Obikin89's Requiem for Neverwinter
MOD 21

Cleric

Clerics can either become Arbiter Clerics, which are Damage Dealers, or Devout Clerics, which are Healers.

Arbiter Clerics rely on Divinity to cast most of their spells, and generally have very small cooldowns. Their spells give them Judgement, which they can use either to boost their other spells or to regain some Divinity. They really shine when they master a specific rotation using the Perfect Balance feat.

Devout Clerics are healers with very potent healing spells. Their main healing tool is a Heal over Time which lasts 18s. And they cannot do much more than using this spell, as they won't have tons of Divinity to play with once they've used it. Most of their other mechanics are clunky and terribly designed... So they can focus on boosting their team's damage output with artifacts and enchantments.

Leveling

Clerics start the game as Healers. This means that if you are going into dungeons prior to level 11 (you shouldn't, considering how bad the queues are nowadays), you will be the healer... but you won't have any real way to heal until you are pretty much level 20, so don't. Joke on Cryptic for putting you in an impossible spot, as they just can't design anything properly.

In order to level up easily, until you become an Arbiter Cleric at level 11 (you can change to a Devout loadout at any time at a campfire, but soloing is way better as an Arbiter), you can use the powers that follow :

With these powers, you shouldn't have any problem leveling up to level 11, at which point you can start reading the next sections. Do not invest in Feats yet, unless you know what you are doing, as these are permanent choices (you can change them but it's not free, contrarily to all of the other powers/class features).

To level up to level 20 easily, become an Arbiter Cleric and change the following powers when you unlock them :

Get familiar with the Judgement mechanic, to gain your divinity back or to improve your powers by consuming Judgement : whenever you have Radiant Judgement (yellow orbs at the right of your character), tap the Channel Divinity key (Tab on PC, R1 on PS4, RB on Xbox) to get some of your Divinity back. Burning Judgement (red orbs) is used to make your Searing Javelin and Forgemaster's Flame stronger, but you can also consume it to get your Divinity back if you need it.

Once you are level 20, you can start making a real Arbiter build, picking Feats that work well together, study the Perfect Balance build for group content, or stick with a Tipping Scale build (which works well for solo, but not as well as the Perfect Balance build in group content), or become a real Healer as a Devout Cleric (for group content only, as you would hurt yourself in solo content, change whenever you want at a campfire) !

How to read Powers

On this page, you will find lots of information about powers. Here is how they will be presented, and how to understand them :

Divinity Cost
This is the cost in Divinity of the power. Divinity is the yellow bar on the left of your character. You start with 1000 Divinity.
Target
This designs enemies or players affected by the power, an area of effect (if any), the size of the area, and the range of the power.
Magnitude
This is the amount of damage or healing you will deal before your stats affect the result.
Effects
These are the different effects a power has (stun, knockback, giving you Judgement...).
Cast Time
This is how long it takes to cast the power.
Cooldown
This is how long you have to wait after casting the power, to be able to cast it again. This value is affected by your Recharge Speed : time = cooldown / (1 + Recharge Speed).
Magnitude / Divinity
This represents the efficiency of your power compared to its Divinity Cost : the higher, the more effective the use of your Divinity.
Magnitude / Cast Time
This is a mesure of how effective your power is compared to the time spent to cast it. If you could cast it non-stop and benefit from the full effects, that would be your DPS (Damage Per Second), or your HPS (Heal Per Second). If you want to deal as much damage as you can, as fast as possible, that's the value you look for.
Magnitude / (Cast + CD)
That's a mesure of how effective your power is compared to the time it takes between 2 casts of the same power. It's not exact as it changes with your Recharge Speed, and it's not a perfect way to compare powers, but it gives a good idea of how effective a power is compared to the others, in a longer fight. The bigger the number, the better.

Arbiter Cleric

Arbiter Mechanics and General Skills

Mechanics are the core of your character. Dodge is the tactical power of the Cleric, which lets you evade attacks and teleport further away. Channel Divinity is the mechanic which lets you regain Divinity, the main resource of the Cleric, which you need to cast many of your spells. Judgement is unique to the Arbiter Cleric : you gain either Radiant or Burning Judgement when you cast your spells and you can consume it, either to boost the damage of the opposite type of spell (Burning or Radiant) or to regain some Divinity.

Dodge
Effect
Pressing the key (Shift on PC, L3 on PS4, LSB on Xbox) makes you dodge 15' in the direction you are running and briefly makes you immune to most damage and control effects (for about 1.5-2s), emphasis on most, because there are a few things that cannot be dodged. The animation itself takes about 1s.
Cost
30% of your Stamina (blue bar above the Daily Power meter on PC, green bar on the left of your Tactical power icon on the bottom left of the HUD on consoles, base regen being 2.5% every 0.5s, so you can use it once every 6s on average, slightly more often with higher Stamina Regeneration. And you can almost use it 4 times in a row : by the time you use it 3 times you will basically have the stamina for the 4th).
Video

Unlocks at level 1

Channel Divinity
Effect
Restores Divinity over time while pressing the key (Tab on PC, R1 on PS4, RB on Xbox). You may not move or attack while under the effect of Channel Divinity. Base Divinity Regeneration (in combat), for an Arbiter Cleric, is about 19~20 every 3s (which is absolutely ridiculous). Channel Divinity gives about 25 Divinity every second (on top of base regeneration).
Cooldown
0.4s
Video

Alteration at level 11 :

Effect
At level 11, is upgraded by Scales of Judgement, making Channel Divinity restore Divinity by consuming Judgement when tapping the key (restores about 50 Divinity per Judgement consumed). This becomes the main way to restore your Divinity as an Arbiter Cleric.
Video

Base Divinity Regeneration :

Video

Unlocks at level 2

Scales of Judgement

Passive

Your powers now cost more Divinity, but certain powers give you either Radiant or Burning Judgement (orbs displayed on the right side of your character on your screen, also floating around your character). You can stack up to 6 orbs of either Radiant or Burning Judgement.

Radiant powers give you Burning Judgement and consume all of your Radiant Judgement. Radiant powers deal more damage with more Radiant Judgement consumed.

Burning powers give you Radiant Judgement and consume all of your Burning Judgement. Burning powers deal more damage with more Burning Judgement consumed.

The key is building Judgement with at-will powers, and consuming it by using an encounter or daily power of the opposite type, or simply alternating Radiant and Burning encounter or daily powers.

Also, Channeling Divinity instantly consumes your Judgement and gives you Divinity back, so you do not have to keep channeling anymore, just tap the key after gaining some Jugement.

Unlocks at level 11

Forte

Passive

Your Forte stat gives you 50% of its percentage to Power and 25% of its percentage to Critical Severity and Deflect.

Unlocks at level 11

General Skills are passive skills, which are the same for both paragon paths. One of them lets you interract with different items throughout the world, without using Skill Kits, the others boost your stats when your Stamina or Divinity are high. You will also find your Racial Bonuses in the General Skills on the Powers page of your character (at the very bottom).

Religion

Passive

You can interract with Religion objects in the world as if you had a Religion Kit (you can buy Kits for every other skill from merchants for 1.5 silver each, and they generally give you miscellaneous items which you can sell, and insignias from time to time).

Unlocks at level 1

Divine Meditation

Passive

Increases Divinity Regeneration out of combat.

Unlocks at level 6

Composed Insight

Passive

Grants up to 10% Accuracy when your Stamina is full. This effect decreases as your Stamina decreases.

Unlocks at level 10

Divine Protection

Passive

Grants up to 10% Critical Avoidance when your Divinity is full. This effect decreases as your Divinity decreases.

Unlocks at level 10

Arbiter At-Will Powers

You can use 2 At-Will powers, and these should be Lance of Faith and Scattering Light.

