Mod 11 Devoted Cleric Build (post DC changes 3/16/17)

by Sharastrix on March 18, 2017
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Mod 11 Devoted Cleric Build (post DC changes 3/16/17)

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     Mod 11 Divine Oracle Devoted Cleric for Neverwinter (post DC changes)

Why chose this build over others?

I can’t say that I’m the best Cleric there is, but I have been almost exclusively playing my cleric for several years now. I’m far from the best geared, but this spec will work for all levels of gear and will help you play as a better cleric if you’re just starting out. This build is for PvE pretty much exclusively. I don’t really have any PvP experience at all, so you may wish to look elsewhere if you’re looking to learn how to PvP.

What role am I going to fill with this?

Honestly, your first priority is to heal and buff your party, but you will also provide an acceptable level of dps and fully be able to handle your boon grinds and daily quests and anything else you will need to do solo.

Ok, so what talents and abilities do I use?

Most importantly, remember your first job is to buff and heal your party. I went with Virtuous because responding to damage spikes can be very very difficult if you’re not just keeping healing spells up as much as possible on your party. With Virtuous you’re able to keep HoTs (heal over time) rolling on as much of your party as you can. This also allows your foresight to be applied to them.

What abilities should I use?

In a group environment this is the loadout that I use. If you’re grouping with another DC for any reason you may wish to swap out break the spirit for forgemaster’s flame as multiple DCs using the same buff don’t stack. If you do not need as much healing you may switch out Bastion of Health for Divine Glow. This still allows you to heal some, but also provides a much needed buff. The class features that I use are Terrifying Insight and Foresight.

My rotation for this loadout is 3x divine sunbursts (be very careful not to spam this button too much or you’ll waste your empowered on another sunburst, I’ve done that way too many times to count, heh), empowered break the spirit, regular bastion of health, then spread around brand of the sun on as many enemies as you can and spam lance of faith until you’re full of divinity again. Repeat this rotation as much as possible till things be dead. Drop Hollowed Ground during boss fights only where you know people will get the most use of it. Use Divine Armor situationally and on big trash pulls to mitigate damage till you can get divine sunburst rolling on everyone. As for the artifact, I think it’s pretty self explanatory. You need to get your action points filled as fast as possible to have a daily ready whenever you need it. The cleric keeper of the nine artifact helps with that a lot. Keep in mind that for this rotation to work best you’ll be standing with the melee, so watch out for red areas and just be as aware of your surroundings as you can be.

For my 3 belt slots you may notice that I do not use healing potions. I just find that with the healing from sunburst, even when soloing, I do not need them. The Lliira’s Bell is obtained during the Celebration of Lliira event. The Miniature Giant Space Hamster I got from a giveaway on some site that I have long since forgotten where. Lastly, the Tymora’s Lucky Coin is obtained during the Challenge of the Gods event.

When I’m out and about soloing stuff this is the loadout I use. I didn’t used to use Prophecy of Doom before the new changes, but after the fixes its 100% worth using in my main rotation again. Now, this rotation can also be used if you intend to dps in a dungeon as well. Notice that the at wills and the class features have not changed at all from the healing loadout. They just really are that good to where they should always stay the same now. The rotation for this starts out exactly the same with 3 divine sunbursts and then fully empowered chains. After that throw prophecy of doom out and mark up as many targets as you can with brand of the sun. Spam lance of faith until your divinity is full and rince and repeat. I will admit to the artifact choice is strictly for flavor. As a dragonborn I feel that I should have a usable breath weapon. Its not optimal, but I am an RPer at heart. As for the dailies, use flame strike whenever you need to hit more than one guy and use hammer of fate whenever you’re facing off against a boss or other single strong enemy.

What active companion should I use?

Now, when it comes to companions, I know for sure that I don’t have the best of the best. I’ve pretty much just relied on luck and such to get what I have. That being said I recommend going for a companion that helps with buffing or debuffing, like the rust monster here (I love you Driki. you’re so cute!). As for the other companions, go with things that either increase your healing output, action point gain, or provide some sort of buff or debuff that can be taken advantage of by more than just you. Remember, you have to put yourself second when it comes to knowing how to play a support character. It always helps if you can buff your friends or debuff your enemies.

