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Anon's debuff cleric

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May 6th, 2013
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  1. >Brand of the Sun
  2. >Sacred Flame/Astral Seal
  3. Brand of the Sun is a DoT that deals excellent damage. Like Astral Seal, it is a place and forget but much more effective. Put it on Priority Targets and the Boss, then switch to your other At-Will for more damage. Astral Seal is slow and does next-to-no damage but it lets everyone who attacks an enemy heal for a little bit. Not that useful for damage honestly, but it can help. You place it and Brand of the Sun on enemies, then do your encounter powers then refresh the two and so forth. Sacred Flame is much better in my opinion, very fast attacks compared to your other skills with an addition of giving everyone in a small AoE +3% HP as temporary HP. It doesn't sound like much, but it is free HP for doing damage and is great.
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  5. >Divine Glow
  6. >Break the Spirit
  7. >Prophecy of Doom/Astral Shield/Forgemaster's Flame/Chains of Blazing Light
  8. Divine Glow for the huge defense debuff and ally damage buff, as well as the large AoE Damage, the Buff and Debuff stacks with Hallowed Ground. Break the Spirit is used on Priority Targets to Weaken them, which lowers their damage significantly , and can also be divinity'd for a quick stun if necessary. The last slot is up to you. Prophecy of Doom takes a while to do it's damage but if used correctly gives a gigantic boost to AP making Dailies come out extraordinarily quickly and it's Defense Debuff stacks with Divine Glow's and Hallowed Grounds. Astral Shield if you think your team needs the extra defense, and the constant Regeneration effect is great for cleansing but that's about it. Forgemasters Flame isn't that great later, it's only used with Divinity as a DoT that heals everyone around an enemy, but Shield is a better heal if your team really needs one. Chains of Blazing Light for a root and some damage, mostly used in PvP or to help someone who is kiting.
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  10. >Hallowed Ground
  11. >Divine Armor/Flame Strike/Hammer of Fate
  12. Hallowed Ground for a huge buff and debuff in a large area, and, depending on your feats, may end up healing 5% Max HP every 3 seconds. Divine Armor is an OH SHIT, it essentially brings everyone to steady HP with the absurd amount of defense and Temp. HP it gives but it is only needed as a save. Flame Strike and Hammer of Fate can be used instead for large AoE Damage and CC, Flame Strike is CC against one but everyone stays in the same place while Hammer of Fate throws everyone around the room.
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  14. >Holy Fervor
  15. >Terrifying Insight/Foresight
  16. Holy Fervor is fantastic. +15% Action Points on all Damage? Yes, please. It lets you shoot out your dailies like crazy, especially with the right feats. This is one of the best passives you could ask for. Foresight for +6%, 11% if feated, Damage Resistance and it also shared the Damage Resistance with whomever you heal. It is fantastic, but if you don't pick up a heal, it doesn't help as much as it otherwise would. Terrifying Insight is a stacking debuff that gives you +4% Damage each time you damage an opponent up to +16% Damage. This is great, and DoTs increase the stacks so as long as you have Brand of the Sun applied to an enemy, you permanently deal +16% Damage to them. If you don't have a heal, it is best to have this passive for the massive boost it gives.
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  18. Feats:
  19. >3 Toughness/2 Healing Action
  20. >3 Weapon Mastery/2 Holy Resolve
  21. >3 Repurposeful Soul
  22. >3 Cleanse/2 Bountiful Fortune, 1 Cleanse/4 Bountiful Fortune or just 5 Bountiful Fortune. If Human, 3 Cleanse/5 Bountiful Fortune
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  24. >Virtuous for Buffs/Debuffs out the ass, especially with Strength of the Gods and Power of the Sun. If you go Virtuous, consider taking Daunting Light, it deals fantastic Damage and actually becomes useful with Nimbus of Light.
  25. >Faithful is only really good for Cleric Healers but the 4th Tick of Divinity and Moon Touched are fantastic.
  26. >Righteous for PvP and Survivability.
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  28. Virtuous is the Buff and Debuff tree. If you are a Debuff-Oriented Cleric, this is the tree for you. It makes Brand of the Sun even better by making it a debuff that stacks with Break the Spirit and makes Divine Armor even more Gamechanging by upping the defense it gives by a good amount and also giving a decent damage boost. The Nimbus of Light Feat making Daunting Light fantastic, as it now makes Daunting Light a huge AoE Debuff that does extreme amounts of damage, and also stacks with everything else. Rising Hope is a self-buff that, when it procs, gives retarded amounts of Power and Recovery making you shoot out skills even faster and do insane amounts of damage. Second Sight makes Prophecy of Doom into a giant AoE Heal, adding onto it's already useful effects, assuming you know how to use it.
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  30. Faithful is the healer tree. Moontouched makes Hallowed Ground godly to that points that you don't really ever need to use another daily, and the 4th tick of Divinity is fantastic if you aren't going into Righteous. The Foresight Bonus also makes it into a giant buff, making it even better than it was before, especially combined with Astral Shield and Hallowed Ground/Divine Armor. Invigorated Healing is a nice bonus to Astral Shield, makes Sun Burst viable again in the end-game and makes Bastion of Healing go from abysmal to just plain bad.
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  32. Righteous is the tree that you stick with if you want to be tanky as fuck and helps enormously in PvP, although as does Virtuous. Everything it gives is slotted towards Survivability. It also is worth putting 10 points into for unlimited Divinity through Righteous Rage of Tempus and Ethereal Boon, which makes going into Faithful useless for anyone except for Healer Clerics because you'll never be in need of Divinity ever again.
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  34. +2 Str, Wis/Str
  35. Critical to atleast 40%, Recovery to atleast 30% then Power. Armor Piercing only after you have Critical and Recovery high enough.
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