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Tasha

Race Selection

1. Dragonborn: +2 WIS / +2 STR -- 4 points in WIS, 4 points in STR for 24 STR - 24 WIS - 16 CHA.

2. High Elf: +2 WIS  -- 4 points in WIS, 2 points in STR, 2 points in CHA  for 24 WIS - 20 STR - 16 CHA.

3. Sun Elf: +2 CHA -- 4 points in WIS, 4 points in STR for 22 STR - 22 WIS - 16 CHA.


Starting Roll: Pick the  16 WIS - 16 STR - 12 CHA (Racial bonuses not included).

The Virtuous build offers damage mitigation, party buff, Healing over Time (HoT), enemy debuff (noted though that righteous has more debuff potential but not that much mitigation/healing). With this build, both paragon paths work fine, I personally chose Anointed Champion which is more to the buff/support (Annointed Holy Symbol/Exaltation/Blessing of Battle) side but a Divine Oracle with Foresight will be great as well, there isn't a big difference here.

Paragon Path

  • There are a couple of rotations you can use with this build and be quite effective depending on the situation you 're in and which are your party's needs.

 

Skill Rotation


 

  • At-Wills: Sacred Flame or Blessing of Battle (SF for faster divinity or BoB for more defense), Astral Seal

  • Encounters: Healing Word, Bastion of Health (BoH), Divine Glow (DG)

  • Class Features: Healer's Lore, Annointed Holy Symbol (AHS)

  • Dailies: Hallowed Ground (HG), Divine Armor

 

Full Heals

  • At-Wills: Sacred Flame or Blessing of Battle (SF for faster divinity or BoB for more defense), Astral Seal

  • Encounters: Healing Word, Astral Shield (AS), Divine Glow (DG)

  • Class Features: Healer's Lore, Annointed Holy Symbol (AHS)

  • Dailies: Hallowed Ground (HG), Divine Armor

 

Heal - Buff - Mitigation

  • At-Wills: Sacred Flame or Blessing of Battle (SF for faster divinity or BoB for more defense), Astral Seal

  • Encounters: Divine Glow (DG), Astral Shield, Exaltation or Break Their Spirit - (always casted Empowered)

  • Class Features: Healer's Lore, Annointed Holy Symbol (AHS)

  • Dailies: Hallowed Ground (HG), Anointed Army

 

Full Buff

The general idea of the build is to stack your HoTs at your party and buff your party's Damage Reduction (DR) as much as possible with Temporary Hit Points (temp HP), with feat procs and Buff Encounters (AS, DG).The rotation you 'll use in most cases is the rotation number 2 - Heal/Buff/Mitigation. One of the most important things in this build and playing as DC in general is Positioning. Cast an AS (no divinity) then cast Divinity (blue) Healing Word on your allies (to take advantage of the AHS class feature) and move in positions that most of your party will benefit by it also if you see big damage spikes incoming use a blue AS for mitigation and give your heal tics more time to do their job. Also use no divinity DG on the stronger adds to debuff and buff your melee party members, on range casters like CWs just use blue DG. It's very important to cast at-wills whenever you can between your encounters in order to gain divinity. When casting Astral Sealprioritize stronger adds/bosses that your party will focus more and then use it on some weaker adds or don't use it at all if they die too fast and cast SF for faster divinity.Also use your Empoweredmechanic with Healing Word or Astral Shield (more heal if needed or more deffense).Things for rotation number 1 - Full Heal are pretty much the same as above. For rotation number 3 - Full Buff is the easiest for the DC to roll with but you need to have a strong party to use it, even righteous feated debuff DCs will use BoH or Healing Word in their rotations a lot of times.Buff/debuff with DG as noted above, use AS no divinity/AS divinity for mitigatigation and i personally prefer to cast Empowered Break The Spirit but you can go for Exaltation as well if you like it more. Also regarding Dailies, first of all it's important that you have in your active artifact slot your Sigil of the Devoted, works like a charm. For Heal/Buff/Debuff in most cases you 'll use Hallowed Ground to buff your allies then activate your DC artifact because inside HG we don't generate AP after HG runs out your arti will have refuel your AP to a certain point depending the rank of your artifact and with a few skills you 'll be able to recast a daily now you can use HG again or use Divine Armor if the party is taking a lot of damage or to make a  save. Annointed Army is also a good daily to buff your party but i preffer to use it mostly with rotation number 3 or with a party that can clear fast. Now, all that being said what you need to do, what skills you 'll use and when you 'll use them depends from the situation you 're facing and the needs of your party.

Playstyle

Dailies and Dungeons - Neverwinter -  Site proudly created by Ezio - Last Updated 21 MAR 16

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