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Last edited by Tilomere; 08-25-2017 at 02:26 PM.
A 2nd Healing Cleric
Some people are like Slinkies
They don't really have a purpose
But they still bring a smile to your face
When you push them down the stairs
Tilo, I don't think it's really a solvable problem.
My answer is, I'd run a healing cleric in reaper ( I already have but I TR'd out of it pretty fast), if it was fun.
What is it that makes it fun? Being able to spend the overwhelming majority of my focus on things OTHER than the health bars of the party. What's the problem?
A big part of the goal of reaper is pushing the limits. If I'm NOT forced into reactive mode, the party really isn't being challenged in that sense. But if they ARE being challenged, I'm not having fun.
Kind of an impasse isn't it. And I'm more cleric-willing than most of the population in game.
This was always a problem in pen&paper too in the earlier editions. 1st edition dealt with it in a couple of ways. Number 1, the cleric was always slightly overpowered as an inducement to players to play them. Number 2, the groups ran a lot larger (6-8 was pretty common, sometimes even larger) in those days, which helped with the fact that natural healer-type players were nowhere near 20% or so of the gaming population.
I've published a low-attention healer build for reaper (cleric 20, take the DD capstone but take radiant T5s, run in exalted angel but twist consecrate/sacred group, idea is to generate as much low focus healing as possible with minimal sacrifice to your offensive capability. But even with that, I found kind of a drag to play precisely when the rest of the party was having the most fun.
I run one, already. I do decent light damage with SLA's and I use both renewal and cocoon in addition to spells. It's fun, to me.
1. To gross out other players when I say, "oh my healing is bursting out of me, get covered in my healing, feel it burst out onto you, oh ye gods it feels so good!"
2. Cleric tree with endless mana pew pew healing, like warlock pew pew but it heals party when cast, chain healing ftw.
3. If Clerics could turn into Giant Care Bear and shoot healing out of my chest decal.
4. Floggings, floggings, floggings.
5. being able to say, "have the heavenly healing of helm"
6. If other players would give me millions of plat for res and heal scrolls.
7. None of the above I would do it for fun.
Jeoffree of Cannith, Leader of Monkeystyle Guild
Lets see how bout
1 cleric divine pass with working turn undead and cleric domains
2 a real divine based caster race not sun elf not gnomes a real one i believe there called Aasimar
3 Universal spell augmentation not useless arcane augmentation
4 That universal wisdom tree there supposed to be working on
5 Spell pass with new updated spells or even just earthquake ill take anything at this point
Sure theres lots more but thats a start in the right direction
Damonz Cannith
You don't need a second cleric, there are several self healing options that can be used in an emergency. The other option is to have a group that will toss you a cocoon or renewal. I run a healbot cleric in high skull reaper and have several flawless 10 skull completions. It's more about play style, I enjoyed running the healer before they became obsolete years ago, and now I have the opportunity to run it again.
-Feelgooddr
HELTER SKELTER - Orien
IF SSG has been anything, they’ve consistently shown a rather vengeful streak for those who care the most about their game and try to push the limits. - Shadow_Jumper
Just remove the stupid self-healing penalty already. Healers would still be appreciated, especially in higher-skulls.
Last edited by Mr_Helmet; 04-27-2017 at 06:54 PM.
I did it the other day so I guess the answer would be my Monday night static group.
What do you mean a -6 armor class is no good anymore?
Baldric, Mulray, Tirimon, Clant, Melkazar, Dorakeen, Blastium
If one of them falls off a cliff, it ain't their fault.
Maybe at the top of a Cleric Enhancement or Destiny tree there could be an expensive, preposterously over-amped self-only heal?
It would be overkill and useless in Heroic, seeing as a regular heal pretty much tops you off anyway, but it Reaper it would level the playing field a bit?
BONGO FURY - Ghallanda - Thingfish - Wizard, Diuni - Ninja, Gheale - Angel, Dullknife - Tank, Noodlefish - Gimp, Jaquaby - Treacherous and other gimps.
Think they got that but the timer or number of clicks is horrible
Unyielding sovereignty
Damonz Cannith
I do. But pugs-wise, you are only a raise bot. Mayeb with a good guild group with a dedicated tank and people fulfillng party roles it can work as a proper healer. I love playing healers, but it doesnt feel like healing at the moment
Shard donations?
Through avarice, evil smiles; through insanity, it sings.
For me right now it would simply take a group wanting to run Quests in my Cleric's level range on Reaper.
I actually have been have lots of fun both PUG and Guild groups.
For me I have found that the majority of groups save all the Lost Souls for me, tend to stay within their limits (ie don't scream and run two rooms worth of mobs back to the group).