Sacred Flame
Target
Single Target, 80' range
Magnitude
100 (+10 per Burning Jugement), max : 160
Effect
Increases Radiant Judgement by 1 (JPS : 1.25). This means +50 magnitude/s for Daunting Light, or +125 magnitude/s for Geas.
Cast Time
0.8s
Magnitude / Cast Time
125

Nice for building Radiant Judgement for Daunting Light and Geas... until you get to level 13 (when you unlock Searing Javelin).

Unlocks at level 1

Scattering Light
Target
Single Target + enemies 10' or closer from your target (not considered aoe), 80' range
Magnitude
65 (+6.5 per Radiant Jugement), max : 104
Effect
Increases Burning Judgement by 1 (JPS : 1). This means +60 magnitude/s for Searing Javeling.
Cast Time
1s
Magnitude / Cast Time
65

A good option in order to build Burning Judgement for Searing Javelin, if you are going to hit 4 targets or more. Due to its faster building of Burning Judgement, using Lance of Faith outputs more damage if you cannot hit as many enemies (and it's generally preferrable to focus on targets to kill a few of them faster rather than having all of them still alive hitting you).

Unlocks at level 1

Lance of Faith
Target
Single Target, 80' range
Magnitude
110 (+11 per Radiant Jugement), max : 176
Effect
Increases Burning Judgement by 1 (JPS : 1.67). This means +100 magnitude/s for Searing Javelin, or +167 magnitude/s for Forgemaster's Flame.
Cast Time
0.6s
Magnitude / Cast Time
183

Your main Single Target At-Will power. Also good to focus monsters in AoE situations, as it builds Burning Judgement fast for your Searing Javelin, and it's always better to kill a few monsters first, rather than having all of them hitting you for the whole fight.

Unlocks at level 11

Conflagrate
Target
Single Target + enemies 10' or closer from your target (not considered aoe), 80' range
Magnitude
130 (+5 per Burning Jugement), max : 160
Effect
Increases Radiant Judgement by 3 (JPS : 1.67). This means +66.8 magnitude/s for Daunting Light.
Cast Time
1.8s (you can actually move a bit during the animation)
Magnitude / Cast Time
72

Technically the best aoe At-Will power in terms of damage dealt, but it has a long cast time, and it builds Radiant Judgement, which likely means using Daunting Light next, which is not as practical as Searing Javelin (the other two options are Geas and Break the Spirit, which both suffer from a very long cooldown and are single target... or a Daily Power).

Unlocks at level 16

Arbiter Encounter Powers

You can use 3 Encounter powers, and there are mostly 2 builds for them : the Perfect Balance build, which is the harder build to master, recommended for group content, and the Tipping Scales build, which works well enough for solo but won't shine as much as the other one, especially in group content.

Daunting Light
Divinity Cost
200
Target
Enemies in an 8' radius AoE, 80' range
Magnitude
280 (+40 per Radiant Jugement, max : 520)
Effect
Increases Burning Judgement by 1 (JPS : 0.61).
Cast Time
0.74s
Cooldown
0.9s
Magnitude / Divinity
1.4 (2.6 with 6 stacks of Judgement)
Magnitude / Cast Time
378 (703 with 6 stacks of Judgement)
Magnitude / (Cast + CD)
171 (317 with 6 stacks of Judgement)

Altered by the Lightspeed Feat :

The next Daunting Light in the next 10s after using Searing Javelin is improved :

Effect
Increases Burning Judgement by 2, instead of 1 (so +100 magnitude [+11.5% damage] for your next Forgemaster's Flame, or +60 magnitude [+11.3% damage] for your next Searing Javelin).
Cast Time
Reduced... Which improves the Magnitude / Cast Time, and Judgement gained compared to time taken to cast the spell... No value so I can't tell by how much... But you can move instantly after casting it.

Altered by the Focused Light Feat :

The next Daunting Light in the next 10s after using Forgemaster's Flame is modified :

Target
Single Target (still considered aoe for the Vistani set)
Magnitude
450 (+100 per Radiant Jugement, max : 1050)
Magnitude / Divinity
2.25 (5.25 with 6 stacks of Judgement)
Magnitude / Cast Time
608 (1419 with 6 stacks of Judgement)
Magnitude / (Cast + CD)
274 (640 with 6 stacks of Judgement)

Altered by the Sudden Verdict Feat :

Additionnal Effect
Has a 25% chance to generate a full stack of Judgement.

Altered by the Perfect Balance Feat :

Additionnal Effect
Gain 1 Burning Shift. When you get to 4 Radiant + 4 Burning Shifts, your Divinity is fully restored and your Shifts are reset. If your Radiant or Burning Shift exceeds the other by more than 1 point, both of your Shifts are reset with no other effect.

Not a fantastic aoe spell, but when used with the Focused Light Feat after Forgemaster's Flame, it hurts !

Unlocks at level 1

Geas
Target
Single Target, 80' range
Magnitude
650 (+100 per Radiant Jugement, max : 1250)
Effects
Decreases target's damage dealt by 5% for the next 6s.
Increases Burning Judgement by 1 (JPS : 0.61).
Cast Time
0.8s
Cooldown
21s
Magnitude / Cast Time
813 (1563 with 6 stacks of Judgement)
Magnitude / (Cast + CD)
30 (57 with 6 stacks of Judgement)

Altered by the Doomsayer Class Feature :

Additionnal Effect
You deal 10% more damage for the next 10s.

Altered by the Sudden Verdict Feat :

Additionnal Effect
Has a 25% chance to generate a full stack of Judgement.

Altered by the Perfect Balance Feat :

Additionnal Effect
Gain 1 Burning Shift. When you get to 4 Radiant + 4 Burning Shifts, your Divinity is fully restored and your Shifts are reset. If your Radiant or Burning Shift exceeds the other by more than 1 point, both of your Shifts are reset with no other effect.

Either the duration or efficiency are too small, or the cooldown is too big, to really make use of this spell. A shame.

Unlocks at level 1

Bastion of Health
Divinity Cost
440
Target
Up to 10 Players in a 20' radius AoE (does not heal companions), 80' range
Heal Magnitude
800 divided by the number of targets (minimum 160, with 5 to 10 targets)
Cast Time
0.8s
Cooldown
0.4s
Magnitude / Divinity
1.82 (0.36 with 5 targets or more)
Magnitude / Cast Time
1000 (200 with 5 targets or more)
Magnitude / (Cast + CD)
667 (133 with 5 targets or more)

Do not even think about using this one as an Arbiter Cleric, this would be a waste of a spell slot.

Unlocks at level 2

Divine Glow
Effect
Reduces your threat by half.
Improves Divinity Regeneration for 12s.
Cast Time
1s
Cooldown
30s

Altered by the Tipping Scales Feat :

Additionnal Effect
Generates a full stack of Judgement, as long as you have at least one orb already. Judgement will be generated with the same type you already have.
Video

With the Tipping Scales Feat, it's a good power to have, to never run out of Divinity, and to be able to boost your Encounter powers.

Unlocks at level 4

Sun Burst
Target
Enemies in a 25' radius AoE around you
Magnitude
260 (+50 per Burning Jugement, max : 560)
Effect
Knock Back
Increases Radiant Judgement by 1 (JPS : 1).
Cast Time
1s
Cooldown
12s
Magnitude / Cast Time
260 (560 with 6 stacks of Judgement)
Magnitude / (Cast + CD)
20 (43 with 6 stacks of Judgement)

Altered by the Sudden Verdict Feat :

Additionnal Effect
Has a 25% chance to generate a full stack of Judgement.

Altered by the Perfect Balance Feat :

Additionnal Effect
Gain 1 Radiant Shift. When you get to 4 Radiant + 4 Burning Shifts, your Divinity is fully restored and your Shifts are reset. If your Radiant or Burning Shift exceeds the other by more than 1 point, both of your Shifts are reset with no other effect.

Knock Back is the worst effect in the game, as it means people will lose combat advantage or use their powers on nothing. So never use this ever again after you've unlocked Searing Javelin.

