Bufferoni Devoted Cleric Build
The Real Bufferoni
So, before you invest time in reading my guide, go to Jarek’s guide. He is the only dc I can say worth reading. His guide is basically the guide all clerics starting out should read. After you get accustomed to cleric builds, you should really invest time in reading everyone else’s guides.
My name is Bufferoni, currently a Ps4 player. I came here like all other clerics to explain to them my build. Im sick of seeing all these 2.5-3.3k clerics think they are all high and mighty cause they stole information off Jarek’s build.
Im a 4.2k cleric, in one of the best guilds on Ps4. I love how the assumption goes to Im pay to win. If you play this game, or dont, it will show in your item level by this time. Spare me your comments on how Im pay to win when a game baby feeds you item level and refinement.
Now with that said, allow me to explain why I am making this guide. I am making this guide in order to help justify why I am the highest APG% cleric on Ps4. My APG is usually low, but my % usually climbs to well over 400% in combat. I dont think many first time clerics can achieve this right off the bat but I think its more or less a priority to strive for, I dont think 400% apg will come over night as well.
There are 2 trains of thought on Wisdom, Charisma, Intelligence, Strength.
Our builds tend to focus for recharge, Charisma is very good in terms of APG and recharge. (Ive noticed more top clerics switching from wisdom to intelligence)
– Intelligence and Charisma. (This is the current setup for my cleric)
– Wisdom and Charisma.
Power is our primary stat. When you have a choice between any stat and power, always choose power. Radiants for Offensive slots.
Action point gain to 1400 is a standard. Beyond 1400 has diminishing returns. I like 1400 cause 9%, its personal preference if you want over 9% but be prepared to dedicate a lot of apg to get another % point. I work for ‘%’s, So I strive to stay above 300% APG% while in combat. This happens with a combination of a multi-proc most clerics can do on negation.
Recovery is extremely useful, anywhere 8k-13k is fine. 10k is very good.
Defense is very good, damage resistance is fairly crucial, you will take damage at some point in time, this is just preparation for potential damage. Azures in defense slot.
Crit Strike when you can, do not take away from the above stats for crit because your build will suffer. Owl bear companion coming out in mod 10.5, you will find you may not need crit at all.
Armour penetration is something that should only be taken when the above stats are not suffering from it.
Life Steal can be beneficial, do not slot for it in your armor. Try achieve this another way.
In terms of Offensive, Defensive, Utility enchantment slots (***- use these before all)
The reason I do not like Black Ice Enchantments is because they give crit. I do not need any crit on my build. Even on the enchantment it may give more overall numbers 460 power, 230 crit, 230 recovery. I would rather have cruel instead. If you are a healer cleric, Black Ice Enchantment might be something you may want to try.
Offensive- Radiants*** ( 700 Power), Cruels (420 Power and 420 Recovery), Silvery (700 Recovery)
Defensive- Azures*** (700 Defense), Cruels (420 Defense and 420 Deflect)
Utilities- Darks*** (700 Movement)
Armor enchantment- Negation (there is current an exploit where D.C. And pallys can proc negation recovery to well over 50%)
Weapon enchantment- Plaguefire/Lightning (plaguefire for rebuff and buff and lightning for cool down and increased damage)
Relic gear is considered best in slot.
Helm: 5% everfrost resist, 12,624 Hp, 743 power, 1114 recovery, 721 defense
Chest: 8% everfrost resist, 25,248 Hp, 1733 power, 1155 recovery, 1082 defense
Arms: Unfortunately I have not gotten these yet.
Feet: 8% everfrost resist, 12,626 Hp, 743 power, 1114 recovery, 721 defense
Dragonflight is another great option.
Arms: 10,554 Hp, 626 power, 939 recovery, 655 defense
I prefer to prioritize Power, Recovery, Defense
Sigil of Devoted- It doesnt actually do what it says. It actually increases your recovery and APG.
Heart of the black dragon- Power, Recovery, Defense
Symbol of Fire- Power, Recovery, Defense
Symbol of Air- Power, Recovery, Movement
Tiamat Orb- Mainly for set bonus and APG. Mammoth doesnt really like this set, I agree with him. I use this set only for APG.
Sigil of Hunter- Very good for the same reasons, Power, Recovery, Defense.
3/3 Toughness- Goes without saying more Hit points the better.
3/3 Greater Fortune- Wisdom granting healing is nice, doesnt matter how much
5/5 Domain Synergy- Recovery is pretty good, helps your cooldowns. Ive noticed that it doesnt proc over 3%, so if you feel you want points else where 3/5 is viable as well.
1/3 Weapon Mastery- Cant argue against free crit chance, easier to build it here than other place.
3/3 Repurpose Soul- One of our spells has a crit effect, we generate an area heal. That heals allies for 15% of the spells effect. Its the most consistent feat we have as clerics.
1/3 Cleanse- 10% chance to remove DOT (Damage over Time) effects. Having more than 1 point can be wasteful in terms of the other feats we have that you can prioritize.
4/5 Bountiful Fortune- 12% more divine power makes sense since we use that to build for our empowereds. We find that putting the 5th point in for 2% gain is wasteful and can be readjusted else where.
5/5 Furious Intervention- 10% more action points for damage being done.
5/5 Ancient Warding- Heals those affected by Anointed Army for 3% of their max hit points, also gains 5% of their total action points. Very useful.
5/5 Weapons of Light- Power share 10% of our power to others within 30′. This is a pretty good feat because power sharing is crucial to our builds as buff clerics.
