Post by arkas on Sept 24, 2017 19:20:19 GMT -5
I do not claim to be an expert on DCs nor do I think mine is the best. However, I have been getting a lot of compliments on mine from the friends I run with so I thought I'd go ahead and share with others and maybe help someone out. I don't mine for this to say what you should do, as everyone has differing play styles, but this is what I chose to do.
Now a little about this build. I meant for this to do two things: heal over time and buff. The feats focus on the healing and buffing with a side track to the power share feat. Most of the buffing comes from at-wills and encounters with a little bit of debuffing thrown in. It relies fairly heavily on using Divinity/Empowered and knowing what your encounters do in each stance. This build gains AP like crazy and I honestly do not have to use the Devoted Sigil artifact all that often. At times I even get full AP before the last daily I used has finished cooling down. It does practically no damage and you will die if your tank can't keep aggro or you aren't good at dodging. It has no threat reduction as I know that the two tanks i run with the most are fully capable of keeping the mobs off of me while I'm at a lower gear score. I do plan on getting the owl companion (25% threat reduction) soon so that it isn't a problem with other tanks and won't become a problem with my two favorite tanks as I get higher.
Feats
view my feats here
Again, the feats are focused on healing with the secondary on buffing and the tertiary being on ap gain and recovery. I'll just say that I personally find myself not using Blessing of Battle and therefore i'll end up respeccing to take the five points out of Battle Fervor and likely put them in Urgent Prayers. I just simply don't find BoB necessary to make the mobs melt or keep my party alive.
Powers
At-Wills:
The primary at-will I use is Sacred Flame. It casts quickly (meaning Divinity builds up quicker), gives an extra bit of temp hp to help keep my squishies alive while my healing encounters are on cooldown or a buffer to those who are able to dodge or shield themselves. My secondary at-will is Astral Seal. I don't really use it that much due to it's relatively long cast time but I find it useful when fighting against bosses that do a significant amount of aoe damage or have a squishy in the party who is bad at dodging and i just need that little bit of extra healing.
Encounters:
Forgemaster's Flame: This is an A+ skill that I use both in this build and in my solo build. The buff from Empowered affects ALL allies, including companions and no matter how far away they are, and gives a whopping 15% boost in damage when fully empowered. This is the skill I always try to use my empowered stacks with unless we're nearly finished killing the mobs or a squishy is way too close to death. Combine the 15% damage boost with the damage resistance debuff from Divine Glow and watch your DPS burn through the mobs faster then you can say 'Clerics are da bomb'. This skill is also probably what procs the Repurpose Soul feat for me the most, particularly while in Divinity.
Divine Glow: This is a fantastic skill though it is a bit of a 'jack of all trades' and is the skill I use when I need to heal someone getting below 50% hp. In normal stance, I throw this skill onto the mobs for the damage resistance debuff. In divinity, throw it on your dps to increase their damage. When empowered, throw it on any mob and you're likely to hit the entire party with it if they're staying close.
Sun Burst: This encounter can be useful but it can also be annoying to your teammates if you aren't careful when and where you use it. There are only four reasons you should be using this encounter while not in Divinity; A) You're using it while fighting a boss/mini-boss who is immune to knockback, B) You're sure that using it will knock the mobs off a cliff and kill them immediately, C) a squishy is very low on HP and divine glow is on cooldown, and D) when you've got multiple mobs targeting you or are rooted/otherwise shouldn't be moving while in a red zone (ex: hiding behind the ETOS final boss after she's morphed and getting targeted by minions). Otherwise, you can cause your ranged dps to miss their aoe circles, force your meelees to have to run after the mobs/miss skills or otherwise spread out the mobs so that aoes are less effective.
Dailies:
Hallowed Ground: This skill increases the damage and damage resistance of everyone standing in the circle. It has a huge area of effect (nearly covers the entirety of Gambit and a good portion of the final room in ETOS) and, as long as you proc it near the boss, you're likely to get the entire party into the circle no matter where they're choosing to fight from.