Unlocks at level 7

Searing Javelin
Divinity Cost
240
Target
Enemies in an 8' large, 80' long, line in front of you
Magnitude
470 (+60 per Burning Jugement, max : 830)
Effect
Increases Radiant Judgement by 1 (JPS : 0.91).
Cast Time
1.1s
Cooldown
0.9s
Magnitude / Divinity
2 (3.5 with 6 stacks of Judgement)
Magnitude / Cast Time
427 (755 with 6 stacks of Judgement)
Magnitude / (Cast + CD)
235 (415 with 6 stacks of Judgement)

Altered by the Piercing Javelin Feat :

At-Wills have a 10% chance to make your next Searing Javelin, in the next 10s, automatically be a critical hit (which technically improves its average damage by 4.97% when your critical stats are capped, 14% when both are at 70%, 20% at 50%.

Altered by the Sudden Verdict Feat :

Additionnal Effect
Has a 25% chance to generate a full stack of Judgement.

Altered by the Perfect Balance Feat :

Additionnal Effect
Gain 1 Radiant Shift. When you get to 4 Radiant + 4 Burning Shifts, your Divinity is fully restored and your Shifts are reset. If your Radiant or Burning Shift exceeds the other by more than 1 point, both of your Shifts are reset with no other effect.

Your main spell to destroy hoard of monsters.

Unlocks at level 13

Forgemaster's Flame
Divinity Cost
300
Target
Single Target, 80' range
Magnitude
770 (+100 per Burning Jugement, max : 1370)
Effect
Increases Radiant Judgement by 1 (JPS : 1.25).
Cast Time
0.8s
Cooldown
0.9s
Magnitude / Divinity
2.6 (4.6 with 6 stacks of Judgement)
Magnitude / Cast Time
963 (1713 with 6 stacks of Judgement)
Magnitude / (Cast + CD)
453 (806 with 6 stacks of Judgement)
Video

Altered by the Sudden Verdict Feat :

Additionnal Effect
Has a 25% chance to generate a full stack of Judgement.

Altered by the Perfect Balance Feat :

Additionnal Effect
Gain 1 Radiant Shift. When you get to 4 Radiant + 4 Burning Shifts, your Divinity is fully restored and your Shifts are reset. If your Radiant or Burning Shift exceeds the other by more than 1 point, both of your Shifts are reset with no other effect.

Your main spell to demolish big monsters.

Unlocks at level 15

Chains of Blazing Light
Target
Enemies in a 20' radius AoE, 80' range
Effect
Restrains enemies (they cannot move, but will attack at range if they can) for 8s (boosted by Control Bonus)... until they receive any damage.
Cast Time
1.2s
Cooldown
16s

Altered by the Doomsayer Class Feature :

Additionnal Effect
You deal 10% more damage for the next 10s.

There was a time (before mod 16), it dealt damage, and was totally awesome !

The funny thing is that with mod 21, it becomes theoretically possible to permalock monsters with very high Control Bonus and Recharge Speed (it won't work on bosses as they are immune to most controls)... But any attack, even from a companion, removes the control... which makes this power totally useless.

RIP.

Unlocks at level 17

Break the Spirit
Target
Single Target, 80' range
Magnitude
520 (+100 per Radiant Jugement, max : 1120)
Effects
Increases the target's damage taken from magical and projectile attacks, by 10%, for 10s.
Increases Burning Judgement by 1 (JPS : 0.61).
Cast Time
0.8s
Cooldown
21s
Magnitude / Cast Time
650 (1400 with 6 stacks of Judgement)
Magnitude / (Cast + CD)
24 (51 with 6 stacks of Judgement)

Altered by the Doomsayer Class Feature :

Additionnal Effect
You deal 10% more damage for the next 10s.

Altered by the Sudden Verdict Feat :

Additionnal Effect
Has a 25% chance to generate a full stack of Judgement.

Altered by the Perfect Balance Feat :

Additionnal Effect
Gain 1 Burning Shift. When you get to 4 Radiant + 4 Burning Shifts, your Divinity is fully restored and your Shifts are reset. If your Radiant or Burning Shift exceeds the other by more than 1 point, both of your Shifts are reset with no other effect.

It would sound good for trials if Prophecy of Doom didn't exist.

Unlocks at level 18

Prophecy of Doom
Target
Single Target, 80' range
Effect
Deals 30% of all the damage you deal to this target for the next 10s, in a single hit when the effect ends. This means potentially over 3000 magnitude, with a full rotation of Perfect Balance : Prophecy of Doom ➤ Artifacts ➤ Daily (with the Apprentices' Spoils set) ➤ Forgemaster's Flame + Daunting Light ➤ Tunnel Vision (Mount Combat Power) ➤ ( Forgemaster's Flame + Daunting Light ) x3, and proper buffs in the group.
Cast Time
1.2s
Cooldown
26s
Magnitude / Cast Time
Potentially over 2700
Magnitude / (Cast + CD)
Potentially over 119

Altered by the Doomsayer Class Feature :

Additionnal Effect
You deal 10% more damage for the next 10s.

The key is mastering the rotation with the Perfect Balance feat. It's not easy, but it's very worth it.

This power only serves the purpose of destroying bosses in dungeons and trials... But it does it very well once you've mastered it.

Unlocks at level 19

Arbiter Daily Powers

You can use 2 Daily powers. Hallowed Ground is very recommended for solo (for emergency healing). Guardian of Faith is the other one I recommend, as it does the job well.

Guardian of Faith
Cost
1000 AP (full meter)
Target
Single Target, 80' range
Magnitude
1700 1070 (+100 +70 per Radiant Jugement, max : 2300 1490)
Effects
3s Stun on enemies 10' or closer from your target AoE centered on the target.
Increases Burning Judgement by 1 (JPS : 0.67).
Cast Time
1.5s
Cooldown
0.9s
Magnitude / Cast Time
1133 713 (1533 993 with 6 stacks of Judgement)

Simple and clean, except it doesn't deal as much damage as what's written...

Unlocks at level 2

Hallowed Ground
Cost
1000 AP (full meter)
Target
25' radius area on the ground, centered around you at the moment you cast the spell
Heal Magnitude
500 x 7 (instant + once every 2s for 12s), total : 3500
Effect
Create a sanctuary which reduces damage taken by allies inside the area by 10% and heals them, for 12s.
Cast Time
1.5s
Magnitude / Cast Time
2333
HPS
259 (on the full duration)

Your emergency healing power for solo. Don't use it in a group (unless you are in a crazy bad situation), as your healer will do a much better job than you, and your role is to deal damage... And your daily power is very important to boost your damage if you are using Prophecy of Doom.

It seems it cannot crit for a Devout Cleric. I haven't checked for the Arbiter.

Unlocks at level 2

Flame Strike
Cost
1000 AP (full meter)
Target
Enemies in a 15' radius AoE, 80' range
Magnitude
260 160 (+100 +25 per Burning Jugement, max : 860 310) + 180 110 x 4 (every 3 seconds for 12s), total : 980 600 (1580 750 with 6 stacks of Judgement)
Effect
Increases Radiant Judgement by 1 (JPS : 0.5).
Cast Time
2s
Magnitude / Cast Time
490 (790 with 6 stacks of Judgement)
Video

Altered by the Burning Patch Feat :

Target
15' radius GROUND AoE, 80' range
Magnitude
260 160 (+100 +25 per Burning Jugement, max : 860 310) + 450 335 x 6 (every 3 seconds for 18s, cannot crit), total : 2960 2170 (3560 2320 with 6 stacks of Judgement)
Video

Regular Flame Strike's magnitude and crit severity are messed up : the damage is a lot less than what's indicated, and a critical hit will deal bonus damage as if you had 3 times less critical severity...

Alterned version suffers from the same problem on the first hit, and secondary hits (2 to 7) simply cannot crit and will do the same damage regardless of the first hit being a crit or not.