What are my stat priorities?

First and foremost, I know my gear is not the best. I am mostly a free to play player. I have spent money (obviously) on the dragonborn race as well as a few other things including VIP. I highly recommend that if you spend nothing else, get VIP. It more that pays for itself rather quickly. And, who wouldn’t want to be a dragon if you could? What I am trying to get to improve my gear is a new weapon, specifically I am going for the twisted set. I’m still a ways off from even getting my first piece. I am also working on trying to get a 3rd piece of dragon flight gear as well (the helm) leaving my chest piece as the item level 150 dungeon gear that I have. I’m working on saving up refinement points to use during the next 2x refinement event as well. If I have my way I’d also like to get a ring of rising power +4 or +5 to replace the lifesteal one. I will admit I only am using that because its a +4 which has room for 2 enchantments for higher item level. I need to get more higher rank enchants. Most of what I use are rank 7, 8, and 9s.

How should I allocate my primary stats?

This is how I allocated my stat points. Its pretty self explanatory. You want as much charisma and wisdom as you can get for the increased action point gain (cha) and healing and damage (wis).

What is my stat priority for secondary stats?

This is a little harder to identify because I am not super familiar with stat caps or weights or anything. In general I go for power> recovery> defense> critical rating.

What enchants should I use?

For weapon enchant I use Plaguefire. This offers a debuff to the enemies hit for a few seconds, so it takes some serious work to keep it up, but it does proc on all of your encounters, including sunburst, so it should be relatively easy as long as you’re maintaining your rotation properly. For armor enchant I use soulforged. Coming back up from a death without party assistance is always a good thing. It helps minimize “oops” situations too. For regular enchants I suggest Radiant enchants for offense slots, and Azure enchants for defense. They help provide 2 of your most important secondary stats. For utility slots, I use dragonhoard enchants. The extra refining gems are always welcome. You may wish to use something else, like +movement speed though.

Leave a reply
  • Roberto Anaya
    March 23, 2017 at 11:35 pm

    just tried this on my ps4 doubt it will work the same but heck why not try ill reroll or spec it if need t. im barely 700 item level so yh.. my question is how come you dont have no points in your feats for recovery? isnt recovery what dc’s need?

    • March 24, 2017 at 12:35 am

      Honestly, with my gear level I find that I have enough recovery that I’m never waiting for something to be off cd when I need it to be. At lower gear levels it may be a good idea to get some more recovery, but before level 70 it really doesn’t matter anyway. What matters most is being able to survive and deal enough damage to level up and complete quests. So by the time its worth worrying about you most likely won’t need the extra recovery.

  • WhatsUpWithEveryoneTryingToMakeDCEvenIfTheyHaveNoIdeaHowToPlayIt
    March 24, 2017 at 9:09 am

    This is pretty bad build for DC. It might work for T1 dungeons, but not really good for the rest. I seriously doubt you ” have been almost exclusively playing cleric for several years now”; from what I’vw red, it is more like you’ve been playing it for several months, and haven’t even read the DC changes thoroughly. Also, rust monster is a good companion to be in active slot, but for summoned there are far better and cheaper options.

    Sincerely, the guy who has been maining his DC for a couple of years, without spending a cent on this game.

    • March 24, 2017 at 2:13 pm

      Honestly, I disagree. Everyone I’ve ever grouped with has loved my performance. I am always top healing in demogorgon and tiamat (sadly the only multi DC dungeons I can do because of my gear level). Maybe it takes a certain playstyle like mine to make it work, maybe this won’t work for others too well. The rust monster I got for free because I got lucky with a lockbox several years ago. I took a year long break when the level cap was raised to 70. I was full miracle healer with an augment companion back then. Bonding wasn’t a thing, and the reason I still have a blue belt is because I used to be wearing the level 60 lathander stuff till recently. I have been playing for years. I just took a break and am working my hardest now to get things changed to what is considered good now. However, my build won’t change. I recommend it to anyone who doesn’t know much about DC. If you’re already experienced and know what you’re doing, this guide is not for you.

