Your Sins) and will debuff enemy targets damage by 20%. Can stun in Divinity, and will boost nearby allies damage by 30% if fully empowered.

  • Blessing of Battle: The At-Will which will share a chunk of your PWR. Be sure to use right after AA to big the boost of PWR Sharing.
  • Astral Seal: Debuff that allows players to get partial heals from damage done
  • Anointed Army: The skill this build is built around. Huge PWR buff along with immunity to damage. Hastening Light makes this even better. Ever seen an entire party just sit in red AoE Dots and continue to deal damage without being Controlled, Stunned or Knocked-back? Well, get used to it.


  • Sun Burst: Should be used primarily as in Divinity mode due to its knockback ability.(Can be beneficial in Tiamat runs) Applies a DoT and HoT effect that can stack up to three times. (*NOTE: Great for stacking Bear your Sins on groups of enemies, as well as keeping your nearby allies topped off. Also, can be affected by the feat, Invigorated Healing) Medium APG

  • Searing Light: Practically useless at lower levels, but once you get enough damage output, it can actually keep your melee buddies topped off quite easily on top of doing some decent damage. To be used primarily in Divinity mode. Medium APG

Just want to mention how good SL can be. If you struggle to keep parties topped off but dont like using Bastion, take a look at SL. Its very effective at what it does.

  • Daunting Light: Big Damage Dealer. Best when used after a skill like Chains so you have a second where the enemy is stunned and cannot move. The AoE of this skill is small and can be hard to get used to it. It has a larger AoE in Divinity mode and can boost DMG  to +99% if used when empowered. (*NOTE: Great Skill to pick when solo’ing maps like Shanandar or Dread)

  • Bastion of Health: Bread and Butter AoE Heal. Applies a large heal and HoT. Has a cast time so is best used in Divinity mode where its now Instant. If Empowered, heal allies 30% of missing HP.  (*NOTE: For those lower iL pug groups)

  • Astral Shield: Large AoE Buff. Grants a large damage reduction buff and Temp HP. If cast when empowered, allies will have 9% HP damage absorption from attacks. Again, great skill to use on those low iL pug groups or when taking a low iL tank through some harder content. Dont underestimate this skill. 

  • Exaltation
  • Forgemaster’s Flame: Exaltation and are both solid choices for a ByS replacement if you find yourself running with another DC.



  • Divine Fortune: More Divinity is always good. If you feel your APG is doing good, then go with this.
  • Holy Fervor: 20% APG. Most likely your best bet.
  • Hastening Light: Reduces party Cooldowns by 4 seconds with every Daily used. BiS.



  • At Wills: Astral Seal & Blessing of Battle
  • Encounters: Divine Glow + Break the Spirit + Chains(Used for APG. (Quickest Divinityy Skill Used)
  • Daily: Annointed Army + ———–(You can pick any other daily. I would suggest something besides HG. If you mistakenly use HG you will be required to wait until you can gain AP again. Thats a bad thing, hahaha.


You should be full on Divinity for each small skirmish you come across. Now, you typically never want to go fully empowered until you come across a Boss or the larger HP Pool Mobs.

My Small Mob Skirmish Rotation

  1. DG/Chains from afar + Slide into position(For recov/PWR buff) + AA + Blessing
  2. dChains x1 or 2(depends on mobs) + BtS, Blessing, DG/Chains

Rinse and Repeat

My Boss Battle Rotation

  1. DG/Chains from afar + Slide into postion
  2. AA + Blessing, x2 dChains +BtS
  3. Bless + DGChains + AA/Blessing

After this, its a game of Divinity. Use Blessings and Astral Seal to get your Divinity up, but be sure to use DG+Chains to fill your AP Gauge. By the time your AA is up, you should have a new one coming in. At times, you can almost stack the beggining and end of some buffs.






Free Action Point Gain HELP: Currency is Time

Notable Boons that can help increase APG

  1. Elvish Haste- 3% APG; Sharandar
  2. Rapid Thaw – Recovery; IWD
  3. Demonic Swiftness – 3% APG; Maze Engine


Sigil acquired from Vault of the Nine Quest

  • Sigil of the Devoted – At a lower iL, it can really help out during those longer boss fights. Not only that, when you do achieve a certain amount of APG, this Sigil will allow for you to stack Annointed Army with Hallowed Ground, at the same time!


  • INTELLIGENCE AND CHARISMA; Both help with recharge speed/APG. Once you get enough APG, you can make the switch to STR from INT for aded crit chance. I believe after a certain point, recharge speed should take the back seat, to enhance other area’s of the bui;d. In this case, crit chance. This allows for some really nice crit HoTs on a more regular occurance.



  • Healing Action; More APG for using Healing spells
  • Gift of Haste; 5% APG every time an HoT is applied. Divine Glow, in and out of combat will proc this buff and imo, is pure bread and butter of this build. This should be used at any point in time where you dont have your AP gauge filled.
  • Bountiful Fortune; Helps build Divinity which in turn, mostly during lower iL, help maintain your APG.



  • Holy Fervor; Increase in APG
  • Divine Fortune; Increase in Divinity
  • Hastening Light; Drops 4 seconds from cooldowns, which helps with getting those DGs and Chains back. 



  • Divine Glow; Builds Action Points in and out of combat due to Gift of Haste
  • Chains; Your quickest skill in divinity mode that allows for APG. 
  • Bastion of Health(Healer Build); The more allies that are hit, the better APG. Great for starting out. 



  • Burning Set Bonus, Chance at APG
  • Artifact Stat Increase(APG)


  • Insignia; Rare(blue) insignia are pretty cheap so fill up on those as soon as you can(I believe they are the Aggression Insignia)
  • Companions; Sprites stack and are multiplicative.
  • Quick Action Mount; Mounts like Gond or the Snail are great for APG.