Tons of time wasted (at least 4H just for the tests on this particular power) to get you the numbers, while cryptic clearly can't do a single thing properly... It was clear there was something very fishy with this power when I realized the hits were dealing the same damage whether it was a crit or not on the first hit on the alterned version, but I uncovered a whole iceberg here... I won't check the numbers for every power. I'm not working for the non-existent quality control at Cryptic's studios... And they still can't make tooltips that reflect the numbers used in the damage calculations... because it's more fun and much more waste of time and totally not a good practice for the maintainability of their code to hard code the tooltips and the damage calculation for each and every power separately... while a single formula and a proper database would do the job much better, and updating powers would be as easy as changing 1 value in the database instead of changing pretty much everything...

Unlocks at level 8

Celestial Prominence
Cost
1000 AP (full meter)
Target
Enemies in a 15' radius AoE on the ground, 80' range
Magnitude
700 300 to 1300 550 (+100 (wow, this number is accurate, at least when it's charged !) per Radiant Jugement, max : 1300 790 to 1900 1150)
Effect
Stun targets for 3s
Increases Burning Judgement by 1.
Cast Time
0s

Altered by the Critical Sun Feat :

Additionnal Effect
If it critically hits, can be cast a second time for free in the next 6s (only on the first activation, if it crits on the second, you won't be able to cast it a third time in a row). This effectively multiplies the average damage of this spell by (1 + your Critical Strike percentage), so x1.5 with 50% Critical Strike, up to x1.9 (with 90%).

First place the AoE, then activate it to trigger the damage and stun effect. If you wait 5s before activating it, the damage will be improved. It will automatically trigger after 15s.

Considering the time it takes to place the aoe and activate it, the cast time of 0s does not really reflects the reality...

Unlocks at level 11

Hammer of Fate
Cost
1000 AP (full meter)
Target
Single Target, 80' range
Magnitude
16503 x 350 (+100 +22.5 per Burning Jugement, max : 2250 1455)
Effect
Increases Radiant Judgement by 3 (JPS : 0.67).
Cast Time
0.75s x3 (total : 2.25s)
Magnitude / Cast Time
2200 (3000 with 6 stacks of Judgement)
Video

Can be interrupted midway... And yeah, they fucked up this power too...

Unlocks at level 20

Arbiter Class Features

Soothing Prayer

Passive

Whenever you channel Divinity, you receive a 25 magnitude Heal over Time.

Unlocks at level 3

Hallowed Armor

Passive

You take 5% less damage, 10% when channeling Divinity.

Unlocks at level 6

Pilgrim's Light

Passive

You deal 5% more damage when there are no party member nearby.

Unlocks at level 9

Expanded Faith

Passive

Increases your maximum Divinity by 150 (to 1150).

Unlocks at level 9

Critical Insight

Passive

Whenever you critically hit, you receive 10 Divinity.

Unlocks at level 13

Doomsayer

Passive

Whenever you use an encounter power that inflicts a negative condition on an enemy you gain 10% damage, for 10s. That is : Geas, Chains of Blazing Light, Break the Spirit, and Prophecy of Doom.

Unlocks at level 15

Light of the Scales

Passive

Increases the Divinity restored when Channel Divinity consumes Judgement, by 10%.

Unlocks at level 17

Divine Equilibrium

Passive

Increases your damage dealt by up to 15% when your Divinity is exactly half of your maximum Divinity, decreases as your Divinity becomes further away from this point.

Unlocks at level 19

Arbiter Feats

or
or
or
or
or
Lightspeed

Passive

Searing Javelin improves Daunting Light (for the next 10s), reducing the cast time and increasing the Burning Judgement given by 1. This effectively gives +100 magnitude (+11.5% damage) to Forgemaster's Flame, or +60 magnitude (+11.3% damage) to Searing Javelin, if you are going to use them right after Daunting Light.

Unlocks at level 12

Piercing Javelin

Passive

At-will powers have a 10% chance to make your next Searing Javelin (in the next 10s) automatically Critically Strike. This effectively improves its average damage by 4.97% when your critical stats are capped, 14% when both are at 70%, 20% at 50%.

Unlocks at level 12

Focused Light

Passive

Forgemaster's Flame changes your next Daunting Light (in the next 10s) to be Single Target (it's still considered an aoe for the Vistani set), increasing its magnitude to 450 (+100 per Radiant Judgement).

Unlocks at level 14

Tipping Scales

Passive

Divine Glow generates a full stack of Judgement as long as you have at least 1 orb already.

Video

Unlocks at level 14

Sudden Verdict

Passive

Encounter powers that generate Judgement, have a 25% chance to generate a full stack.

Unlocks at level 16

Inner Balance

Passive

Increases the Divinity restored when consuming Judgement by up to 20 if your Critical Strike and Accuracy are equal, and as much more when your Combat Advantage and Critical Severity are equal. Both effects are diminished when your stats are further appart.

Unlocks at level 16

Critical Sun

Passive

Whenever Celestial Prominence deals critical damage, you can cast it again (in the next 6s), without spending Action Points (for free !), cannot proc multiple times in a row (would be broken with 90% Critical Strike).

Unlocks at level 18

Burning Patch

Passive

Flame Strike no longer applies a Damage over Time effect, instead it makes the area deal 450 335 x 6 magnitude damage (once every 3s for the next 18s). For some reason, those hits cannot crit... The first hit of Flame Strike (which is affected by Judgement) is unchanged.

Unlocks at level 18

Perfect Balance

Passive

Encounter powers that generate Judgement now grant Radiant or Burning Shift (depending on the kind of Judgement they generate), which both stack up to 4 times, for the next 60s.

Each stack of Shift increases damage by 1%.

If either Stacks of Radiant or Burning Shift exceeds one another by MORE THAN a single stack, both will expire immediately. So you can have 1-1 or 2-1, but not 2-0 stacks, you have to alternate a Burning and a Radiant power to make use of this passive (and the powers are Forgemaster's Flame, or Searing Javelin, and Daunting Light, with the Focused Light Feat).

When both stacks reach 4, both will be consummed and your Divinity will be fully restored.

Video

Rotation : Prophecy of Doom ➤ Artifacts ➤ Daily (with the Apprentices' Spoils set preferentially) ➤ Forgemaster's Flame + Daunting Light ➤ Tunnel Vision (Mount Combat Power) ➤ ( Forgemaster's Flame + Daunting Light ) x3.

(in the video I mess up a bit and use Tunnel Vision before the first FF/DL, which means it doesn't benefit from the Divine Equilibrium buff)

Unlocks at level 20

Angel of Death

Passive

Encounter powers which cost Divinity grant stacks of Angelic Inspiration, for 60s. When you reach 26 stacks, the effect is converted to Angelic Presence.

When under the effect of Angelic Presence, Channeling Divinity removes it and grants you Angel of Death.

Angel of Death allows you to cast your Encounter powers without paying their Divinity cost, for the next 12s, cannot happen outside of combat.

Most of the time this effect is totally wasted due to it triggering at the end of a fight and never when you want it.

Video

Unlocks at level 20

The Perfect Balance Build

This is the build that will doom monsters, especially bosses. It all revolves around the Perfect Balance Feat, and the Prophecy of Doom Encounter power. To maximize the damage, you must master a very specific rotation :

Prophecy of Doom ➤ Artifacts ➤ Daily (with the Apprentices' Spoils set preferentially) ➤ Forgemaster's Flame + Daunting Light ➤ Tunnel Vision (Mount Combat Power) ➤ ( Forgemaster's Flame + Daunting Light ) x3

You start with 2 Radiant and 2 Burning Shifts. As you will use Forgemaster's Flame and Daunting Light twice, your Divinity will be fully depleted, but you will have 4 of both Shifts, which will replenish your Divinity entirely, for you to use Forgemater's Flame and Daunting Light twice more... When your Prophecy of Doom procs, you'll have dealt tons of damage, and 30% of this damage will be dealt again on your target.