5/5 Bear Your Sins- As of recent update, this correctly works. Not sure how pc is being affected, on console this correctly works.
5/5 Condemning Gaze- Whenever you hit 5 stacks of condemning gaze, you deal 15% more damage from all sources for 15 seconds. This is very good for group buffs.
1/1 Avatar of the Divine- 40% more damage, cooldown increases by 40%, this will apply every 60 seconds.
5/5 Have Faith- Allies affected by heal over times receive 5% more damage resistance.
5/5 Battle Fervor- Blessing of Battle now buffs for 15% of our power to nearby allies.
5/5 Gift of Haste- Heal over times grant 5% of their AP over 5 seconds.
5/5 Respec- You suck and should respec. Take a hint.
At wills/Encounters/Class Features/Dailies:
At wills are kind of a given: Astral Seal, Blessing of Battle.
4/4 Astral Seal- Allies striking target marked by astral seal now grant a heal every 4 seconds.
4/4 Blessing of Battle- Blesses nearby allies with a small defensive buff reducing incoming damage. This combined with Battle Fervor grants power sharing.
Encounters- (***- use this move over others)
Encounters for the most part we agree on and more cleric builds in the Anointed Champion spec agree with.
4/4 Chains of Blazing Light***- Great way for us to build our Action points. Insta casting very quick to build up AP, also applies a stun which may help on mobs.
4/4 Forge Master’s Flame- Applies Damage over time affect, Casts quickly in divinity, at empowered buffs allies granting 5% more damage per stack.
4/4 Bastion of Health- Heal, need I say more?….Basically an insta heal at empowered.
4/4 Break the Spirit***- Our BEST buff ability. Applies damage over time, reducing incoming damage by 20% while reducing threat. At empowered increases damage done by 10% per stack. This is actually an area buff contrary to what most people think. One of my main encounters, I almost never take it off my tray.
4/4 Divine Glow***- Heal over time, debuff, buff. This is one of my main encounters, I almost never take it off my tray. One of our most versatile encounters.
4/4 Astral Shield- Defense boost that makes use nearly invincible. This is based of HP so you may want to consider mainlining HP instead of defense if you use this. VERY GOOD IN PVP.
Basically there are only 4 good class features to rely on.
4/4 Divine Fortune- This will build your divinity faster, granting more divinity per hit with at-will.
4/4 Holy Fervor***- Grants 20% more APG%. This applies directly to your percentage. I always use this because who can deny free 20% apg?
4/4 Anointed Armour-(my current meta) Grants Amour Class and Deflect Chance, if you pvp this is a very good feature that will help keep you alive in combination with astral shield. I always use this because I developed a style of a gritty play, I like to be up in close on FBI and this is amazing for taking damage.
4/4 Hastening Light***- When casting a daily power you decreases recharge time on allies within 50′ by 4 seconds. If you party with Great Weapon Fighters you may want to consider using this more, its one of the only abilities in game that actually decrease GWF dagger’s cool-downs. I rarely ever use this cause I find it a crutch, better for use at lower lvls
Dailies you should always spam are Anointed Army. You should try for 100% up time on AA.
4/4 Anointed Army***- This is our bread and butter, allows you to take 4 hits, buffs 50% of total power. Basically these are Jesus balls. If you do not use this, just spec into faithful.
4/4 Hallowed Ground- 20% damage buff, 20% damage debuff. If you run with an AA cleric, this is not so bad to use to maximize outputs.
Best mounts are going to be the legendary mounts, these mounts help if they have power, recovery, or some APG ability.
Black Ice Warhorse- 4k power
Tenser Floating Disc- 4k Recovery
Manticore- 1k power and 1k defense, Share 500 power and 500 defense with group, This is what I use cause power sharing is something I strive for.
Guard drake- 2k power
Enchanted courser- 2k recovery
Bufferoni Setup- I do have to say this is not the most optimal setup. Im between changing up certain things as well as testing out other stuff.
Assassin’s Covenant- Lose 10% of your Defense, Deflect, Life Steal, and gain the combination of lost stats as power. I notice that they power you gain through twisted set is not shareable, but the defense gained accompanied by assassins covenant does power share.
Artificier’s Persuasion- Whenever you use an artifact power, receive 10% buff to recovery, movement, APG, stamina gain based on your power.
Protector’s Camaraderie- When companion attacks receive 3% buff to power and defense for 10 seconds, this stack 4 times.
Barbarian’s Revelry- Crits will heal you for 1.5% max hit points.
Gladiators Guile- When your Stamina is above 75% you more 15% faster. When your stamina is below 25%, you gain 15% power as stamina gain.
This is the Bufferoni setup. The company list is comparative to best optimal buff/debuff setup.
To be honest, what ever companion you use will be contingent based on what you require out of your build. I use the Con Artists as my summoned because of the rings I have are dual slotted. I usually slot recovery in my companion and defense. Any power you put in your companion slots will only affect you and not your party. I use Ring of Hellig and Rosegold Restoration rings in my companion as well. Recovery and Defense. I suggest not going for power because you get more benefits out of recovery on companions then power.
Pheora- 1000 regen, 1000 power on resurrection for 10 seconds to my summoned company which come back to me as 2.5k+ more power. This is an underrated companion.
Con Artist- at Epic 10% debuff
Rust Monster- 25% chance to inflict a 5% damage debuff on attacker, stacks 3 times.
Any Spirte- 2% APG
Atral Deva- When summoned companion deals damage, 10% chance to heal companion and palyer for 3% max health.