Unscathed’s Buff and Bomb DO Devoted Cleric Build V1.2 [PVE, Mod 12]
DC’s have traditionally been lumped into one of two categories: healers or buffers. When it comes to dps, not many consider DC’s to be a viable option. But what if you could heal, buff AND do respectable DPS all without switching gear or loadouts? Sound too good to be true? It’s definitely not, and in the paragraphs to follow I will explain exactly how I’ve made it work. This build was created from the ground up through theory crafting, countless hours of testing and an embarrassing amount of respec tokens. XD It took awhile to get it right, but the (almost) final product is solid and insanely fun to play. Like other DC’s on here, I’ve been asked of questions about my setup and had requests for the build, so I wanted to make it available for anyone who wants to add a little ‘flare’ to their DC life. So please enjoy, and kindly rate this up if you do!
Before starting, I wanted to mention a few caveats: this build is on the advanced side and is probably not a good choice for beginners. It requires some skill and some investment (either time money or both) and assumes a solid foundation of play experience. Secondly, this build has a lot of “moving parts”, meaning there are a number of different principles / ideas in it that feed into one another. If one or more of these components is missing, the build will probably not work as intended. For example, this build depends on a high critical chance in order to land big numbers in both damage and heals. Additionally, many of the boons and feats work synergistically with a high critical chance. This will be explained in more detail in the sections to follow. Lastly, this build was designed and tailored to fit my personal play style, so it may not be for everyone. In understanding that everyone has a unique style of play, some creative adaptations may be needed to custom fit the build to your liking. I am more than happy to help with this, so please feel free to contact me in game if I can. So with all that said, let’s get to building!
*This build has most recently been updated on 10/3/2017 to reflect the changes in mod 12. After taking some time to study the new expansion I’ve made some tweaks to the build that I feel have enhanced performance both in Chult areas and in previous ones. Where changes have been made, the original build ideas will remain with the new changes posted beside them; in this way you can see the build’s natural progression and take or leave the changes as you see fit.*
RACE AND ABILITY SCORES: Information on each race and its bonuses are easy to find, so I won’t go into much detail with them here. Personally, I chose my human female for her strikingly good looks. The 3 additional Heroic Feat points ,+2 to any ability scores and 3% defense boost aren’t too shabby either!
WE BE ROLLIN…. Wisdom is the main attribute for DC’s, while strength and charisma are considered secondary. For THIS build however, STR and CHA are more important than WIS. At level 70 you will want WIS, STR and CHA all above 20, and the stat placement priority from there is: STR >CHA>WIS. Why? Because we want increased crit chance (STR) and faster recharge speed, action point gain and other goodies! (CHA)
*Note my starting rolls were: 13 STR, 10 CON, 8 DEX, 10 INT, 20 WIS, 13 CHA, but this is somewhat unimportant as you should be able to get close to these numbers by adding points elsewhere as appropriate*
PARAGON PATH: DIVINE ORACLE
- It’s worth mentioning however, that this build can also be used on AC with a few minor tweaks. Dps output is still good, but the build lacks the “oomph” of a DO.
FEATS: I wish I could say that no retraining tokens were harmed in the making of this build, however many an innocent token were slaughtered as was my wallet, specifically in the feats section. In an attempt to save your tokens and wallets from the same fate, I’ve listed the feats below as well as a brief explanation of my rationale for choosing or not choosing each one.
- Healing Action 5/5: (gain 5% more AP when using a healing ability) Keeps the AP meter filling quickly when in a healing role.
- Greater Fortune: 1/3 – (Wisdom grants 1% more healing) Honestly, I only put a point here to open the next column. Not very useful in the grand scheme of things.
- Toughness: 3/3 (increases max HP by 9%) Makes for “less squishy” clerics.
- Holy Resolve 0/3 (Gain 5-15% of your max HP in temp HP, when you drop below 30% HP) if mobs are pummeling you, this MIGHT buy you one extra second to live. Probably not worth it.
- Domain Synergy 0/5 (gain 1-5% more recovery) Sounds enticing, but doesn’t add up to much. If your recovery is at 10,000, putting all 5 points here would only raise it to 10,500.
- Weapon Mastery 3/3 (Increases Critical Chance by 3%) Yes. Critical chance is vital to the build.