Video

On groups of monsters :

The Tipping Scales Build (alternative for solo)

This build is much simpler to use (there's no rotation), but you won't deal as much damage as with a Perfect Balance build. It revolves around the Tipping Scales feat, which gives you a full stack of Judgement when you use Divine Glow (as long as you have 1 orb already). You will only use Burning Judgement to boost your Encounter powers (either Searing Javelin or Forgemaster's Flame, depending on which you need at the moment), and consume all of the Radiant Judgement you will generate, with Channel Divinity, to get your Divinity back. Between Divine Glow and the consumption of Radiant Judgement, you will be able to use your Encounter powers fairly often, and will be able to generate 6 orbs of Judgement almost instantly to boost an Encounter power whenever you need to deal lots of damage.

Video

Arbiter Itemization

As an Arbiter Cleric, what matters the most is the damage you deal with your Encounter Powers. All of your powers deal Ranged and Magical damage, so try to boost these in priority.

For Stats, as any Damage Dealer, you want to prioritize Power, then Combat Advantage, then Critical Stats (equally), then Accuracy, Hit Points, Defense and Awareness. Combat Advantage is less important than Critical Stats in solo content, but if you are a Damage Dealer in dungeons, do not worry about modifying your build for solo : it will work well enough, especially if you position properly and surround monsters with your companion.

For Ability Scores, pick Dexterity and Intelligence. Charisma can be an option, but you do not really need the Recharge Speed as your cooldowns are generally very small.

Also, the most important thing you should focus on early on is to get a mount with the Tunnel Vision Combat Power, and to upgrade it to Mythic... You'll quickly end up feeling like this should be renamed Power Word : Kill.

You also want to upgrade a Debuff Artifact to Mythic (any of them, as long as players in the group have different ones).

And the Apprentices' Spoils set (also known as Music Box set) is a must have if you are using the Perfect Balance build.

Devout Cleric

Devout Mechanics and General Skills

Mechanics are the core of your character. Dodge is the tactical power of the Cleric, which lets you evade attacks and teleport further away. Channel Divinity is the mechanic which lets you regain Divinity, the main resource of the Cleric, which you need to cast many of your spells. Judgement is unique to the Arbiter Cleric : you gain either Radiant or Burning Judgement when you cast your spells and you can consume it, either to boost the damage of the opposite type of spell (Burning or Radiant) or to regain some Divinity.

Dodge
Effect
Pressing the key (Shift on PC, L3 on PS4, LSB on Xbox) makes you dodge 15' in the direction you are running and briefly makes you immune to most damage and control effects (for about 1.5-2s), emphasis on most, because there are a few things that cannot be dodged. The animation itself takes about 1s.
Cost
30% of your Stamina (blue bar above the Daily Power meter on PC, green bar on the left of your Tactical power icon on the bottom left of the HUD on consoles, base regen being 2.5% every 0.5s, so you can use it once every 6s on average, slightly more often with higher Stamina Regeneration. And you can almost use it 4 times in a row : by the time you use it 3 times you will basically have the stamina for the 4th).
Video

Unlocks at level 1

Channel Divinity
Effect
Before level 11, restores Divinity over time while pressing the key (Tab on PC, R1 on PS4, RB on Xbox). You may not move or attack while under the effect of Channel Divinity. Base Divinity Regeneration (in combat), for a Devout Cleric, is about 31 every 3s, multiplied by ( 1 + half of your Forte percentage ), so 31 x 1.25 = 38.75 Divinity every 3s with 50% Forte (which is bad : it takes 18s to get the Divinity back for Healing Word... which lasts for 18s... the worst part being the 3s delay for every tick, while stamina ticks every half second... this is pure nonsense to wait that long...). Channel Divinity gives about 25 Divinity every second (on top of base regeneration).
Cooldown
0.4s

Modification at level 11 :

Effect
At level 11, Channel Divinity is changed to trigger Mark of Divinity, with a tap on the key instead of pressing it, which designs a target for Light of Divinity and gives you 5% more Outgoing Healing (which can go over the 90% cap) when healing that target. Target must be a party member, cannot be a companion.
When holding then releasing the key, it will trigger Light of Divinity, which heals the player targeted with your mark (you, if you didn't place the mark).

Putting the mark on someone never works when you need it (really, it takes me 3 tries to manage to put this fucked up mark on anyone), it's impossible to micro manage this when in a fight, and it will even disappear if you or the marked player dies... This is the worst mechanic ever implemented in Neverwinter.

Restoring Divinity with Channel Divinity was such a way better mechanic, which made everything tactical (heal, move, or channel divinity), and it simply worked. Healers became terrible, and really not fun to play, when mod 19 came, and this is the main reason why : we don't have much divinity to play with anymore, and the mechanic that replaced it is just unplayable.

Unlocks at level 2

Light of Divinity
Divinity Cost
up to 120
Target
Player marked with your , or yourself if no one is marked or the marked player is too far away, 120' range
Heal Magnitude
up to 1700
Cast Time
up to 2.5s
Cooldown
0.4s
Magnitude / Divinity
up to 14.2
Magnitude / Cast Time
680

Altered by the Battle Prayer Feat :

Encounter powers which cost Divinity reduce the Cast Time and Divinity Cost of your next Light of Divinity cast in the next 12s. This is the Feat that makes Light of Divinity less Divinity intensive than Bastion of Health for healing Single Targets, and makes it much more reactive (thought still takes twice as long as Bastion of Health to cast). Too bad it's a pain to use... The only good point is : you can hold it infinitely until your tank needs healing... as long as you do not need to move...

Divinity Cost
up to 70 (instead of 120)
Cast Time
1.5s (instead of 2.5s)
Magnitude / Divinity
up to 24.3
Magnitude / Cast Time
1133
Magnitude / (Cast + CD)
895

Altered by the Gathering Light Feat :

Additionnal Effect
An angel descends from the sky and heals wounded Group Members, up to 6 times (Single Target Heal) or until 45s have passed.
Target
Groups Members in a 5' radius aoe centered on the marked player (that is to say still only the marked player, and no one else, because it would be stupid to be where the tank is and take cleave damage from the bosses... which would instantly kill you, especially if you need healing...). Yup this is a pure nonsensical Feat which you should not pick.
Heal Magnitude
up to 800 instead of 1700
Cast Time
3s instead of 2.5s
Magnitude / Divinity
up to 6.66
Magnitude / Cast Time
267

Altered by the Angel of Life Feat :

Additionnal Effect
If you wait for the whole duration (4s, lucky you if your whole group is not dead by then), you will be able to cast spells without spending any Divinity for the next 12s (how convenient ! Can you rez people with it ?)... Don't pick that Feat either...
Additionnal Effect Cooldown
3 minutes
Cast Time
4s instead of 2.5s
Magnitude / Cast Time
425

To activate this power, you need to Channel Divinity (Tab on PC, R1 on PS4, RB on Xbox). Make sure to press it for a long enough time or you will just move the Mark of Divinity to yourself or someone else, and this is a huge pain. The amount healed and divinity cost depend on the time you take to Channel Divinity.

Note that while you can hold the heal as long as you want with the regular Light of Divinity and the one boosted by Battle Prayer, the effect triggers immediately once the cast time is completed with the Gathering Light or Angel of Life Feats, which makes them even worse, so do not use the 5th Feat or you'll probably regret it.

Unlocks at level 11

Mark of Divinity

When tapping the key (Tab on PC, R1 on PS4, RB on Xbox), which means pressing for less than half a microsecond, marks a target with the Mark of Divinity. This target must be a group member (not a companion). Your heals on this target will benefit from 5% more Outgoing Healing (which can go over the 90% cap). That's the good part.

Now the fucked up part, that makes it totally unplayable and makes it the worst mechanic in the whole game... Not only it is a pain in the a$$ to place it (it easily takes 3 tries each time you want to mark someone when they are standing still in front of you, and that's much worse in the middle of a fight)... It will also disappear when you or the target dies. Which means you'll waste 10s trying to place this fucked up Mark on the tank each time one of you dies, and that makes it very dangerous for the whole group who needs healing while you're struggling with this.