Anointed Army: Increased damage resistance, increased power, immunity to control effects, temp hit points as well as healing if you've followed my feats. A true jack of all trades and one with a fairly big area of effect at that.
Class Features:
Divine Fortune: As was said before and as shown in the encounters section, a big part of this build is using Divinity and Empowered to their utmost. A part of that is going divine power as quickly as I can. With this feature and my feats, I can get full divinity within about 6 uses of an at-will. Okay I haven't actually counted but I know it's not long at all. And that's GREAT.
I use Anointed Action but your second class feature could really be anything that heals or buffs or you could even take Soothe if you don't have the benefit of having Class A tanks to run with regularly like I do.
Enchantments, Artifacts, Mounts, and Companions
Enchantments:
The majority of your offensive enchantment slots on your personal gear should be filled with Radiant Enchantments. Power is your #1 focus as a power sharing cleric even though you personally won't be doing much, if any, damage. Keep in mind that Bonding, Eldritch runestones and Legendary companions don't work with power sharing so with your companions you can slot more selfishly. Personally, I'm choosing to put my Azures here.
Artifacts:
This is one of the areas where my build gets a little fuzzy in what I personally want other then to prioritize power. However, the majority ruling seems to be Sigil of the Devoted as your active, symbol of fire or symbol of air, Sigil of the Hunter, and Tiamat's Orb of Majesty. This is likely what I'm going to go with myself.
Mounts:
First thing, you'll want your mount's passive stat to be +2000 power (+4000 if you can get it). The easiest to obtain would be the Rage Drake and Whirlwind (Trade bar merchant) or Guard Drake (Zen).
Now for Insignias. Here are the few I've decided to go with: Magistrate's Patience (2 barbed, 1 enlightened), Assassin's Covenant (1 regal, 2 enlightened), Shepherd's Devotion (1 regal, 1 barbed, 1 illuminated) and Beserker's Rage (1 barbed, 2 illuminated). Keep in mind Protector's Camaraderie/Friendship doesn't work with power sharing.
Companions:
Companions can be somewhat flexible in my opinion but, again, there needs to be a focus on power and healing. The only mandatory ones I would say are one of the companions that stacks with others in party as your summoned companion. I feel the Tamed Velociraptor would be BIS for this but if you can't get ahold of that, or the people you're running with don't have it, then try the Con Artist or Sellsword. These two get a debuff at lvl 30 that stacks so you will have to level them up to blue. In the mean time, you can use a companion that provides any debuff, group buff or healing.
More on what works/doesn't work with power sharing
view my feats here
Again, the feats are focused on healing with the secondary on buffing and the tertiary being on ap gain and recovery. I'll just say that I personally find myself not using Blessing of Battle and therefore i'll end up respeccing to take the five points out of Battle Fervor and likely put them in Urgent Prayers. I just simply don't find BoB necessary to make the mobs melt or keep my party alive.
Powers
At-Wills:
The primary at-will I use is Sacred Flame. It casts quickly (meaning Divinity builds up quicker), gives an extra bit of temp hp to help keep my squishies alive while my healing encounters are on cooldown or a buffer to those who are able to dodge or shield themselves. My secondary at-will is Astral Seal. I don't really use it that much due to it's relatively long cast time but I find it useful when fighting against bosses that do a significant amount of aoe damage or have a squishy in the party who is bad at dodging and i just need that little bit of extra healing.
Encounters:
Forgemaster's Flame: This is an A+ skill that I use both in this build and in my solo build. The buff from Empowered affects ALL allies, including companions and no matter how far away they are, and gives a whopping 15% boost in damage when fully empowered. This is the skill I always try to use my empowered stacks with unless we're nearly finished killing the mobs or a squishy is way too close to death. Combine the 15% damage boost with the damage resistance debuff from Divine Glow and watch your DPS burn through the mobs faster then you can say 'Clerics are da bomb'. This skill is also probably what procs the Repurpose Soul feat for me the most, particularly while in Divinity.