- Initiate of Faith 0/5 (Crit stat is increased from .2 to 1% of your total power) Nice, Crit! Actually, this sounds a lot better than it is. This is for the critical STAT only, and does not increase the crit chance percentage directly. So if you have 30,000 power, this will only raise your critical stat by 300. Pretty anticlimactic.
- Repurpose Soul 3/3 (when your spell crits, the target of that spell tosses an AOE heal equal to 15% of the spell’s effect) This is nice for secondary healing and works beautifully with a high crit chance. Starting to catch the theme here 🙂 ? It also has synergy with some of the boons we’ll use. (discussed later)
- Battlewise 0/3 (you create 2-6% less threat) pretty much useless, even with the big numbers you’ll put up.
- Cleanse 3/3 (when healing an ally you have a 30% chance to remove a DOT from them) This is not exceptionally useful in the lower tier dungeons, but for FBI and beyond it’s really a must have.
- Templar’s Domain 0/5 (when dealing dmg you have a 5-25% chance to gain 30% more armor pen for 5 seconds) Not a bad choice if you have extra points to burn, or if you don’t need cleanse.
- Bountiful Fortune 5/5 (gain 15% more divine power) Divinity gain is also a crucial part of this build, so 5 points here is a must!
RIGHTEOUS – PARAGON: I like watching stuff melt, blow up, disintegrate and just plain get destroyed. Assuming you do too, you’ll want to invest most of your points into this pathway. The few points not placed here have a different destiny.
- Astral Fury 5/5 (you deal 10% more dmg) Need I say more?
- Furious Intervention 5/5 (you generate 10% more AP when doing damage) Very useful to keep the AP meter filling quickly.
- Righteous Suffering 0/5 (if you take dmg, you deal 2-10% more dmg for 10 sec) Not bad, but the points can have a bigger impact elsewhere.
- Power of the Sun 0/5 (Brand of the Sun reduces targets dmg output and crit chance by 1-5%) Again, not a bad feat, but there’s more effective ways to spend the points.
- Living Fire 0/5 (whenever you are taken below 30% HP, you deal 5-25% more dmg for 8 seconds) Nice dmg boost, but the conditions you need to meet to activate this are not very practical.
- Weapons of Light 5/5 (allies within 30’ have their power increased by 10% of your power) We share less power overall as DO’s, but this is still nice to have and is helpful to the party.
- Bear Your Sins 5/5 (foes under the effect of your DOT take 10% more damage from all sources) This actually works now, and since we are almost always dropping DOT’s this will have close to a 100% uptime.
- Piercing Light 0/5 (your damaging powers have additional 2-10% armor pen) Also a nice feat, but you can easily get the armor pen elsewhere without spending valuable paragon points.
- Condemning Gaze 0/5 (dmg encounters add a stack to enemy. After 5 stacks they take 3-15% more dmg from all sources for 15 seconds) This is one feat that I had to sacrifice in order to make the build better overall. It’s a nice feat, but bosses aside, consider that most enemies will die before 5 stacks are accumulated.
- Fire of the Gods 5/5 (when you crit a foe they take 100% of your weapon damage in fire damage each second for 15 seconds) This is one of those feats that is really amazing with a high critical chance.
- Avatar of the Divine 1/1 (inc. dmg and cooldown speed by 40% for 25 sec) The crown jewel of the righteous path. Definitely put a point here.
FAITHFUL – PARAGON: The few points that we left out of the righteous path have a special importance here. I mentioned earlier that divinity gain was a key part of this build, and the 5 points put in Gift of the Gods here adds an additional 25% to our divinity gain. Combined with Bountiful Fortune and Divine Fortune that gives us a whopping +60% divinity gain. When running the recommended at-will powers in the suggested rotation, the divinity meter will fill in 3 hits. This allows for unbelievably fast rotation cycles, which translates into a huge dps boost. Of course this can also be applied to heals 🙂 (bastion of health’s instant cast in divinity mode is really nice) When you consider how all of this is enhanced by our high critical chance, it should give you a good idea of what this build is capable of.
- Resounding Beliefs 5/5 (NON heal over time powers heal for 10% more) Boosts up the flat heals a bit.
- Desperate Restoration 0/5 (if you or target is below 30% HP, heal for 6-30% more) Nice bonus, but again the conditions needed to activate this are not very practical.