So, as much as possible, just do not play with it, if you can avoid it : this is the worst mechanic in the whole game, the devs didn't play test it with a controller, and it's more dangerous to try to apply the mark than to heal with spells that do work.

There are places, like the Infernal Citadel or very end game trials, in which using the mark is highly recommanded... just place it before the fight starts, and hope it works well when you need it...

Unlocks at level 11

Forte

Passive

Your Forte stat gives you 50% of its percentage to Divinity Regeneration and 25% of its percentage to Critical Severity and Deflect.

Unlocks at level 11

Righteousness

Passive

Increases the effectiveness of healing spells, reduces the divinity costs and threat of healing spells. Increases the regeneration rate of Divinity.

Unlocks at level 11

General Skills are passive skills, which are the same for both paragon paths. One of them lets you interract with different items throughout the world, without using Skill Kits, the others boost your stats when your Stamina or Divinity are high. You will also find your Racial Bonuses in the General Skills on the Powers page of your character (at the very bottom).

Religion

Passive

You can interract with Religion objects in the world as if you had a Religion Kit (you can buy Kits for every other skill from merchants for 1.5 silver each, and they generally give you miscellaneous items which you can sell, and insignias from time to time).

Unlocks at level 1

Divine Meditation

Passive

Increases Divinity Regeneration out of combat.

Unlocks at level 6

Composed Insight

Passive

Grants up to 10% Accuracy when your Stamina is full. This effect decreases as your Stamina decreases.

Unlocks at level 10

Divine Protection

Passive

Grants up to 10% Critical Avoidance when your Divinity is full. This effect decreases as your Divinity decreases.

Unlocks at level 10

Devout At-Will Powers

Sacred Flame
Target
Single Target, 80' range
Magnitude
90
Cast Time
0.8s
Magnitude / Cast Time
113

Can be used to trigger debuffs from Weapon Enchantment or Apocalypse set, on single targets (faster than ).

Unlocks at level 1

Scattering Light
Target
Single Target + targets in a 10' radius (not considered aoe), 80' range
Magnitude
65
Cast Time
1s
Magnitude / Cast Time
65

Can be used to trigger debuffs from Weapon Enchantment or Apocalypse set, on groups of monsters.

Unlocks at level 1

Soothe
Divinity Cost
40
Target
Single Player, 60' range
Heal Magnitude
275
Cast Time
1s
Magnitude / Divinity
6.88
Magnitude / Cast Time
275

Altered by the Empowered Soothe Feat :

Additionnal Effect
Encounter Powers which cost Divinity grant 3 stacks of Empowered Soothe which last 30s. When healing with Soothe, 1 stack is consumed and its magnitude is increased by 100.
Magnitude
375
Magnitude / Divinity
9.38
Magnitude / Cast Time
375

Unlocks at level 11

Blessing of Light
Target
Single Player, 60' range
Effect
Increases your Outgoing Healing by 10% (can be over the 90% cap) for the next healing spell (in the next 12s).
Cast Time
1.2s

Can be spammed to gain Action Points (during downtimes in a fight, doesn't work out of combat), in order to get access to your Daily Power faster.

Unlocks at level 16

Devout Encounter Powers

Daunting Light
Divinity Cost
100
Target
Enemies in an 8' radius AoE, 80' range
Magnitude
280
Cast Time
0.74s
Cooldown
0.9s
Magnitude / Divinity
2.8
Magnitude / Cast Time
378
Magnitude / (Cast + CD)
171

Altered by the Battle Prayer Feat :

Additionnal Effect
Reduce the cast time of your next Light of Divinity by 1s, and its cost by 50 Divinity, if it's used in the next 12s.

Unlocks at level 1

Geas
Target
Single Target, 80' range
Magnitude
650
Effects
Decreases target's damage dealt by 5% for the next 6s.
Cast Time
0.8s
Cooldown
21s
Magnitude / Cast Time
813
Magnitude / (Cast + CD)
30

Either the duration or efficiency are too small, or the cooldown is too big, to really make use of this spell.

Unlocks at level 1

Bastion of Health
Divinity Cost
100
Target
Up to 10 Players in a 20' radius AoE (does NOT heal companions), 80' range
Heal Magnitude
1600 divided by the number of targets (minimum 320, with 5 to 10 targets)
Cast Time
0.8s
Cooldown
0.4s
Magnitude / Divinity
16 (3.2 with 5 targets or more)
Magnitude / Cast Time
2000 (400 with 5 targets or more)
Magnitude / (Cast + CD)
1333 (267 with 5 targets or more)

Altered by the Battle Prayer Feat :

Additionnal Effect
Reduce the cast time of your next Light of Divinity by 1s, and its cost by 50 Divinity, if it's used in the next 12s.

The fact that a 20' radius AoE heal should be used to heal a single target and is severily affected when other players get close to someone who needs healing baffles me. This is such a bad design, and the spell was great the way it was in mod 18... I don't know what the devs were thinking when they made the changes to healers at that point, but they failed hard and broke everything.

Light of Divinity is technically not as good to heal a tank as the Magnitude / Divinity Cost ratio is worse, and the cast time is much longer, so it can't really be used in emergency situations (or just pray that your tank survives the next couple of seconds, and don't think about spamming it or you'll just put the mark on yourself and say goobye to your tank...). But since anyone running around can make Bastion of Health half as good as it should be, and it's hard to tell people to stay away from those who need healing... We basically have the choice to use either a terrible mechanic that may or may not work, or a spell that may or may not heal as much as it should... Whoever made those changes is probably not at Cryptic anymore (due to them firing half of their team after they failed with Magic:Legends), but their legacy is still a plague to the game... Healing was fun before mod19...

Unlocks at level 2

Divine Glow
Effect
Reduces your threat by half.
Improves Divinity Regeneration for 12s. This effectively doubles 4 ticks of Divinity Regeneration. Base Divinity Regeneration being at about 31 Divinity every 3s, to which you add half of your Forte percentage : with 50% Forte, that means 31 x ( 1 + 0.5/2 ) = 38.75 Divinity every 3s... Divine Glow ends up giving about 155 Divinity (more or less depending on your Forte).
Cast Time
1s
Cooldown
30s

Altered by the Blessed Armaments Feat :

Additionnal Effect
Reduces the damage you take by 10% for the next 10s, while also increasing the damage you deal by 20 magnitude.

Unlocks at level 4

Sun Burst
Target
Enemies in a 25' radius AoE around you
Magnitude
260
Effect
Knock Back
Cast Time
1s
Cooldown
12s
Magnitude / Cast Time
260
Magnitude / (Cast + CD)
20

Knock Back is the worst effect in the game, as it means people will lose combat advantage or use their powers on nothing. So never use this ever again after you've unlocked Searing Javelin.

Unlocks at level 7

Healing Word
Divinity Cost
220
Target
up to 10 Players in a 80' radius AoE around you (does NOT heal companions anymore, it did, it was good, sucks they changed it...)
Heal Magnitude
450 (instant) + 300 x 6 (Heal over Time, once every 3s for 18s), total : 2250
Cast Time
1.6s
Cooldown
0.4s
Magnitude / Divinity
2.05 (instant, if you spam it instead of Bastion of Health), total : 10.23 (over the 18s duration)
Magnitude / Cast Time
281 (instant), total : 1406 (over the 18s duration)
Magnitude / (Cast + CD)
225 (instant, if you spam it instead of Bastion of Health), total : 125 (over the 18s duration)
Video

Altered by the Battle Prayer Feat :

Additionnal Effect
Reduce the cast time of your next Light of Divinity by 1s, and its cost by 50 Divinity, if it's used in the next 12s.

Using Healing Word as you would Bastion of Health is about 35% less efficient in terms of Divinity, and the cast time is twice as long. You would heal 5 players better with a single spell, and you would not have to care about the AoE radius of Bastion of Health (though the radius of Healing Word is actually too small to cover the whole platform of Cradle of the Death God, you can't heal people on the other side, so it's not infinite either...), but you would have an harder time healing them if you spammed it, as you would heal them 16% less over time, due to the cast time.