  • Waouh
    March 25, 2017 at 7:39 pm

    I […] am working my hardest now to get things changed to what is considered good now. However, my build won’t change.

    So you want to change, but not change ?

    Heal is no even the top work for DC past 2.5k … So I’m glad you are the top healer.

    • March 25, 2017 at 7:42 pm

      I enjoy how the build plays. Its fun and it works very well. I’ve already adjusted it for current end game. Just because you don’t like how it looks on paper does not make it less valid. This is a very solid and good build. I have recieved nothing but positive feedback from everyone except on this site. If you like it then use it. If you do not then don’t. Hense why it won’t change and I recommend it.

  • Legolas
    March 27, 2017 at 11:32 am

    hmmmmm this build does not convinced me… but thanks for sharing

  • March 28, 2017 at 1:54 am

    Just curious, I have not played a DO DC before but how is sunburst useful? Back in beginning days playing a DC I got jumped all over for using it since it throws creatures all over the place.

    • March 28, 2017 at 2:23 am

      You are not the first to have this question. Sunburst, when used in divinity, does not have a knockback. Of course you need to be careful not to accidentally use it in normal mode after using your 3 divine charges. Then it will have a knockback. I am guilty of that more times than I’d like to admit. But yeah, just use it in divinity and you won’t piss off the melee.

  • Cadderly
    March 31, 2017 at 5:00 pm

    This is an interesting build. I could see it as being a very good build especially if you are below 3k. Campaigning Is a nightmare for DCs and SKT is the worst. Who knows it could be good for end game. Alot of people want to test out doing more DPS with the DC but will it be acceptable for end game content? I dont know if I would sacrifice AA and I would definitely choose a different companion but with Mod 11 being so new there will definitely be alot of experimentation.

    • April 1, 2017 at 5:45 am

      AA definitely still has its uses, however I think the buff/debuffs that DO can provide now are a lot better than they used to be, and if you replace bastion of health with divine glow you get a lot more dps at the cost of only minimal healing. And you add an extra buff.

  • April 17, 2017 at 2:02 am

    The ‘Hiro counter’ is amusing….

  • Kallia
    April 18, 2017 at 2:59 pm

    Let’s first talk about DO vs AC. DO with mod 11 updates now out on all platforms, DO are now a viable option, but the problem is most of the DCs I see running DO try to be a damage dealer and are just horrible at it. DO are viable now as an alternative to AC path but the AC path IMO is still slightly better than DO

    Companions: Rust Monster is a tank companion. You have to take damage to make it apply the effects and as a buffer/debuffer/healer you should be avoiding damage and buffing/healing the group. Therefore the Rust Monster is not the best choice for a DC.

    I recommend Con Artist, Greenscale Bowmen, Rebel Mercenary, and Sell Sword as good summoned companions for the buff/debuff they place on targets.

    As for other active companions, honestly there are not many that really help the group out for buffing and debuffing and some of them don’t work with some of the companions I listed above, so go with full on DPS companions to boost your damage out potential to make content runs faster.

    • April 18, 2017 at 5:24 pm

      Thank you for your feedback. I really appreciate it. I will admit I’m just using my rust monster because he’s the one really rare one I got lucky and got from a lockbox a long time ago. However his attacks (since he’s my active companion) also provide a debuff which I like. My damage output as a whole is pretty abysmal if I was to even try to consider myself a dps. One if the reasons I go with what I do is because of how much healing I put out.

      Again thank you for your comment.

  • theENDisNIGH
    April 19, 2017 at 11:47 am

    Hi, thanks for sharing this build. I have a 67 DC and, naturally, I am looking for my lvl 70 build. I have been playing for 1,5 years, but as GF tank. I have a very simple question:

    – I am curious as your first encounter in your rotation being Sub Burst. It has obvious benefits, but my experience is that DPS’ers complain about its push effect in dungeons (as they prefer that thrash is all compacted in a single spot, allowing damage to be focused). Am I missing something here?

  • WildHunter
    May 16, 2017 at 12:06 am


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