- Divine Intervention 5/5 (healing spells have a 25% chance to grant the target 150% of your weapon damage in temp HP) This is a nice but small temporary HP buff that proc’s often.
- Benefit of Foresight 0/5 (defense from foresight is increased by 1-5%) If you use Foresight with any regularity this may be a better choice than Divine Intervention. The former was more useful for me.
- Gift of the Gods 5/5 (25% more divine power) This is the sole reason for putting points into the Faithful pathway. Faster divinity gain = faster and more rotation cycles = more dps and healing.
FEATURES / POWERS SELECTION
Features and powers selection will vary depending on the circumstances. My setups are listed below, but you may want to experiment a bit to see what works best for you.
CLASS FEATURES: Whether soloing or in a party, I almost always run Terrifying Insight for its static 20% boost to group damage output and Divine Fortune, which adds 20% more to our divinity gain for a total of 60%. The utility of running this in dps situations is pretty clear, but it also works amazingly well when in a healing role. As mentioned earlier, the incredibly fast divinity gain allows for unbelievably fast spamming of heals. Bastion of Health is a nice big heal, but it has a slow animation. In divinity mode it’s instant. Between the speed and the critical chance of the heals, you have to really be trying hard to let someone die.
Having said that, there are some situations where other combinations of class features are helpful:
- Light of Divinity + Foresight: Foresight reduces incoming damage by 8% (13% if you have points in Benefit of Foresight) and that bonus can be transferred to party members by way of heals. However, in open spaces where teammates are spread out this can become problematic. Light of divinity applies a heal every 3 seconds that’s divided amongst all allies within 50 feet. This heal activates foresight. Problem solved.
- Prophetic Action: (adds a shield that protects you (100%) and teammates (25% of max HP) from a single attack every 21 seconds. Can be helpful in various situations (Svardborg, Castle Never, etc)
- Hastening light (every time you activate a daily power, 4 seconds are subtracted from party’s and your recharge timers) Useful any time you need faster cooldowns.
- Hallowed Ground + Divine Armor: I almost always have these slotted when in a party. Hallowed Ground gives a nice 20% boost to both offense and defense, and divine armor gives a brief temporary HP shield worth 80% of the targets’ HP. Doesn’t last very long, but with good timing this can save a LOT of lives.
- Hammer of Fate: a damaging knockback attack that can also restore some action points. Good alternative to divine armor when soloing, but has a slow animation time.
- Guardian of Faith: a knockdown attack with an added heal. I slot this any time I need to cycle through dailies quickly (eg. When running Hastening light) This has a very fast animation time, barely interrupting encounter casting.
AT WILL POWERS:
- Brand of the Sun + Sacred Flame: I use these because Brand of the Sun is enhanced by my main hand weapon artifact power, and Sacred Flame builds divinity pretty darn fast given its animation time. SF + BotS + SF in quick succession fills the divinity meter in 3 hits. If the rotation is done with careful timing the animation for the first SF can be cut short, making the rotation even faster.
SOLO / PARTY DPS
- Daunting light, Chains of Blazing Light, Divine Glow OR
- Daunting light, Forgemaster’s Flame, Divine Glow (for stronger single targets)
PARTY HEALS / DEFENSE / BUFFS
- Daunting light, Astral Shield, Bastion of Health (heavier heals)
- Daunting light, Astral Shield, divine glow (lighter heals and more dps)
- Healing word, Divine Glow, Bastion of Health (Dragonflight heals)
BOSS SPECIFIC SETUPS
- If you are interested in what I’m running on certain boss fights, please feel free to message me in game.
- An example of my typical dps rotation is as follows: Sacred Flame –> BoTS–> Sacred Flame (fills divinity meter)–>
- Divinity mode: Daunting light x 3 –> Normal mode: fully empowered Daunting light or Forgemaster’s flame. Rinse and repeat. Toss in Hollowed Ground when able.
- Of note: be willing to cut the rotation short to blast out a couple more hits. For example, if you are attacking a mob with your party members and you think it’s HP will be gone before you finish your rotation, pop into divinity mode, blast a couple instants and pop back out for a quick empowered strike. You can squeeze out more dps (or heals) this way.
