How does one fight the rolling storm of darkness which spreads curses to all souls, vanishing just as swiftly as it came? The Black Wind is a build which takes your opponent out of the equation of battle, bypassing them entirely to move down the field as swift as wind to focus on winning the match through objectives. The smart cleric wins matches with his mind and tactical superiority rather than his critical power stat. With The Black Wind, the Cleric focuses on maximizing run speed, buffing the zerg, harassing those would be foolish enough to try and pick up the fang with curses and capturing flags before the enemy has time to organize and counter. It is recommended that you use tank gear and focus on items which boost survivability.
Unbounded Obliteration ( +3% to area effect abilities and resistances. Maximizes your main dot's number of targets. This is used to stop players from picking up the fang or flag.)
Spiritual Protection ( Resistance buff to entire raid)
Shroud of Agony ( 20% chance on hit to spread a dot to up to 10 enemies over 6 sec. This further compounds the hindrance to enemies while picking up the objectives)
Armor of Treachery (+3% armor and base health. We'll be playing with tank gear on so this is great)
Inspiration of Battle (+1% to AP/SP/CHC for 20s on each insignia cast)
Inspiration of Survival (Shields the raid on each insignia cast)
Boon of Vitality ( Raid Endurance buff)
Boon of Resurgence ( Raid wide main stat buff)
Favor of the Current ( +15% run speed on all raid members. The faster your team is, the sooner your team reinforces itself and travels to the objectives)
Soul Collector( Upon death, enemies you have damaged within the last 3s apply soul consumption to you, Healing for 4% of your max health over 5s. Can occur once every second, When cleansed, your dots deal ethereal damage to the enemy equal to 50% of your spell power, Ekkehard's Grasp will now apply Frostbite if points have been spent in it.)
Divine Inspiration (+5% to healing and absorption granted, Doctrine of Authority applies Censure to the enemy and no loner consumes Conviction on cast. +5m to non-melee damaging abilities, does not stack with other similar effects.) ** This is taken to max the range of your harassing dots**
Swift Judgment ( +10% unmounted speed. +3m to your guard radius. -2s to Glacial strike cd. Harsh Discipline can be channeled while moving.) ** Taken for more run speed, You can opt for Supplicant's Haste, though, because you'll be moving through the field quickly instead of fighting players, I'd recommend Swift Judgment.**
Sinister Resolve (+8% to dots. +5% to delayed dots. +3% to non-instant and non-channeled abilities) ** adds a little more power to the aoe dots, giving healers just that much more to deal with**
Soul Stream ( large damage over 3s to a single enemy or heals for 50% of your maximum health each second for 3s depending on who your target is. Can move while channeling)
The Black Wind works with situational priority. Through the use of your cc abilities to group up a crowd into one spot, fear many enemies or knock a single target back or off a bridge ect, You will rely on your ability as a player to plan and react in real time on a strategic level which is slightly different that your run of the mill tactics. You will use your dots as a means to hinder those who would attempt to pick up or capture flags or fangs. You will use SS to heal an ally who holds the fang, You will use your teleporting and superior travel speed to both escape conflict and capture objectives faster than the enemy is physically able to counter beyond luck. You will be mass purging the enemy quickly and often. They can't kill what they can't catch.
MAXIMIZING RUN SPEED:
Favor of the Current: 15%
Swift Judgment: 10%
Spongy Insoles: 13%
Judicial Privilege: 50% every 1min for 20s
Dark Passage>Shadow Breach> Dark Passage combo: 30m teleport every 1m and 15m every 20 seconds.
That's 88% run speed every 1min on top of a 30 meter teleport and cc immunity.
With spells like Howling Death,Perseverance, Dark Passage and your Break Free, You will be eating through the enemy's cc spells and saving your allies from having to deal with them.
#show sanction heretic
cast @self howling death
cast @self perseverance
cast @mouseoverui sigil of woe
cast @mouseoverui purge
cast @mouseoverui sanction heretic
cast @mouseoverui tyranny of death
cast @mouseoverui wasting insignia
**This will put up your cc immunity spells, purge, dot and debuff your targets. When the macro imagine shows Sanction Heretic is on cd during battle, You will then be putting tyranny of death onto your target on the very next spell cast and first on each new target. The only real trick here is in the way Tyranny of Death works. It is a delayed damaging spell which procs all other Tyranny of Death spells you put up. The build is not made for damage but if you target swap and put Tyranny on every enemy, they will all explode at the same time once the first one activates.**
#show dark passage
cast dark passage
cast shadow breach
cast judicial privilege
** This will give you a 15m port every 20s, grant stealth, a small heal and reset your port for a second 15m port every 1min, grants a 50% run speed every 1min while reflecting and generating some small self healing with overload (bat wings) every 1min57sec. **
Strengths: Fun, Fast, Frugal. Forces you to play pvp with tact instead of falling into the same old raging into raid chat about how everyone can't target and kill the god damn healers first. While you might not get any kills, you will fill another very valuable role, the hero who actually plays the objectives as a true support.
Weaknesses: You won't be killing anyone. If a group catches you without your cds, you'll be dead.