Sure I would love to see what the Divine Pass brings but it is not a requirement.
Also, I'm taking the time to teach groups on tactics to keep your cleric alive by only self healing in AoE or keep myself with enough HP to stay standing. Groups get the hint that "hmmm, I could spend a few resources on keeping the cleric up, or they can use all their SP to heal themselves from a single encounter".
There are many ways to play a cleric; Full Healbot to Everyone else is canon fodder. Since I was 9 and started playing D&D I've always enjoyed being able to be the one that can help my party go further then if they depended on their own skills.
So again, "Have Party, Will Travel"
I play a epic cleric
Silver flame build
Paralyzers for cc
2700 sp for heals
And an aura
When reaper was out first month
We did dailys r4-5
It's a different mentality
You're watching green numbers keeping people alive,
Instead of purple numbers killing things
It's watching 6 targets instead of 1
It's a whole different ball game
And when you build around a radiant cleric
The rest of the roles fall in
Melee melee
Casters cc and dps
Tank tanks
Rangers range
And it all goes pretty smoothly
So it's more about role playing than I think it is power attributes
Tho I have advocated much cleric love
I still believe this year is the rise of the divines
More specifically clerics
Reaper
Pass
Expansion
All for clerics to be more op than warlocks
In ravenloft
Then well see a turn back to old style roles,
Maybe more forced on by the environment than by choice
But if they make clerics the easy button,
You know how that goes...
#clericlivesmatter
Kil Glory
30 alchemist
HOW
Sarlona
If the class was more about battlefield control then rezzing people or filling up little green bars.
As it stands, a wizard is a much better healer then a cleric. Think about it. Your goal as support is to prevent your team from dying. Who does that best? Wizards of course. Mass hold monster, otto's, PK, finger, wail and so on. Nobody keeps your party alive quite like a good wizard.
Honestly, druid is the only 'support' caster done right. You're busy dropping earthquakes, sleet storms, entangles, bursts of glacial wrath, you know...things that actually keep the party alive in reaper. The only time you cast a heal is when you screw up and someone gets hit.
If the cleric pass made spells like command, soundburst, cometfall much more reliable. I'd love to see the 'summon monster' line reworked as a CC spell series. Instead of summoning a 16 HD pet that dies in about 2 hits, make it a CC type spell where any monster near where you cast it is forced to attack the creature you summoned for several seconds. Higher level versions cause bonus effects. For example summon monster 1 might affect a max amount of 3 targets for 10 seconds, summon monster 4 might affect a max of 10 targets for 15 seconds and causes them all to be slowed for 15 seconds after the effect ends. Summon monster 8 might affect a max of 20 targets for 30 seconds and causes them all to have 20% vulnerability for 1 minute.
On the protection side of things I'd love to see clerics have more power in stopping damage in the first place.
I'd like to see things like the cleric version of elemental protection 'fixed' for modern DDO such that the amount of absorb you get against elemental damage scales with your positive spell power. So a cleric with 1000 positive spell power might be able to shield their targets against 1120 elemental damage.
The temp hp form the aid spell line should scale as well. At 1000 positive spell power, let me give people a 1000 temp hp shield. If you need to, do the WoW thing and give people a debuff that prevents them from getting that shield more than once every 30 seconds.
There's a ton more but basically fudging the numbers of healing/health/etc...isn't going to make a healbot fun. I think divines should have most of their insta-kill toys taken away, but their control spells should be made significantly more versatile then arcane casters.
That might just be me though.
https://www.reddit.com/r/ddo
Building a Better DDO
I run an arti healer in Reaper. Why cleric specifically?
Kimmeh--Lehren--Natheme--Arekkeh--Daiahn--Yesminde
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I never thought I'd enjoy running a "Healer" type of character. But when a RL friend wanted to come and checkout the game (this was back in the cap 20 era of Epics) - and on a Barbarian at that - I decided to roll up a Cleric to help him out. I was surprised at how easily the role of healing was filled (we pugged other folks in too) and before long had "Myhealer" decked out and doing far more than just babysitting red bars; there was (at the time) very usefull buffing to improve he groups performance, CC and some rather decent DPS to assist the group in boss fights. That quickly became my favorite character to play... untill some time shortly after MotU.
Return Clerics to being that sort of fun & useful again - preferably with a Turn Undead ability that's effective at all levels of play.
I would still like to see... Something that tests character versatility and player adaptability rather than character focus strength and quest knowledge.I play the quests for the content of the quests not just as an XP/min merry-go-round.Actual play experience is worth infinitely more than theorycrafting...