Next up, we’re going to run around and test different buff rotations and I will let you know how you maximize buffs in the short time you have.



So once you do hit soft cap for your APG(10%, after you will see massive diminishing returns) there are still ways to go over that. Lets talk about some of those ways now.

  1. Corrput Black Ice Overloads; You can use 2 of these at once, to get your an extra 1% APG over soft cap plus the added PWR is always nice. Not to mention they are 8hour buffs instead of the 2hrs ones from White, Red or Green.
  2. Sprite Companions; As mentioned before, these companions stack and are multiplicative.
  3. Food Buffs; 
  4. Quick Action/Combustive Mounts



Sharandar Campaign


Dread Ring Campaign

Icewind Dale Campaign

Underdark Campaign


Tyranny of Dragons Campaign


The Maze Engine Campaign

*****Boons can be reset with a [Retraining Token]


This comes down to personal preference. Do you want to deal a bit more damage, debuff enemies or heal? Essentially, as long as you have a fast attacking companion, you’re doing good. The quicker your companion can stack your INSIGNIA BUFFS, the better



Action Point Gain companions are multiplicative, not additive. So you actually get a slight edge when using them.

  1. [Flame Sprite]
  2. [Ice Sprite]
  3. [Sprite]

*Also, Dancing Blade and others can increase Crit Sev. and can, therefore, increase Crit Heals

There really are tons of note-worthy Companions. Any companion with PWR is also a good pick. I personally use the Merc as my main Companion, and use others with PWR. Nothing special going on for me here, yet. Just remember, the higher your PWR, the better your AA.



  • Brutality
  • Rising Power
  • Rising Precision: More for getting those crit HoTs and putting a bit more dps out while solo
  • Rosegold(Power/Recovery) If you struggle to keep your companions alive, these are going to be more appealing. I suggest working on companion awareness as its always a good thing to know where they are and if they are getting buffed as well.
  • Drow: Same thing for rosegold expect these are a cheapear route
  • Guild Stronghold Rings

EDIT: I will be updating this section soon by categorizing Companions under their rightful niche. I will also try and update with locations and links to other useful information on them. Keep an eye out!


As this build focuses on PWR and the sharing of said PWR, I would suggest going Drake for 2k PWR boost.

*WANRNING: Protector’s Friendship and Camaraderie might not PWR Share with WoL. It’s said that Assassins Covenant still does. Im not 100% sure, so im keeping things the way they are until I can further test this. Also, I should mention that stacking Protector’s Friendship and Camaraderie has diminishing returns, but they do stack. Imo, its just not worth it.

  • As for actual Insignia, you will want Action Points. Insignia of Aggression or Dominance if you can manage those. But you really want APG in all the places you can manage it. Its easier to maintain PWR with other sources.


As for Actual Mounts, for Drake for PWR. If you have the means and the cash, Gorgon grants APG on each Daily use, so its BiS. As is the Flail Snail, but im not sure its on PS4 just yet.

I will be updating this soon with info on the Lighttenders Set, both Raid and Restoration. They are alot of work and I dont blame anyone for not wanting to spend to time farming the vblood. I for one, will not be. But I will update this section within the coming week. Thanks!


[Lighttender’s Raid Cuisses]

[Lighttender’s Raid Braces]

[Lighttender’s Raid Surcoat]

[Lighttender’s Raid Coif]

[Lighttender’s Restoration Cuisses]

[Lighttender’s Restoration Braces]

[Lighttender’s Restoration Surcoat]

[Lighttender’s Restoration Coif]

[Lighttender’s Holy Symbol]

[Twisted Omoioma]





You want more PWR at ALL times, but there are a few other rings that can take the place of one until you can manage a Brutality or RP.


Artifact Set doesnt really matter. If you want more healing, you can go Tiamat, or you can simply go with whatever stats you need. Recovery or Crit. Also, if you cant find yourself either of the rings, use any old ring you can find that gives the highest PWR. Drowcraft, Guild Hall, Elven.

Right now I am using a mix of artifact equipment. Tiamat’s Sash for WIS/CHA plus your power, crit and recovery with an Imp Dragon cloak for more of the same.


As for your Artifact Power, [Thayan Book of the Dead] and [Tiamat’s Orb of Majesty] can grant APG, so besides those BiS Artifacts, just go with ones that have PWR as one of the main stats. Here are a few that will grant PWR as one of the main stats;

Also, the Vault of Nine Class Sigils


[Lantern of Revelation] – The 16% DMG Buff is AMAZING. The Devoted Sigil is nice if you cant manage the APG, but after about 800 APG, the sigil becomes fairly backseat.


You will mostly want Radiant Enchantments for the PWR/DEF. You can also go with Brutal for a mix of both PWR and CRIT.

You can use enchantments to even out your stats. If you need a certain stat, then go for that. Besides that, much like your Armor Kits, you want more PWR.

Noteworthy Weapon Enchantments

Noteworthy Armor Enchantments


Transcendent Enchantments can be a different story, so I wanted to give a litte more about a few great enchantments to take all the way.

IMO, the best enchant to take to rank 12 is Bronzewood. Now, the biggest problem for most people, and even myself, is the fact that most great Trans Enchants are pretty much useless up until you get them to 12. Plague Fire is also great, and for stuff like PvP, Frost. Dread is an all around good pick to use all the way through to rank 12, the problem being the expensive rate of them.



Official Forum Thread:

EDIT: I will be updating this post with my personal stats and gear so you can reference and relate, along with links to my youtube with video’s showing off the build. Keep an eye out.