Note that the Heal over Time effect will critically heal either on all of the heals or on none of them, as all of the heals of that effect will give the exact same amount. Boosting Healing Word with Blessing of Light and Exaltation will also result in all of the heals being better.

So, while you can choose to not use Bastion of Health, you have to keep in mind that Healing Word is not as efficient if you need to spam it, and that spamming it results in losing the benefits you could get from bonuses such as or .

Unlocks at level 13

Exaltation
Cast Time
0.8s
Cooldown
20s
Effect
Increases your Outgoing Healing by 20% (can go over the 90% cap), for the next 8s.
Also increases your Damage dealt by 20%, for the next 8s.

Altered by the Blessed Armaments Feat :

Additionnal Effect
Reduces the damage you take by 10% for the next 10s, while also increasing the damage you deal by 20 magnitude.

Especially good to boost your Healing Words (and the cooldown is a fantastic reminder for when to cast Healing Word again : as soon as you can cast Exaltation again !).

Note that 110% OH only means about 10% better heals compared to 90% OH, so it won't really improve your healing by 20%.

Unlocks at level 15

Cleansing Light
Divinity Cost
150
Target
20' radius AoE (heals companions !!!), 80' range
Heal Magnitude
300
Effect
Removes 1 negative condition
Cast Time
1.61s
Cooldown
0.4s
Magnitude / Divinity
2
Magnitude / Cast Time
186
Magnitude / (Cast + CD)
149

Altered by the Battle Prayer Feat :

Additionnal Effect
Reduce the cast time of your next Light of Divinity by 1s, and its cost by 50 Divinity, if it's used in the next 12s.

Note that removing 1 negative condition doesn't always work, and may remove a self-inflicted negative condition you don't really care about, instead of a damage over time you'd like to remove. So you may have to cast it multiple times before you get the result you want... Does NOT remove periodic paralysis, like the one from electricity in Tomb of the Nine Gods... which is the most annoying control in the whole game as it makes healing almost impossible... But it removes negative conditions from runes in Undermountain expeditions, so you can change loadout, remove the condition, and go back to your Arbiter loadout at any firecamp there.

In order to heal, that's much worse than Bastion of Health, or even Healing Word (spammed), so only use it to remove negative conditions... or to heal companions, because I guess that's the only spell we have left with a proper healing effect for them (though you shouldn't worry about them in most cases)...

Unlocks at level 17

Astral Shield
Divinity Cost
22/s (total 220 on the full 10s duration)
Target
10' radius ground AoE (heals companions !!!), 80' range
Heal Magnitude
0 (instant) + 3 x 100 (heals once every 3s, after channeling for 3/6/9s), total : 300
Effect
Reduces damage taken by your allies by 10% in the area.
Cast Time
0.15s + up to 10s (yes you have to channel it... and you can't move while doing so...)
Cooldown
0.4s
Magnitude / Divinity
1.36
Magnitude / Cast Time
30 (on the full duration, 0 if you channel it less than 3s)
Magnitude / (Cast + CD)
28 (on the full duration)
Video

Altered by the Battle Prayer Feat :

Additionnal Effect
Reduce the cast time of your next Light of Divinity by 1s, and its cost by 50 Divinity, if it's used in the next 12s.

Its main use is to block bit hits that could kill the tank or the party (Halaster's Annihilate, or Superstorm, in Tower of the Mad Mage). Not very useful in other situations as the healing power (Magnitude / (Cast + CD)) is terrible, and the aoe is very small.

One of the few heals that still work on companions... But Cleansing Light is much better in that regard, and it's still a bad healing spell.

Unlocks at level 18

Intercession
Target
Group member with the lowest percentage of Hit Points remaining compared to their maximum HP (does NOT heal companions), 100' range
Heal Magnitude
1800
Cast Time
0.3s
Cooldown
24s
Magnitude / Cast Time
6000
Magnitude / (Cast + CD)
74

That's emergency healing ! And does not use Divinity, which means it's both very efficient and will save your resources for other powers.

Intercession is particularly important to save people from the cocoon against Arcturia in the Lair of the Mad Mage, but it's also generally great to save anyone who took damage they shouldn't have, or to save a bit of Divinity when you would have used Bastion of Health instead.

The drawback is that if you intend to heal the tank with it, and one of the damage dealers just took damage they shouldn't have, you may not heal the one you wanted to heal with it. And the cooldown is fairly long, especially now that players get wrecked with the mod 20 combat changes...

Unlocks at level 19

Devout Daily Powers

Guardian of Faith
Cost
1000 AP (full meter)
Target
Single Target, 60' range
Magnitude
1700
Effect
AoE 10' radius 3s Stun on the target
Cast Time
1.5s
Magnitude / Cast Time
1133

Altered by the Persistent Guardian Feat :

Additionnal Effect
An angel descends from the sky and heals wounded Group Members, up to 6 times (Single Target Heal) or until 45s have passed.
Heal Magnitude
Up to 6 x 600 (maximum : 3600)
Heal Target
Single Target wounded Group Member
Heal Magnitude / Cast Time
up to 2400

Unlocks at level 2

Hallowed Ground
Cost
1000 AP (full meter)
Target
25' radius ground area centered around you
Heal Magnitude
500 x 7 (instant + once every 2s, for 12s), total : 3500.
Effect
Creates a sanctuary which reduces damage taken by allies inside the area by 10% and heals them, for 12s.
Cast Time
1.5s
Magnitude / Cast Time
2333
Video

Your main Daily Power, in order to keep the whole group alive when tons of damage are coming on the group.

Note : after killing monsters with my Hydra Scale Rings (wasted 2 hours on this), which deal 3 ticks of damage with a low magnitude on monsters hit by Daily Powers, and kinda unexpectedly work with Hallowed Ground, I've come to the conclusion that Hallowed Ground never crits.

Unlocks at level 2

Flame Strike
Cost
1000 AP (full meter)
Target
Enemies in a 15' radius AoE, 80' range
Magnitude
260 + 180 x 4
Cast Time
2s
Magnitude / Cast Time
490

Unlocks at level 8

Anointed Army
Cost
1000 AP (full meter)
Target
Group Members 40' or closer from you
Heal Magnitude
1800 (only triggers individually when people's HP fall below 50%, or after 20s)
Cast Time
1.1s
Magnitude / Cast Time
1636

Altered by the Anointed Arms Feat :

Heal Magnitude
900 (only triggers individually when people's HP fall below 50%, or after 10s)
Magnitude / Cast Time
818
Additionnal Effect
grants 3% damage to Group Members affected by Anointed Army, until the heal triggers for them.

Unlocks at level 11

Guardian of Life
Cost
1000 AP (full meter)
Target
Players 40' or closer from you when casting the spell
Heal Magnitude
800 + 500 x 5 (once every 3s, for 15s), total : 3300
Cast Time
1s
Magnitude / Cast Time
3300
Video

Altered by the Persistent Guardian Feat :

Additionnal Effect
An angel descends from the sky and heals wounded Group Members, up to 6 times (Single Target Heal) or until 45s have passed.
Additionnal Heal Magnitude
Up to 6 x 600 (maximum : 3600)
Additionnal Heal Target
Single Target wounded Group Member
Additionnal Heal Magnitude / Cast Time
up to 2400

While Hallowed Ground has a higher magnitude than Guardian of Life (I know right ? Always thought Guardian of Life was Hallowed Ground with a big initial heal instead of the damage mitigation, but nope, it actually heals less often, because there are no game designer at Cryptic)... Because of the fact that Hallowed Ground apparently cannot crit (or I'm the unluckiest person), Guardian of Life can heal better... if you crit ! (or with the feat)

Guardian of Life is honestly not great compared to Hallowed Ground : Hallowed Ground heals more often, more (if you don't crit, and crit severity is halved for healing anyway), and the damage mitigation can save people on top of everything.

