Which planar attunement talents should I go for as a Duracell cleric?
Which planar attunement talents should I go for as a Duracell cleric?
Depends on what you eventually want to do in groups/raids.
The "duracell" build is a solo build for people with poor gear who need the extra defense, not something you will specialize in, and generally not something you should bring to groups/raids.
As you get better gear you will be able to shed the extra points put in defensive options while soloing to go more offensive and kill faster.
If you eventually plan to focus on healing you will want to put points in wisdom, maces, wands, totems with a fairly even priority.
If you plan to dps you will want to put points into maces, wands, and wisdom with a priority on maces.
I you plan to tank you will want to put points into maces, wands, wisdom, and stamina with a priority in stamina
You also have to make a personal choice if you wish to take lowest ranks first or build in one specific element. The next tiers of planar attunment are not unlocked yet nor are the specifications on what you need to do to gain access to them when they are unlocked. If you think they will be great and that it will require maxing out the first teir to reach them then do so.
Otherwise it is more efficient for the points spent to get rank one in you priority stat/s and weapon spell power boosts.
Stop saying "don't bring to raids" etc. So far from what I've seen it works just fine depending on the circumstance. I like to switch my role throughout any run. I now have 4 specs set up that can easily be rotated through. Duracell is just fine for clearing trash and you can easily switch to inquis or w/e for STDPS on fights where you know it's necessary. Some fights I like to use it for pretty good AEDPS and DoL Healing. Criticizing a singular build is quite silly when a cleric should have multiple roles and can easily slide from one end of the spectrum to the next. Imho if your a cleric and only running one spec for an entire run (unless your the dedicated main healer) than your doing it wrong.
Last edited by xAerose; 10-29-2011 at 10:20 PM.
If you are looking to solo elites/normal AP/CC or just prepare for release of 1.6 (Ember Isle), this build 44 shaman/22 justicar might be worth checking out. It has being mentioned here before but here is a guide on it.
http://dulfycleric.wordpress.com/201...-elite-soloer/
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Thought I'd go ahead and post a specialized build I been running to farm PA points with..wondering if any particularly geared folks run something similar to this...I find 44 sham 22 justicar to be too fragile for my taste when tanking a lot of elites in my pve gear.
http://rift.zam.com/en/stc.html?t=00...k.Eu0o0ec0o.Vh
Terrible single target dps..but that isnt the focus of this build. I use this to mow down groups of elites at stone nexus nonstop to get a PA point roughly every 35 minutes without an xp pot on. Can swap a couple points around..put a point in reprieve for o **** moments when I pull multiple casters + others. Debated putting a point in glacial shield but those times I would use it are when I would just use reprieve instead so the talent point for me at least is going to be generally wasted.
Last edited by Sarrom; 10-30-2011 at 01:55 AM.
Gilg - 50 Guardian Cleric on Briarcliff
Maximation
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Sarrom,
A few thoughts on your build:
See if you can handle taking the points out of thick skinned, they don't give you a lot of added defense for the points spent, throw them into dauntless courage instead, afterall, harder hits = bigger heals off your even justice.
Next take out two points from fanatics faith, put one more into dauntless courage to unlock vengeance of peircing cold. You can lead off with your first hit applying that to 5 mobs with your first swing and then flip to winterstorm with all the mobs taking 5% more damage for 10 seconds at the start of every fight.
Last put your other remaining point in armor of devotion, it is a pretty nice buff and will directly boost your parry and dodge increase from devout deflection while further ramping up your damage and healing from it, sure you sacrifice the hps from armor of trechery and a minute armor bump but it should be more than made up for overall.
Your survivability should not decrease notibly from these changes but your overall output should.
On a side note I'm a little surprised you need this much defense to solo elites unless you are aoeing quite a few of them. Generally speaking, the 44/22/0 solo shammy build handles multiple elites just peachy. Make sure you have consuming faesource and crystal vine loaded in your sigil and ideally SHOE or wolf tot. in your trinket. This should send your passive self heals while soloing through the roof.
And xAerose
It is very good advice to tell someone not to bring the "duracell" build to raids.
It doesn't hold a candle to 44/11/11 sham/just/inq or 51/11/4 sham/just/inq or the inquisicar builds or the senticar etc. etc. That's simple easy logic, if you are not soloing elites you are not doing yourself and certainly not your raid any favors by blowing an extra 10 points in justicar for more defense and 6 points in shaman for defensive talents. That's a full 16 soul points that will net you next to nothing in terms of your raid performance which could be put towards increasing damage or healing output or both.
What you are doing is forcing other people to perform harder to make up for what you could have been doing in a better raid build. Ditto for groups.
I tank, dedicated tank heal, AOEheal/dps, and strait dps in raids. There is no situation that exists where a "duracell" build will out perform the builds I use for these things based on what is needed in a given fight. Its not defensive enough to tank, it can't keep the tank up like a pure healing build can, it doesn't come close to the dps of a pure dps build AOE or single target. It can't dish nearly the AOE healing of the senticar and its dps falls short of the inquisicar/shamicar varients weaker heals, severly so on boss fights where it really counts, if your raids regularly need DoL healing for trash pulls in all likelyhood they are doing something wrong.