  • Cleric Knowledge


  • Communicate is key. Find out which skills they are using, and try not to use the same ones.
  • BtS does not stack, so be sure to run Forgemasters instead.
  • Hallowed Ground is great, but most people still want quicker cooldowns. On bosses, if you are asked to use HG, use it after your first initial AA. If you have a Quick Action mount, plus Burning Set, you can get back your daily way before AA end and are able to drop HG with your increased stats.
  • Searing Light, as mentions further up, is a great way to still add some of your own damage, while keeping the party topped off. Its a good sub to use rather than Chains.


Lair of Lostmauth Tips and Tricks

  1. Trash mobs are mostly your typical Cultists. The ones you need to be wary about are the Sniper/Hunters and the dragons. Besides that, they are mostly all easy going. You have your high HP trash mobs too, but they have slow AoE attacks that can usually be dodged for absorbed by AA.
  • Scorpions(2nd boss) AoE Indicators are easy to read. The small circles are nothing to worry about. They are your typical cave spike you see falling from the ceiling throughout the dungeon. You will most likely have AA up at all times to catch the damage of these, so try and keep your group in a small tight group and tell them not to move unless they see a similar but larger circle appear underneath them, which is something you need to move as soon as possible from. These Lava spots arere hard hitting spike damage that will literally melt your AA buff so get out of them as soon as you can, and remind your party if you are in pug groups. The cone AoE the scorpions throw out can also be easily tanked by anyone under AA, much like the ceiling spikes.


  • Veshal(first boss) is really rather easy, with any build. The first person to get his aggro will get pounced out and if its not the tank, and they dont move from the area, they are likely dead. Stick with the tank, get in a tight group and just put down the DPS. Once the two bosses split up, watch out for the Dragons Tail Spin AoE which does quick, DoT like, high spike damage. It can kill you and your team fast, so try and have AA up for casting, along with a DG/Seal. Besides that, this fight is simple and probably over before you know it.


  • Lostmauth(final boss) is easy to read. Aside from your ceiling spikes, the only big things you need to really worry about are his tail swipes that can knock you backwards into lava or his cone AoE, much like the scorpions cone, instead this one has a hard hitting DoT like damage that can remove AA rather fast. Not as fast as lava, so you can tank it a bit, but get out after your animation is done.

Also, in the transition phase, or when lostmauth flies up into the air..if an ally is killed and knocked into the lava, you can cast AA and run out and get him, toss a DG down and slide back before AA is removed. If you APG is good, you can easily have AA back up before the start of phase 2.

So long story short, just keep your group together and spam AA, just like all battles, and you are fine. Move out of the way of lava spots, but besides that, enjoy the melt.



Shores of Tuern Tips and Tricks

  1. Trash mobs here are some of the same old cultist we dealt with in Lostmauth. Archer/Snipers and Dragons are to be taken with caution, otherwise, slow AoEs from the big guys should make it easy going.
  • Garakas is the only boss in this small skirmish. Hes pretty simple but things can get rough if your team splits up. Its never easy trying to slide around keeping everyone topped off. Tell your non-melee DPS to stick close to you, that way you only need to worry about your own placement, which should always be about 5-10 yards from the boss. He has a rather vicious skill, Cleave, that can basically 1 hit most people  if you dont have Astral Shield, Exaltation or AA up. Try and keep AA up and just put the hurting to the boss.

Also, tell your team not to worry about the dragons, and let your AoE DPS take care of them while your tank Aggro’s the boss+dragons. If you are having trouble with this, or your tank is, switch out to Astral Shield for even further DMG Resistance.



    • Blacklake District and Neverdeath Graveng yard give small bags(Inventory Space) for completing the area’s.
    • Always check the Wonderous Bazzar before buying in the Auction House(AH), some items can be found cheaper in there.
    • Save all Wards you find for when you are lv70+
    • Info about Guilds/Strongholds
    • At lv26 you can start the Tyranny of Dragons Campaign and other campaigns start at 60 or higher.
    • Try and do Vault of the Nine asap. It grants a really nice Sigil that is basically an Artifact that cant be feed into another(Artifact Feeding will be gone over in another FAQ)
    • In each Campaign area, please look at quest rewards first. Every single day, do your reputation. But most places like Sharandar can be picked up every day and completeled twice a week to cut down on time spent.
    • You can buy the first two Sharandar Boons with Formarian Concoction(trade them for currancy)
    • Every week you will have quests in each area that grant Rough Astral Diamons and a chunk of Campaign Currency. DO THESE NO MATTER WHAT! I will be updating this section with a list of all quests in each area once I get a few other FAQS done first. Keep a look out!


  • – For all the Great links and info that has helped me in the past.
  • http://nwcalc.comSkill Calc.  For all the countless hours at work spend staring at skils and skill descriptions.
  • – Making it easier to figure out which mounts to go for
Leave a reply
  • MasterOGA
    November 23, 2016 at 6:55 pm

    Bear your Sins is broken, only increases armor penetration

  • Galzar
    November 29, 2016 at 6:25 pm

    What does BiS stand for

  • Nocticula Di'Vir
    November 30, 2016 at 7:05 pm

    Nice build. I have a question is cg still bugged and if so how many points in it and astral fury do you recommend?

    • December 1, 2016 at 10:59 pm

      As CG is bugged, its not the kind of bug I was intending to mention. CG was a typo, I seriously apologize. It has been fixed, but it should have said BYS, for Bear Your Sins. Which is bugged to give ArmorPen isntead of the DMG Buff.

      Edit; so to update, CG is still useful even with its bug. And Bear Your Sins can still be useful in terms of where you character stands. If you run lots of pug groups, your entire team getting an ArmorPen buff is more important than you just getting a DMG Buff. But if you are purely end game and run with mostly pre made groups who have ArmorPen maxed, well then it becomes less useful. Good luck

  • kjouda
    December 9, 2016 at 7:38 am

    How could u tell young yeti is bugged ?! What does it give then ?