Divine Glow: This is a fantastic skill though it is a bit of a 'jack of all trades' and is the skill I use when I need to heal someone getting below 50% hp. In normal stance, I throw this skill onto the mobs for the damage resistance debuff. In divinity, throw it on your dps to increase their damage. When empowered, throw it on any mob and you're likely to hit the entire party with it if they're staying close.
Sun Burst: This encounter can be useful but it can also be annoying to your teammates if you aren't careful when and where you use it. There are only four reasons you should be using this encounter while not in Divinity; A) You're using it while fighting a boss/mini-boss who is immune to knockback, B) You're sure that using it will knock the mobs off a cliff and kill them immediately, C) a squishy is very low on HP and divine glow is on cooldown, and D) when you've got multiple mobs targeting you or are rooted/otherwise shouldn't be moving while in a red zone (ex: hiding behind the ETOS final boss after she's morphed and getting targeted by minions). Otherwise, you can cause your ranged dps to miss their aoe circles, force your meelees to have to run after the mobs/miss skills or otherwise spread out the mobs so that aoes are less effective.
Dailies:
Hallowed Ground: This skill increases the damage and damage resistance of everyone standing in the circle. It has a huge area of effect (nearly covers the entirety of Gambit and a good portion of the final room in ETOS) and, as long as you proc it near the boss, you're likely to get the entire party into the circle no matter where they're choosing to fight from.
Anointed Army: Increased damage resistance, increased power, immunity to control effects, temp hit points as well as healing if you've followed my feats. A true jack of all trades and one with a fairly big area of effect at that.
Class Features:
Divine Fortune: As was said before and as shown in the encounters section, a big part of this build is using Divinity and Empowered to their utmost. A part of that is going divine power as quickly as I can. With this feature and my feats, I can get full divinity within about 6 uses of an at-will. Okay I haven't actually counted but I know it's not long at all. And that's GREAT.
I use Anointed Action but your second class feature could really be anything that heals or buffs or you could even take Soothe if you don't have the benefit of having Class A tanks to run with regularly like I do.
Enchantments, Artifacts, Mounts, and Companions
Enchantments:
The majority of your offensive enchantment slots on your personal gear should be filled with Radiant Enchantments. Power is your #1 focus as a power sharing cleric even though you personally won't be doing much, if any, damage. Keep in mind that Bonding, Eldritch runestones and Legendary companions don't work with power sharing so with your companions you can slot more selfishly. Personally, I'm choosing to put my Azures here.
Artifacts:
This is one of the areas where my build gets a little fuzzy in what I personally want other then to prioritize power. However, the majority ruling seems to be Sigil of the Devoted as your active, symbol of fire or symbol of air, Sigil of the Hunter, and Tiamat's Orb of Majesty. This is likely what I'm going to go with myself.
Mounts:
First thing, you'll want your mount's passive stat to be +2000 power (+4000 if you can get it). The easiest to obtain would be the Rage Drake and Whirlwind (Trade bar merchant) or Guard Drake (Zen).
Now for Insignias. Here are the few I've decided to go with: Magistrate's Patience (2 barbed, 1 enlightened), Assassin's Covenant (1 regal, 2 enlightened), Shepherd's Devotion (1 regal, 1 barbed, 1 illuminated) and Beserker's Rage (1 barbed, 2 illuminated). Keep in mind Protector's Camaraderie/Friendship doesn't work with power sharing.
Companions:
Companions can be somewhat flexible in my opinion but, again, there needs to be a focus on power and healing. The only mandatory ones I would say are one of the companions that stacks with others in party as your summoned companion. I feel the Tamed Velociraptor would be BIS for this but if you can't get ahold of that, or the people you're running with don't have it, then try the Con Artist or Sellsword. These two get a debuff at lvl 30 that stacks so you will have to level them up to blue. In the mean time, you can use a companion that provides any debuff, group buff or healing.
More on what works/doesn't work with power sharing