- Dark Fey Hunter, Fey Precision, Elven Haste, Elven Ferocity, Elvish Fury
- DREAD RING
- Conjurer’s Gambit, Evoker’s Thirst, Forbidden Piercing, Enraged Regrowth, Burning Guidance*
- *Burning guidance gives healing spells a chance to burn enemies near the target for up to 2000 dmg. Works synergistically with Repurpose Soul and other boons for an AOE mess-fest!
- ICEWIND DALE
- Encroaching Tactics, Refreshing Chill, Sleet Skills, Cool Resolve, Rousing Warmth
- Primordial Might, Primordial Focus, Drow Ambush Tactics, Dwarven Stamina, Abyssal Strikes
- TYRANNY OF DRAGONS
- Dragon’s Claws, Dragon’s Gaze, Draconic Armorbreaker,, Dragon’s Greed, Dragon’s Fury x 3
- THE MAZE ENGINE
- Abyssal Regeneration, Demonic Influence, Demonic Swiftness, Baphomet’s Might
- ELEMENTAL EVIL
- Wave of Force, Heart of Stone, Searing Aggression, Gale of Retribution
- STORM KING’S THUNDER
- Cold Hearted, Survival Instincts, Chill Determination, Vengeful Heat, Healing Warmth x 2, Chill of Winter x 1
- THE CLOAKED ASCENDANCY
- Aura of Hope, Fiery Frenzy, Soothing Zephyr, Vision of Beyond
- JUNGLES OF CHULT
- Beast’s Burden x 3, Shamanic Grace x 3, Overgrown x 3, Soul Syphon
STATS, STATS AND MORE STATS
Gear will vary greatly depending on a person’s time and resources. With this in mind I thought it would be more useful to focus on stat ratios, in order to make better use of what you currently have. You can then make adjustments to stat balances as you acquire new gear. Before we address ratios however, it’s important to understand the role each stat plays in the build.
As Divine Oracle DC’s power is important, but we don’t need to stack crazy amounts of it for power share like Anointed Champions do. We do still have a 10% power share, but the bulk of our buffs come as straight percentage based increases to direct damage. So where AC’s would stack their extra power, we want crit instead. Having said that, once crit chance is near 100% stacking more power is the way we will boost our numbers.
It’s important to note that power share only seems to count from power that is placed directly on your character. Power stacked on companions DOES NOT appear to power share, so use those Radiant or Brutal enchantments primarily on yourself and load up your companion with Silvery and Azures until you reach desired stats.
Recovery is another important stat that contributes both to recharge speed and action point gain. Prior to the infamous Anointed Army nerf that turned the entire cleric world upside-down, recovery was arguably one of, if not the most important stat for clerics. It is still important, but for this build it has a more modest role. Essentially, the goal is to have enough recovery (cooldown reduction) for our encounter powers to be ready for recast at the end of a rotation cycle. It is also nice to have enough recovery for Hollowed Ground’s recast timer to be up just as the previous HG expires, and enough action point gain to have a full AP meter for casting it. Recovery has two components- cooldown reduction and action point gain, and I mentioned them separately because they can be enhanced individually based on what you need, This can also be done without adding points directly to recovery.
- Cooldowns can be reduced in several ways:
- Equipping Hastening Light (at 4/4 points -4 seconds to timers when a daily is used)
- Griffon Mount Equip Bonus (20% reduced cooldown when using an artifact power)
- INT- adding stat points or gear with this stat reduces cooldowns directly.
- Action Point Gain can be increased by
- Selecting action pt gain as an artifact power on your weapon offhand
- Most artifact neck pieces add 4% to AP gain at legendary
- Armor enhancement jewels
- Various companions eg. Sprites
*For this build, I have found 14,000 total recovery to be more than enough to meet the goals mentioned above. For maximum dmg and healing output consider funneling any extra into crit and power.*
For most DC builds, crit is considered somewhat of a luxury. IMO it’s an overlooked and under-used stat that typically gets attention only once power and recovery are at the point of diminishing returns. In this case, it is the glue that holds the build together. You can make the build viable with a critical chance as low as 50%, but to really be effective I recommend aiming for a minimum of 75% once everything is proc’d. Of course, the closer you can get to the cap of 100% the more devastating you’ll become.