    • December 10, 2016 at 2:41 am

      I should link my Arc Games Neverwinter forums Guide thread, but there are a few posts where some vets explained a few of the notes I have in here. I will try and get to that tomorrow before work, sorry.

  • mr.J
    December 18, 2016 at 12:16 am

    Does the blessing of battle buff work on all enemies or just the enemy u hit with it ? The power buff and defense

    • December 18, 2016 at 4:20 pm

      The buffs from Blessing are more of an AoE.

      Battle Fervor just adds a Power buffs to Blessings Defense buff, which is a Radius buff.

      • mr.J
        December 19, 2016 at 1:31 am

        It is a radius buff but is the buff effect applied to all enemies or just 1 ? Because its a single target power why didnt they make it work just like anoited army ?

  • Maga Othelma
    December 19, 2016 at 8:01 am

    Good job. This is – more or less – the same build I’ve been playing in the last 8 months.
    Some minor comments:
    – companions list: I would add the sprites: they are 3, providing up to 9% AP gain at epic. I’ve all them active everytime. I would suggest the owlbear cub as well: at high power it’s a good helping hand if you have low crit in particular. The dancing shield is another option to increase the dps of the team,even if I currently use the legendary sellsword because it has 3 offensive slots -> more power -> better performance of the owlbear cub.
    – If you mix Rec/AP gain points/flame sprites/holy fervor, your AP generation is high enough to recharge in one rotation without the holy burning set or any AP gain mount. This gives you the freedom to do increase other stats (as an alternative option, you can decrease the AP gain point to have more stamina @11k recovery). Currently I’ve +96% AP gain as a base and it goes up to +120% when the bonding runestones proc. Furthermore you can decrease one point on GoH and increase Condamning Gaze for better buff.

    • December 20, 2016 at 3:04 am

      Thanks! And yeah, I have a new version im about to put up that has the 3 sprites on it and a few other companions and some more write up.

      In terms of Recovery, im not a big fan of it. If you dont run Hastening Light, its great, but otherwise Recovery is a minor player next to flat APG and PWR. 100% AA uptime is still easy to obtain with just around 6k recovery, at about 80% APG. I encourage people to tweak the build whoever they want, but in the end, I found that going above 10k recovery was overkill(w Hastening). Sure, having the recovery is a nice fallback if you mess up your rotation, but im not a fan of pleasing fallback options, cause where does it stop?

      Right now im sitting at around 8-9k recovery, and have no plans to take it further than that.

  • Bufderoni buffit
    December 25, 2016 at 7:55 pm

    I am one of the better ps4 clerics. 4.1k item lvl, I’m bufferoni from POG. I have one of the best haste tank, and buff tank dc’s. Your companions are not bis, actually sprites are a waste after 1 in slot. Rust monster, jagged, con artist, pheora, astral deva. Those are pretty much bis.

    My apg is 1385 and my percentage usually sits around 250-380% in combat around 110% sitting there. When you progress you will find other things that will increase apg.
    Recovery is supposed to be your second priority stat. I have 11k anything under 10k you are not getting the best.
    My power is 31k and the defense is 16-20k (can never tell cause negation spikes it all the time).
    Never use hastening light. You are ruining your build with it. That is a crutch to really mess up opening buffs output. anointed armour is very underrated but is my opinion out best ability in terms of class features.
    Companions with offensive slots are a waste. Always go defense for bondings since you never share more power than your base power. I put recovery and defense in my rings. Always use rosegold or personalized rings, the more consistent your companions bondings are the better. Burst bondings don’t work so well in long run dungeons.
    I think this build works for people starting out, like 2k-3k, but once you do Fbi svardborg and such you tend to drop off real quick. I personally think that once cleric heals over time get fixed on ps4 in 10.5 tank builds like my own will become the new thing for clerics. Haste clerics are crutches so the 2ks can remain competitive. I also pvp as well and my stats are the same in pvp as pve so the viability is greatly increased.

    • December 25, 2016 at 8:31 pm

      Thanks for the input and your time!

      Im not sure exactly where I put down which of my companions are BiS, but I dont think I did. I just wanted to give some info on some of the companions worth possibly using. If you look at the start of the build, you see im trying to help people not only start out with the build, but to transition using their already existing gear. Not everyone can just go out and buy the gear needed to be a great cleric, sometimes you need to transition slowly.

      As for Recovery, which im in pretty extensive testing with right now, is not really a problem for content I have played. I dont mention the new dungeons because I have not yet played and tested them. Once I do, I will update with my findings and let everyone who looks into the build know hpow it works with them. I guess I could put a little warning up stating the fact to make it more clear tho. Also, the few clerics I talk to on PC have all told me that with this build, recovery is certainly not a primary factor, and I agree. I run dungeons just as efficient with 6k recovery as I do with 10 or 11k. Again Recovery might be more important in FBI or svard but I just dont know, time will tell.

      As for the rings, yeah you are probably right. As you can see, im only 3.4k and have TONS of upgrading to do and to look into. I appreciate all the info you dropped, I always love to hear another clerics experiences and outlooks. Im constantly being told im better than most 4k clerics, so I feel like im doing something right, but im not in any way trying to claim this build top gun or something. Just felt like it was time we moved on from HG builds.

      • Bufderoni buffit
        December 26, 2016 at 3:12 am

        I agree, my build is not highly geared at all, I mean 2 dusk and 2 drsgonflight is fairly obtainable with players at that 2k Mark. I really think this build is excellent for Tue players who do the starting content and I’m sure you buff well for a 3.4k dc. But depending on the spec, there is different things like buff heals run more crit than defense n recovery, buffers run power recovery and stuff. I just love how the dc depending on how that player likes to run his build there’s is way more versatility involved.

        • December 26, 2016 at 9:35 pm

          Its amazing really, one you start looking into all the paths and routes that can change your cleric in just the little, no major ways. I have always called it the Swiss Army Class, and for good reason hahaha. Thanks again for your time, really do appreciate it.