How exactly do you justify it being a good idea to bring a completely solo oriented build to raid? And why would you ever encourage others to do something like that? If everyone used their solo builds on a raid they wouldn't have a snowball's chance in hell of actually completing any content they were not massively overgeared for.
I'm curious how you rationalize this.
The shamicar and inquisicar do notibly better trash clearing with equivalent DoL healing and are quite useful on boss fights where AOE burst healing is needed without completely sacrificing your dps output. Senticar can dish out even more AOE burst heals that land for more in addition to whipping out minor spot healing and give a little extra saftey to tank healers.
There is no situation where duracell is not moderately to severely outperformed by a non-solo oriented build in groups/raids depending on what is needed.
Insisting on using it when you could bring a build that better helps your group/raid is selfish, period.
You love this build and your guild lets you bring it to raids and that's fine (and really...for trash clearing...if your guild has plenty of spare time...who cares, we try to blitz GSB and RoS in a relatively short time span on weeknights to make more time for HK so it matters a bit more in our case due to time crunch).
But encouraging others to use this build for raids/groups is just plain wrong and punishes people you group and raid with who are trying to maximize thier contribution to the given fight.
I tend to be always aoe'ing at least 5 mobs 80-90% of the time at stone nexus. I use armor of treachery simply because I dont have that much health...5k health unbuffed aoe'ing 5-7+ mobs not to mention casters that can crit for 1k nukes. Constantly switching between vengeances would be a pain for very minimal gains if any at all. I dont go around killing a pack of 5 mobs then going to another pack, I am constantly AOE'ing for about 5 and a half minutes then I mount up and run back to the start of my rotation. I am using the mark of abyssal power trinket for 150 SP which is 5 stacked 100%, so I have roughly 30% dodge and the capped 20% parry, able to tank melee mobs quite a bit.
I may alter the build a bit for more deeps giving up thick skin like you said since its not that much mitigation, and the only times I really come close to dying arent even due to the melee mobs, its the damn casters when I pull a few at once.
Gilg - 50 Guardian Cleric on Briarcliff
Maximation
We're recruiting active, competent raiders who enjoy being competitive while having fun!
Love this build. I've gone from level 26-40 using up 4 leveling vials. Was leveling every 30 minutes or so in the later levels, quicker in the earlier level. So much fun. Just find a good place where there's lots of mobs and rinse repeat.
Try this guide for leveling while using Duracell
http://dulfycleric.wordpress.com/201...eveling-guide/
New to Cleric? Check out my blog for guides and tips!
Patch 1.7 Cleric changes explained! | Top progression guild cleric interview on 1.7 changes! | Popular addons 1.6.1 |1.6 cleric lessers!|
Gear up your first 50 cleric! | Level by Level Healing Build |Build for soloing elites! | Raid buffs & Debuffs| Sent/warden build | Sent/purifier buiild
So I've been tinkering with wanting to try this build for 30 levels but I could never get the macro to work. I just found out that Strike of Judgement is spelled incorrectly in THE GAME.![]()
Well, I'm having macro trouble even though I consider myself proficient with them. Have no problem getting most macros to work but what confuses me (and I didn't see a reference to it in this thread) was that Jolt has the stipulation "Must be used after the Cleric Critically Hits" So how can you pull with this if you haven't crited?
Fated Blow is similar; "Must be used after the Cleric has been Dodged or Parried."
Same with Glory of the Chosen.
I must be missing something because these spells are greyed out for me until the above requirements are met. Maybe this is due to a patch?
Any help would be appreciated.
Those are triggered abilities Blood.
They light up when conditions are met.
They are also "off global cooldown" which means you can can use them between hitting your "normal" abilities.
If your macro is setup with your "off global cooldown" abilities at the bottom it guarantees that you'll use normal abilities as fast as possible and your "off global cooldown" abilities between them as purely bonus attacks etc.
And jolt is not a ranged attack...so I'm not sure why you'd try to pull with it?
Last edited by ronmaru; 11-17-2011 at 10:35 PM.
Thanks for your reply Ronmaru,
I was just going by the order they were listed in the first post and also Dulfy's guide. Jolt was listed first so I assumed that it's the first cast spell in the macro, from what you're saying above it looks like I should reorder the following macros to have the "off Global" at the bottom.
I'm just about to level 40 and was following Dulfy's solo leveling with this build here so it looks like in the macros below I should move Jolt, Fated Blow and Glory of the Chosen to the bottom?
I tried putting Vex in the first line (as my pull spell) but all the macro would do is constantly cast vex and nothing else so now I use Vex stand alone on another key.
I'll try rearranging to see what happens but if you have a suggested order I would appreciate it.
Macros:
Single target
suppressmacrofailures
cast jolt
cast glory of the chosen
cast fated blow
cast sanction heretic
cast strike of the maelstrom
cast lightning hammer
cast massive blow
cast bolt of radiance
cast strike of judgment
AoE
suppressmacrofailures
cast jolt
cast glory of the chosen
cast fated blow
cast soul drain
cast strike of the maelstrom
cast even justice
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