Once you have your critical chance and recovery where you want them, it’s time to add critical severity. This will boost your damage per hit when you land crits. This racks up the dps pretty quickly. Specific potions, food, companions and boons can contribute both to critical chance and critical severity. Here are a few:
Erinyes of Belial (Source: Scourge Warlock Pack, 10% Critical Severity on Epic Quality)
Cambion Magus (Source: Zen Promo, 10% Critical Severity on Epic Quality)
Boar (Source: Zen Market, 3% Critical Severity on Epic Quality)
Dancing Blade (Source: Wondrous Bazaar, 5% Critical Severity on Epic Quality)
Icewind Dale – Tier 3 (2% Critical Severity)
Tyranny of the Dragon – Tier 5 (8% Critical Severity)
Stronghold – Mercenary Outpost (15% Critical Severity) Cloaked Ascendancy: Fiery Frenzy (2% Critical Severity)
STAT RATIOS, STAT CAPS AND THE POINT OF DIMINISHING RETURNS
Finding a harmonious balance between your character’s stats, specifically power, recovery and critical chance, can make a huge difference in performance. That said it can also be tricky, time consuming and take a lot of trial and error (not to mention respect tokens) to get right. I’ve tried to take some of the guesswork out of this step for you by providing effective, well-tested starting ratios for you to fine tune to your liking.
Below 10,000 item level: 2:1:1 Power / Crit / Recovery ratio. For example, if power is 10,000 aim for 5000 recovery and 5000 crit.
10,000-13000 item level : Aim for 3:1:1 Power/ Crit / Recovery ratio. For example, Power 30,000, Crit 10,000, Recovery 10,000
*13,000+ item level: 2: 1: 0.5 Power/ Crit / Recovery ratio. For example, Power 60,000, Crit 30,000, Recovery 15,000*
- Everyone has a slightly different play style, so adjust the crit / recovery balance to what works best for you.
- Keep in mind that the crit chance cap is 100% and the point of diminishing returns on recovery appears to be around 18,000. *However, as mentioned above, the recovery goals of this build are adequately met around 14,000.*
Armor Penetration: resistance ignored can also make a difference in your total damage output. Up until recently, the highest amount of damage resistance known in the game was 60%. As such, armor penetration > 60% was not thought to be helpful. *With mod 12, It’s my understanding that damage resistance in the Chult areas have increased to around 80%, 85% on occasionally bosses. I have since adjusted my Armor Pen to 81% with excellent results. I have not seen a noticeable difference by exceeding this amount. * Keep in mind that DC’s can generally get away with slightly lower amounts of resistance ignored because we have powers that can debuff our enemies defense.
Action point gain stat: returns appear to slow down around 800, and are very diminished past 1200. If you need more action point gain I recommend boosting it by direct percentage gains from specific gear (artifact neck pieces) boons and companions.
WEAPONS ARMOR AND ARTIFACTS
Listed is my current gear – this is still a work in progress. I adjust stat ratios as needed whenever I replace a piece of gear.
- Main Hand: Fey Holy Symbol (legendary) Set bonus: When you use an encounter power you become Fey-Touched, which restores 10% of your AP, as well as increases your Outgoing Damage by 3% and your Outgoing Healing by 6% for 10 seconds.
- Power 7,622, Critical 1,343, Recovery 1,343
- Artifact Power: Brand of the Sun (increases damage by BotS by 12%)
- Weapon Enchantment: Pure Dread
- I’ve tested nearly every weapon enchantment, and IMO this is by far the best choice for this build. Adds 75% critical severity to encounter powers, (which we spam incredibly fast) deals necrotic damage at 50% of weapon damage every second for 4 seconds and reduces monster defense by 4% Critical strikes also reduce your target’s dmg resistance by 4% *(that reaches the 85% armor pen mark)*
- Other Enchantments: Azure r10, Azure r10
- Off Hand: Fey Icon (legendary)
- Power 1,493, Critical 746, Recovery 746
- Artifact Powers: Terrifying Insight (increases crit severity by 5%); Action Point Gain (+392)
- Enchantments: offense: Brutal r11; defense: Dark r10
- Head: *Guise of the Wolf Clan* or Jarl’s Gaze has similar stats. Enchantment: Greater Dragon’s Hoard
- Body: Historian’s Regalia; Enchantments: defense: Dark r10, armor: Lesser Soulforged
- Arms: Survivor’s Wraps (I occasionally swap this for Vivified Lighttender’s Raid Bracers) Enchantment: Fey Blessing r10
- Feet: Vivified Lighttender’s Restoration Cuisses; Enchantment: Quartermaster’s r9
- Ring 1: Ring of Rising Focus +5. Enchants: offense x 2: Silvery r10, Azure r10
- Ring 2: Ring of Sudden Precision +5. Enchants: offense x 2: Silvery r10, Azure r10.