  • mr.J
    December 30, 2016 at 11:31 pm

    Are you sure bear your sins only adds armor penetration ? You’re the only one I’ve seen that mentioned it. Its totally useless if thats the case

    • December 31, 2016 at 12:09 am

      I have been told by multiple players on the official forums that it is indeed broken and only adds 10% ArmPen. But its not all that useless in the early levels of this build. In fact, I still use it because a few friends of mine whom I play with daily dont have max Resistance Ignored, so it helps in those area’s for sure. I believe I added my threads link to the guide awhile back if you want to take a look around it and see what some of the Vets advised through the time I have been testing.

      • Bufderoni buffit
        December 31, 2016 at 2:52 am

        Bear your sins should only be used with a dps buff build because DOTs will increase buff outputs in pvp. Its not BIS in pve

      • mr.J
        December 31, 2016 at 3:41 am

        1 more thing I just thought of. What about those underdark rings ? Do they share their power through the DC feats ? Since they work like bonuses and buffs unlike the other fixed values gear. Do u know about that ?

        • mr.J
          December 31, 2016 at 3:43 am

          Because if they dont share then whats the point of power rings ? Would rather have higher crit or recovery right ?

          • December 31, 2016 at 4:37 am

            No need for high recovery for this build. You can ge all the recovery you need from artifacts or armor but imo, its better to still use power to help with your own personal solo abilities and damage abilities. I still run my campaigns so I find it very useful, still.

            Crit could be a good choice. Right now I changed one ring to a +5 sudden precision ring since I finally got an leggie to drop, so my personal gear has changed since I last updated this guide, but unless you want to drop 400-600k on a rosegold, you use what you have. Which is why I state in the beginning that this guide can also help transition current gear to BiS and if I dont know the BiS for a certain equipment type, I do not mention it, I just mention rings and will work well enough and that it comes down to personal taste really.

  • mr.J
    December 31, 2016 at 9:15 am

    I know u didnt specify something as BiS Im just asking ur opinion on how they actually work and their effect cause why would u use those power rings if they dont share outside of ur solo campaign runs ? Cause ur role in dungeons will be healing and buffing. Ur not really doing dmg so maybe recovery would always be better than power in this situation especially for ppl with low recovery. I have the rising power 4 and double slots recovery ring from profession but I dont feel good about rings honestly I cant pick the best.

    Can u maintain the rising power stacks or its better to go with sudden ?

    If u get to choose 2 rings for u what would u choose ?

    • December 31, 2016 at 2:51 pm

      Well thats what im saying, I just dont know what the best rings are to use, it just comes down to your own personal preference. If you go Recovery, you get can crit or power from somewhere else. I use what I have because I dont have anything better, but if you want to know why or what you should use then I just guess it comes down to your existing stats.

      As I said before, I just made the switch to Sudden Precision and im actually enjoying it more than the Power. I get a big crit boost at the start of any engagement and I can easily wipe any mobs out in just a rotation or less, even in IWD. But if I felt like I needed more recovery, it would be just as easy to go that route too. As far as wanting recovery tho, it just depends. I have no problems keeping everyone topped off with 7k recovery, never had any trouble at all. But if you seem to be struggling, maybe its worth it for you.

      Whats good for me, might not be good for you. Thats atleast half true, lol

      • mr.J
        December 31, 2016 at 4:36 pm

        Thanks. U still havent answered my question yet. Can u maintain the rising ring stacks ? Is it easy to keep up ? Cause I dont know I’m just totally not convinced by rising power ring for DC. Does it count a stack on dmg over time ticks or u just need to manually attack each time ?

        These will be my last questions :p

        • December 31, 2016 at 4:48 pm

          Oh, no sorry my bad. I should have seen that earlier, but got caught up in trying to not have you think you need to copy what im using hahaha.

          As for rising power, no, its really not hard for me to keep it up. A single rotation for me in a dungeon like CN, or eLOL would have be attacking 8 times just get get my full buffs up. Chains in Divinity is the quickest skill we have(sunburst is laggy) so you can let those go really quick once you get good. Af the start of a battle, I will usually drop a seal+DG or Chains, AA+ blessing then divinity Chains x3, followed by a ByS, then back to DG/Chains.

          • Bufderoni buffit
            January 1, 2017 at 5:06 am

            So in terms of the rings I recently switched myself from rising power and brutal (they aren’t bad rings at all) to rose gold rings. In terms of what rings are better? For those starting out, ring of rising power and ring of brutality are both really good rings. When you start to hit more end game material, risegolds are good, ring of skold and helig. When you realize that the rings that rely on burst buffing kind of drop off in terms of output. When fights last more than 2 minutes risegolds are better options. Underdark rings are not easily kept up constantly, rising power on most clerics never hits past 5 stacks, brutality has a cool down. I believe rosegolds, personalized, skold and helig they are the best in terms of more put For less work
            For my build I a lot tons of recovery cause anyone who thinks that there is enough is not in their right mind.
            When you hit end game material, in terms of castle never and such, you want to keep the most constant buff you can get out.
            In terms of keeping anointed army out 100% of the time, that’s easy it’s really just feat specs. In terms of keeping encounter buffs 100% is a matter of recovery.
            My name is bufferoni on ps4. If any clerics want a real dc build I have used 9 different builds all different and I have information on them all down to the enchantment.
            Rotation is a bit of a joke.
            Sealx1, bob×3, divinity-chains×3, bts×1, daily-aa. Then repeat. With higher recovery means your rotation is faster which means you buff more often.

          • January 1, 2017 at 3:12 pm

            Im about to start doing FBI and will update soon on how the build acts, but I kind of already know. RadioCleric runs a fairly similar build as myself, and he does both the new dungeons easily, makes it look easy too. All with under 8k recovery. I still cant encourage recovery use with this build.