Unlocks at level 20

Devout Class Features

Soothing Prayer

Passive

Whenever you channel Divinity, you receive a 25 magnitude Heal over Time.

Unlocks at level 3

Hallowed Armor

Passive

You take 5% less damage, 10% when channeling Divinity.

Unlocks at level 6

Pilgrim's Light

Passive

You deal 5% more damage when there are no party member nearby.

Unlocks at level 9

Expanded Faith

Passive

Increases your maximum Divinity by 150 (to 1150).

Unlocks at level 9

Desperate Prayers

Passive

Gives you 20% Outgoing Healing when your Divinity is fully depleted. This bonus goes down to 0 when your Divinity is half empty. Yes, it's completely useless to be able to heal more when you do not have the Divinity to cast a healing spell... But what do you know !...

Unlocks at level 13

Swift Prayers

Passive

Allows you to move at a reduced speed (not high enough to evade aoe's) when Channeling Divinity, or casting Astral Shield.

Unlocks at level 15

Hallowed Guide

Passive

Gives you 5% Outgoing Healing when healing a target 15' or closer from you.

Unlocks at level 17

Overflowing Spirit

Passive

Whenever your Divinity is full, your Outgoing Healing percentage is increased by 25% (does not overcap).

Unlocks at level 19

Devout Feats

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Repeated Blessings

Passive

When healing someone affected with Healing Word, the duration lasts 6s more, up to its original duration (18s). So, if you cast Healing Word, and 3s later you cast Bastion of Health, Healing Word will have its duration reset to 18s (the maximum, full duration), while if you wait 10s to cast Bastion of Health (8s left), the duration will be back to 14s. Bastion of Health being the cheapest encounter power for group healing in terms of Divinity, you'd need to have 50 Divinity per tick (every 3s) to be able to maintain Healing Word with Bastion of Health (which is impossible, the maximum being slightly below 45... and that's with 90% Forte which no one can get because there are not enough items in the game that give Forte...).

Relying on this is bad, because people will lose Healing Word when they die, or they won't get it if they are too far away, or the duration will not be reset if you do not make sure to heal every single player with every of your Bastion of Health (we all know this is impossible as players tend to move quite a lot)... So do not use it, and reapply Healing Word whenever necessary.

Unlocks at level 12

Empowered Soothe

Passive

Encounter powers which cost Divinity now grant 3 stacks of Empowered Soothe, which last 30s. When you heal with Soothe, 1 stack is consumed and the magnitude of Soothe is increased by 100.

Unlocks at level 12

Cycle of Prayer

Passive

Increases Divinity Regeration rate every 3s, up to 4 times. This effect is reset when you use a power which uses Divinity.

So, yeah, just wait and let your team die, to get more Divinity, to be able to heal them... This passive litteraly asks you to afk for some time in the middle of a fight... There's something called game design, and they teach it in every school in which you learn to make video games...

The one thing it's good for is it won't take about 69/81/99s to regain a full bar of Divinity (with 90/45/0% Forte)...

If you're not using Light of Divinity with Battle Prayer instead, then this feat could give you back a bit of Divinity here and there, so it's not completely useless, but it's such an awful design...

Unlocks at level 14

Battle Prayer

Passive

Encounter powers which cost Divinity reduce the cast time of your next Light of Divinity by 1s, and its cost by 50 Divinity, if it's used in the next 12s.

It makes it much more manageable for emergency situations, though the cast time will still be long (1.5s). You can cast Healing Word and then alternate Light of Divinity and Bastion of Health to heal the tank at the last boss of the Infernal Citadel, or the cocoon on the first boss of the Lair of the Mad Mage.

Unlocks at level 14

Blessed Armaments

Passive

Grant Divine Glow and Exaltation the effect of decreasing the damage you take by 10% for the next 10s, while also increasing the damage you deal by 20 magnitude.

Unlocks at level 16

Towering Light

Passive

Increases your damage dealt by 10% when your Divinity is full. Effect decreases as your Divinity goes down.

Unlocks at level 16

Anointed Arms

Passive

Anointed Army now lasts for half the duration (10s instead of 20s) and heals for half as much (900 instead of 1800 magnitude), but it grants 3% damage until the heal is consumed (so for up to 10s).

Unlocks at level 18

Persistent Guardian

Passive

After using Guardian of Faith or Guardian of Life, an Angel descends to heal wounded party members (individually) by 600 magnitude, up to 6 times or 45s.

Unlocks at level 18

Gathering Light

Passive

Extends the maximum cast time of Channel Divinity by 0.5s (from 2.5s to 3s). If cast for the full 3s, the magnitude is reduced by 900 (from 1700 to 800), so it heals a lot less, but it will also heal players in a 5' radius.

Either kill everyone by stacking on the tank and taking deadly aoe's, or never ever heal more than 1 person at a time because people will never stack on one another when they need healing... But make sure your Light of Divinity sucks in any circumstance.

By the way, if you take this feat, you will not be able to keep Channeling Divinity forever until the tank needs healing (to perfect time it when you know a hit is coming), as, with this feat, the heal will be triggered automatically at the end of the cast time.

Unlocks at level 20

Angel of Life

Passive

Extends the cast time of Channel Divinity by 1.5s (from 2.5 to 4s). Holding Channel Divinity to the full cast time grants you Angel of Life, which will allow you to cast spells without paying their Divinity cost, for the next 12s, once every 3 minutes.

If you need this, then by the time you cast it, your whole group will probably be dead, and you will only be able to cast it once in a whole boss fight (unless it's a trial in which you just can't stay idle for 4s in a row).

It also means you won't be able to hold Channel Divinity forever until your tank needs a heal or you will trigger the effect when you may not need it.

So that's another crappy option, don't pick any and you'll be better.

Unlocks at level 20

Devout Build

Cast Blessing of Light + Exaltation and then Healing Word when your Divinity is full, to benefit from 55% extra Outgoing Healing (which can boost your Outgoing Healing from 65% to 120%, effectively making it heal 33.3% better on the whole duration (as if it healed 150 magnitude more instantly and 100 magnitude more every 3s for 18s...).

You can replace Exaltation (Encounter) or Intercession by Bastion of Health, if you need more healing on the group.

Astral Shield (Encounter) can be used to mitigate damage on big hits in trials.

When necessary, to remove negative conditions (Damage over Time effects on the manticores in Fangbreaker Island and Svardborg's Assault, or debuffs in expeditions or 3rd boss of Lair of the Mad Mage...) :

If using the Apocalypse Set :

Devout Itemization

As a Devout Cleric, what matters the most is the healing you can do, and you staying alive to heal everyone.

In order to heal better, the most important stats are Power and Outgoing Healing (equally), then Forte, then Critical Stats (equally). Unfortunately there are very few items that boost Outgoing Healing and Forte, and every item that boosts other stats actually reduces these because of the way stats work... So Healers are fucked up by design... And you also want some Hit Points, Defense, and Awareness, to survive the hits.

For Ability scores, pick Wisdom and Charisma. Dexterity or Constitution are also valid options, for Dexterity can actually boost healing more than Wisdom (but it's way easier to boost Critical Severity than Outgoing Healing) and the movement speed is a nice bonus, and Constitution means more Hit Points. And the more Hit Points the better, as you need to survive to save the group !

Also, the most important thing you should focus on early on is to... level up a Paladin, for the Sigil of the Paladin artifact is great at mitigating damage for the group, and is very useful in a couple of situations.

You also want to upgrade a Debuff Artifact to Mythic (any of them, as long as players in the group have different ones), to use it when you do not need the Sigil of the Paladin.

Then it's always a choice between boosting your healing capabilities (healing companion like the Dedicated Squire or Lillend, Tiamat set, Holy Avenger weapon enchantment...) or boosting the damage of the group (damage boosting companion like Drizzt or the Succubus, Apocalypse set, Debuff weapon enchantment...).