- Shirt: Bloodstained Shirt: Enchantment: offense: Radiant r10
- Trousers: Prelate’s Gemmed Exquisite Elemental Chausses. Enchantment: defense: Dark r10
- Artifact set: Lostmauth’s Hoard; Set bonus: Do an additional hit for Weapon Damage on a Critical Hit.
- Main: Sigil of the Devoted (mythic)
- Others: Lantern of Revelation (mythic), *Shard of Orcus’ Wand (mythic)*, Lostmauth’s Horn of Blasting (mythic)
With the exception of my summoned companion, my companions’ active bonuses strictly support damage output. I am still working on obtaining a Cambion Magus, but at 10 million AD it’s not likely that I’ll buy one. In fact, if I ended up pulling one from a chest I would probably end up selling it. XD
Summoned Companion: Lillend (legendary): Active bonus: On daily use, heal nearby friends 2% of their MaxHP once every 30 seconds.
- Offense slots x 3: Bonding Runestone r12 x3
- Ring slots x 3: Bold ring of the companion +4 (2 offense slots: Azure r11 x2), Ostorian Ring of Krig (offense: Silvery r11, defense: Dark r10) Ostorian Ring of Krig (offense: Azure r10, defense: Dark r10)
- What’s not to like about Lillend? 3 offensive slots and 3 ring slots. Base stats of power, crit and recovery. Active bonus is especially useful on the Hati FBI fight, as it seems to proc cleanse quite often.
Other Active Companions:
- Owlbear Cub (Epic): if you fail to critically hit, do an additional hit equal to 50% of your power. Less useful as your crit chance gets higher; I plan to replace this once my crit chance reaches 90%.
- Siege Master (Rare): Deal +3% increased damage. Increased to 7% on Stronghold map
- Dancing Blade (Epic): +5% Critical Severity
- Erinyes of Belial (Epic): +10% Critical Severity
MOUNT POWERS and INSIGNIA BONUSES
Mount powers are a great way to quickly balance out a stat deficiency, or just to give you more ‘bang for your buck’ in a particular situation. When soloing or playing a DPS role, I typically run Ruthless Efficiency (+2000 crit) or an Equip Power, This power can be found on Rage Drakes and several other mounts.. For most other scenarios I use Rapid Recovery (+2000 recovery). If you need faster cooldown timers, Opportunism reduces all cooldowns by 20% when using an artifact power. This can be found on the Griffon mount. If you need a little extra armor pen, Armor Breaker gives + 2000 armor pen and can be found on the White Tiger and several other mounts. The mount bonuses listed above are all found on Epic mounts. Legendary mounts provide much higher bonuses and an attack power at a much higher cost.
- Another great way to make up for stat deficiencies is through insignias. With the latest mod, it is also a good way to raise item level. Bonuses do stack, however their bonus diminishes with each copy. The photo above shows the bonuses I currently use. I highly recommend Wanderer’s Fortune, but I think the rest should be custom tailored to your own play style, and stat balance.
My philosophy when it comes to healing is to use only what is necessary to keep the party alive and happy. While big numbers in healing may look nice on the ending scoreboard, 20 million points in healing is pretty much useless if nobody dies with 5 million. The extra stats that are burnt up by excessive healing can be transformed into dps, a far more useful tactic imo. And once again, a high critical chance raises the efficiency of both damaging encounters AND heals, so the higher the crit the fewer heals we can get away with running. Bottom line, there’s no reason why DC’s can’t do respectable dps AND simultaneously be effective buffers and healers. It can be done and it’s a lot of fun!
I hope that all of you enjoy this build. Please rate it up if you do. If you have any questions about anything in the build or anything in general, please feel free to message me in game. I’m always happy to help.
Also, be sure to check out our 5 x DC runs of Castle Never and Fangbreaker Island! They give a good demonstration of personal play style and showcase the kind of dps that he build puts out. (302 million in 40 min FBI run)