            As for keeping stacks up, its easy. As long as you have awareness, your AA will keep companions alive. I can drop 8 stacks on a normal CN group, let alone the new dungeons where im pretty sure keeping it maxed wont be a problem. Even then, Rosegold rings are not much better than just a +4 ring with 2 slots. Imo, its better to learn to get better at doing your job than to try and cater to “fallback options” some sort of prevention plan. If I cant make these rings work, I will indeed tell everyone in my guide that they dont seem to work as well in the new dungeons. But as far as right now is concerned, these rings work wonders for me. If they dont for you, or someone else, thats on you hahaha

  • Bufderoni buffit
    January 1, 2017 at 5:12 am

    You only power share your base power, so when your rings proc you share that power with rings. Bondings do not make you share more,power so you should only slot defense and recovery in bondings, with my bonding companion out I have 35k defense 41k recovery 130k power. Crit is only for healer types.

  • mr.J
    January 1, 2017 at 6:29 pm

    Even if the rings do work and give u full stats. What r u going to do with 4000 power as a DC ? Or 10 stacks of rising power ? Its just not worth the effort. I really get finger fatigue when I play my cleric because of how fast I spam my powers all the time and this is without me even caring about stacking my power ring. Its just not worth it cause my dmg is zero compared to the dps ppl. If I wanted to dmg I wouldnt have done a buff cleric. Let campaign aside cause honestly u dont even need that much power to finish them its just a matter of time. I’ll keep my double slot ring of recovery and ring of brutality 5 cause of its double offense not its effect and I already put an action point jewel on it so I cant use it on companion :S
    Otherwise I would have gone with 2x personalized recovery rings

    • mr.J
      January 1, 2017 at 6:39 pm

      Scratch that last line. I would have gone with a ring of sudden precision and 1 recovery personalized. Precision is the best buff ring u can get. 10 seconds of insane heals is a difference. Power is not

    • January 1, 2017 at 8:36 pm

      Its not worth the effort…for you. As I said before, and I feel like this is the third or fourth time lol but its preference. It all depending on your playstyle and current allocated stat structure. I have tested recovery up to 13k and it gave me very little to zero benefits. So that extra 6-7k Recovery was going to waste for me. So I went with Power rings because I “personally” wanted it. My crit has always been fine, and its not a primary concern of mine. The only reason I switched to a Precision ring was because its +5 and has 2 offense slots so it was an obvious upgrade. If I had it before I posted this guide, you would have seen it up there instead. I have v1.9 in the works but I wont bother posting it until x2 enchant is up as I am still upgrading all my gear/il.

      Anyway, I feel like you are looking a bit more into this than there is. Whats best for you is not whats best for the next person. I completely understand if you feel like you want or need more Recovery or something else, but until you test these things for yourself, with your own gear, you dont know. In my case, I know.

      • mr.J
        January 2, 2017 at 5:36 am

        I just got the rising precision 4 on my cw so I’ll transfer brutality 5 to the cleric. Along with personalised recovery. I think thats best for me right now

        Thanks for ur help

        • January 2, 2017 at 7:26 am

          There you go! Test it out, see how effective it is and hope for the best. I know im still testing plenty of things, from feats to artifact powers, even rings.

          Also, try not to let a guide completely dictate your build. My guide is here to motivate and educate just enough to let you make “your build”, yours. Thats why I dont try to force my gear down your throat, more like just possible idea’s of the gear worth using. Or gear I found worth using.

  • Bufderoni buffit
    January 2, 2017 at 12:28 am

    Finn, your build is a between build. You spec for buffs yet to treat it as healer. Tbh, the best build to date has been a mod 5 build, haste. You will always remain viable when you reach over 25k power and 10k recovery. But healer clerics are dead in endgame material. Any cleric she always slot power to recovery 2:1 ratio

    • January 2, 2017 at 7:17 am

      Going around and around about this isnt doing any good. Im still testing plenty of things, but recovery is not one of them.

    • mr.J
      January 2, 2017 at 2:28 pm

      U sound like those “Im a buffer not a healer ” ppl that I meet in game and always ruin our dungeon runs cause They suck so hard. If u take a cleric u MUST heal. Cause half the powers heal by default. And a dead dps gives zero dmg. Zero X any number will still be a zero. End game content u’r gonna run with over 3k gear dps they dont need buffs they already destroy every dungeon they only need sustain. Sustain comes from fast heals not big buffs.

      Would u take a fast run that can fail at any second due to orcus blast wipe or a little bit longer but guaranteed success run ? I’ll take the longer anytime

      I’m a buffer dc. I buff like crazy dps keep getting confused about their dmg. Because of me. Yet I heal like a beast too. Full heal dcdies like u said. Full buff dc also dies or at least not comfortable to run with. Hybrid DC always wins.

  • mr.J
    January 13, 2017 at 1:58 pm

    Does gift of haste feat give 5% AP even if the target’s hp is full or they have to be damaged ?

    • January 13, 2017 at 10:13 pm

      Yes, If you look at your Buff Bar, you can proc Gift of Haste with Divine Glow outside of combat, full health or not. Its the reason you will see me or another cleric use Divine Glow while between mobs or on loading pads.

  • mr.J
    January 14, 2017 at 7:25 am

    Yeah im stupid I should have thought about this. Thanks

  • Andrew Tomlinson
    January 22, 2017 at 3:34 pm

    Thanks for a concise and structured build.
    I started my DC as a third tier character and eventually she dwindled to barely getting played.
    My guild an alliance are pretty active and so I decided to revive her as a buff utility, and looking through the various builds, most seem to be a shopping list of stuff I’ll never be able to buy for a support toon.
    Not only do you explain what to do, you explain WHY.
    Its hard to express just how helpful that is when you have little to no idea of what you’re doing.
    Now I have a handle on how to use the skills powers and feats available, and some good ideas for how to take advantage of some cheap companion options.
    I play on XB, rather than PS, and Sprites cost pennies in our AH, so with this build on board and Artifact equipment already giving me 3% APG I can see how my DC has a future ahead of her.

    • January 22, 2017 at 5:48 pm

      Hey! Thanks for the kind words. I appreciate the crap outta that sorta stuff, I really do. My intent was to not really point anyone where to go, or where I had gone. But more of a guide to let people know what all is out there that can help the build progress, from all angles.

      I actually just got done adding in some more tips and tricks when it comes to getting APG so be sure to check it out. It goes over the free, cheap and expensive routes to getting APG. All that stuff is above my Boons Section, so I hope it helps.

  • Gnome
    January 28, 2017 at 5:14 am

    I just wanted to say that this is the most detailed and amazing guide I’ve ever read. Also would like to say how awesome it is to see how composed you are when someone is being a dick. Haha I had a question about the weapon enchantment as well. I’m currently running a DPS/Debuff/Buff build, but its just a class that had kind of died out since the newer mods have come out and I really like how your build sounds. I use a Vorpal enchantment right now and haven’t invested much into it, so its not a bummer if I need to switch enchantments. I guess what I’m asking is what is your favorite enchantment or BiS enchantment for this style of build?

    • January 28, 2017 at 2:44 pm

      Thanks man! Good to hear you are finding some good use out of it. And yeah, hahaha I have been doing guides and builds for awhile now so im used to the attitudes it can attract. Sometimes they do have some good info to share though…just not this time lol

      As for your enchantment, for me and many others, Dread. I know, i know…its expensive, but its worth it. In terms of whats BiS, well, we would be talking about transcendent enchantments and that can get a little trickier.

  • Gnome
    January 31, 2017 at 1:31 am

    Haha it’s not really a big deal since I had two vorpaks and they both sold for 250k AD’s this morning and the dread are a little cheaper, so that’s a plus! I can see how the dread would be most beneficial, but just to clarify, at the transcendent level you might use something else or just keep the dread? I don’t really want to put the time and grinding into refining the dread if I need to switch it once I get the to transcendent level haha

    • February 1, 2017 at 9:43 pm

      Sorry its taken a day to reply, I’ve been out with the most killer edition of the flu.

      And I completely understand about the switching. The only reason its viable to use dread while you slowly work towards a trans enchant is because a few of the enchantments you want are not really that great until you get them to Trans. Bronzewood, for example, is pretty lackluster until it hits rank 12 and gets that addition 5% damage buff for allies. While Dread is pretty solid all the way through, even up at rank 12. Imo, and some of the better PC Clerics I have talked to agree that Bronzewood is one of our best bets. Terror, PlagueFire and Dread are all really nice debuff trans enchants, but bronzewood and its 5% more damage it excellent!

  • Gnome
    February 5, 2017 at 4:15 am

    You’re completely fine man! I see what your saying. Would you say that I just leave my Dread at r8 and start upgrading a bronzewood and swap after I grind that enchant to r12?

  • Gnome
    February 6, 2017 at 5:14 am

    Haha yaaa its a pain to grind, but double refinement coming up should help with that. Thanks for the advice, this build has been super kickass since I switched over!

  • Goldie
    February 7, 2017 at 7:10 pm

    What a great build! Keep in mind when you use sigils of the devoted, you can use hollowed ground then your sigils to gain your action points back immediately. Not that I would suggest HG over AA, at all. But it’s a way around it if you use HG

    • February 7, 2017 at 9:20 pm

      Thank you! And yeah, the overlap between HG and AA is nice but its still pretty slim and from all the pug runs I had done, it was always best to just have a Lantern instead. But I have met a cleric before who used that combo as a DO with Divine Armor instead of AA and he was pretty good at it. Could be an interesting build if AA ever gets the nerfslap its likely to get.

  • mr.J
    February 8, 2017 at 7:27 am

    Why is light tender set bis when it gives less power than dragonflight ? Way less cause it takes recovery as main stat and then power. Even at vivified its less power. Let alone elemental dragon flight

    Only the chest piece is worth getting. Other than that I dont see a reason to use it

    • February 9, 2017 at 9:33 pm

      I personally dont see the hype in it either, and I never said it was BiS. I just want people to have all the info on it.

      Im not big on the upkeep the new sets have. They are good, but i dont see the point in switching if yu are on the edge about it.

  • Gnome
    February 10, 2017 at 4:40 am

    Hey Finn, another question for you. I’ve been looking at a lot of different companion to fulfill some other requirements I need. I currently have all three sprites, the air archon and zentarim warlock. I saw the book imp and its active bonus is a 2% recharge speed. I was wondering if this would be good, since my empowered skills would recharge faster, leading to more action point gain. Is this a good fit or is 2% extra bonus to recharge speed not that much of an advantage?

    • February 11, 2017 at 2:44 pm

      The recharge speed wont be that much of a help at later iL’s thats for sure. Under 3k it can certainly be noticeable especially in tandem with running stats like INT as a secondary, which also helps recharge rate not to mention using a Lightning Enchant to even further your recharge rate. All great things for an undeded iL Cleric to maintain buffs and heals. But all in all though, recharge rate is much like recovery in that it becomes a less valued route for a cleric after a certain point. When you get things like a Quick Action Mount, Burning Set APG Bonuses and Overloads, your APG will be so high that recharge rates just takes a backseat.

      IMO, the 10% def debuff the sellsword or conartist can drop is a good look if you are in the market. Conartist can hit multiple targets which can stack your rings up rather fast for solo’ing campaign’s and keeping them up.

  • kill y ann
    February 12, 2017 at 3:40 am

    Hey 🙂 nice guide.
    I’ve been stacking APG same as you, but one thing i’ve changed in the past weeks are my artifacts and mount insignias.
    Running heart of the black dragon as main and artificers persuasion virtually gets your recovery and APG through the roof if you purposedly miss with your artifact power. That leaves you room to equip your main companion and yourself with more power and ARPEN or crit for bigger numbers (and repurpose soul heals)

    • February 13, 2017 at 6:10 am

      Hey kill, thanks! And yeah, using a Dragon Artifact and aiming up to “miss” is something you dont see much on console but its a pretty cool glitch to take advantage of. I never bothered buying the Dragon Race so I just sorta put that idea to the side and never really bothered with it hahahaha. Ive seen videos and it looked pretty cool though. I should really get around to adding in more info about this, thanks for the reminder!

      • kill y ann
        February 19, 2017 at 1:48 am

        You don’t need to be dragonborn to use or equip a heart of dragon ;D

        • February 20, 2017 at 6:16 am

          Nope, But I would have never bought it with AD either due to my already loooong list of much-needed supplies. I guess now they drop quite regularly, but Im still not back on the NW train just yet.

  • Gnome
    February 16, 2017 at 3:59 pm

    That makes sense. Slowly I’ve gotten my recovery from just a 1000 to almost 6000 and I can see a huge difference. The crummy thing about my companions is that I grinded out my Zentarim Warlock to legendary a long time ago and I don’t really want to grind out another two million AD’s to get a con artist to Legendary haha Maybe once I’ve got my iLVL higher than I can save them up and make the switch. I can se how having three rings would be huge. Just out of curiosity, what is your APG percentage? If it wouldn’t be a huge inconvenience, is there a chance you could also post a picture of the rest of your stats just for referencing. If not no worries.

    • February 20, 2017 at 6:21 am

      So I had 2 days off and really wanted to get the pictures taken and uploaded for you but I totally spaced it on uploading them. I cant really remember what my APG gain is, but its not over 200%. I really spent a long, long time widdling down Recovery and APG until I had what I thought was enough for each engagement. When it comes to Recovery, you can see the difference rather easily but the problem is Hastening Light. Being able to use that thing every 5-12 seconds removes the need for recovery. You will get back your DG, Chains and BtS by using AA, so going all out on Recovery is just overkill. So unless you plan on getting 13-15k recovery, your skills still wont be up before AA is ready again. So you have 4-6 seconds you can remove from recovery and put into something else.

  • Gnome
    February 24, 2017 at 7:26 am

    Your good man. I just got my recovery to 7000 and I feel like I’m killing it with my AA. I’m only a 2400 iLvl but I’ve told that I’ve made a noticeable difference in damage in the dungeons I run with some my guild mates who are 3000-4200 iLvl, so its been awesome! Sorry for all the questions, but I was looking at my own stats compared to yours and just referencing where I need to take my build. So as I said I’m at 7000 recovery and my AGP is at 1100 right now. The thing is I have tiamats orb of majesty and thayan book of the dead both at uncommon level, so I don’t have the 1200 APG from the bonuses yet. They should be close to mythic after 2x rp next weekend and i will have a ton of APG. Should I tone back the APG to around 1600-1700 due to the hastening light? I have 850 APG in mount insignias right now that I could trade for insignia’s with power instead or do I role with 2400 APG?

  • Aqua
    March 4, 2017 at 8:05 am

    You’re the one who has all clerics using chains and trying to be haste clerics… It’s so annoying. Nobody uses astral shield anymore so you lose out on a debuff and trust me, my gf can tell the difference because fray still works in AS. Not as good as before, but at least you’re alive and kicking damage. My cleric is 4k and my go is 3.6k and I hate running with a DC that uses chains.

    • March 5, 2017 at 1:44 am

      If the AA Cleric build wasnt possible, I would have loved to make a build that used Astral Shield. The problem was, when I released this build, all you seen and heard about was HG Clerics and if you didnt use HG you were a clown.

      Just felt wrong not to swing, ya know?

    • Michela
      March 19, 2017 at 9:07 am

      This is not true. After Into the Fray was changed, if you use it inside Astral Shield you obtain the exact same buff.

  • March 8, 2017 at 2:47 pm

    Hi, I just re specked to this spec. I’m still quite low il, 2.6, and have a lot of boons to still get. Chains gives me 0 apg in and out of divinity. What have I done wrong ? 🙁

    • March 9, 2017 at 1:12 am

      Nvm, I was at SH target dummies when I did the re spec, chains weren’t causing any apg until I logged back on later on and tried again, seems OK now. I can’t no where near keep AA up 100% yet though 🙁

      • March 9, 2017 at 12:45 pm

        APG Insignia is pretty cheap so you go that route. Besides that, the burning artifact set and quick action mounts are really, really good for getting that AP back for each engagement. Remember, the quicker your fingers, the quicker the APG as well. Get used to the rotation and things get smoother. Good luck!

  • Blurryface
    April 3, 2017 at 10:11 am

    Is this build still viable? I’m playing on ps4

  • Neko
    May 20, 2017 at 2:08 pm

    Thank you Finn for generously sharing all the info here. I’m a IL2900 DC and using your build since 2600+ and doing pretty good. 🙂 I don’t have much power yet and sometimes other DPS/tank heal more than I do.. 🙁 so I use bastion of health often instead of break the spirit. (I like Sun Burst but I was told often to stop the knock back things…) For solo it gets much much easier to run thanks to you!

  • Stuntmanracer
    June 14, 2017 at 3:42 pm

    Hey so I was wondering if mod 11 changes this build in any way, and I also noticed that the ancient warding feat doesn’t increase the duration of aa, but increases the duration of anointed action. I tested it out to see if it was true with me having the feat and someone else not and the time anointed army was up was the same.

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