PvP (healer) build would have a few changes. Mainly some moving of Warden talents to pick up talents like Unbound Steps, more points into Druid for Slumber and the Silence, and replacing Sentinel with Templar with a focus on CC reductions and survivability.
What about this PvP Healer?
26 Purifier / 32 Inquisitor / 8 Cabalist: ( 8 in Cab is for the root )
Can: Insta-cast remove multiple enemy buffs, roots, multiple snares, multiple heals, has multiple insta-cast Damage Over Time spells that stack, Multiple damange absorbing shields for self and group, buffs for HP and Armor.
That's more a hybrid DPS/healer than a healer. Honestly you don't need snares or roots as Templar (the PvP soul) has a 5 point ability that snares the target whenever you are struck. Warden itself has dissolution which makes them immune to root/snare and combined with Templar's anti-CC makes you rather difficult to CC. They also have a knockback, and the only spells (that you actually use) that can't be used on the run as a Warden are Deluge and Healing Current, making you nearly impossible to kite (and gives you very decent kiting abilities, better than the ranged rogue classes who rely on it). That build you linked is going to excel at solo play where you can adapt to the situation (options to heal the flag carrier, heal others, or cause chaos on the enemy healers by throwing DOTs on everyone).
One of the great things about a Warden healer build in PvP over a Sentinel or Purifier is that silence doesn't completely shut you down. Your HOTs will still be ticking (4X soothing stream + the base HoT is 60% of your health alone per tick). It will probably get nerfed as in it's current state it takes upwards of 5+ people to take you down focus firing you, can AoE heal for massive amounts with Ripple, and has some of the best kiting abilities in the game (maybe Stormcaller is slightly better, but Wardens can heal and kite).
To be honest I'm not sure how Inquistor compares in PvP. In PvE they were very lackluster, lacking the heavy burst of the Shaman, Druid, and Cabailist, though they had good steady AoE damage I think the Cabalist trumps them in every way. They might be better in PvP, but I haven't personally tested them in it.
And yes Clerics have completely overpowered souls, even at higher levels when classes get more burst. They'll receive a nerf eventually once Trion starts focusing on balancing I'm sure.
I have just been in one beta, the most recent, and played a rogue with Sabotuer/Ranger/Bard
Saboteur - because blowing shit up is fun. Seriously, in most game the rogue classes tend to do best against a single foe(back-stabs, and the like), so having the ability to lay down good aoe, plus snares, area dot effect, etc. is pretty cool
Ranger - pets are good if you're solo. They also have a ranged attack with a dot bleed effect, which is nice to pull. I didn't put a lot into this soul, though
Bard - at first I took it because I didn't know what else to take, and figured I could use some buffs. Once I realized that I could do some pretty decent healing with a few points invested, I brought this up even with Saboteur.
I didn't do any pvp, and I didn't get into any dungeon groups. Out in the world, though, I solo'd well, and was able to do some good at rifts when other players got a lot of aggro and the mobs bunched up in tight groups.
At the VERY end of the beta, I made a cleric, and I think I had Druid/Warden/... something. I didn't get a chance to do much, though. Seemed like fun, though.
If you like winning in PvP, just roll anything cleric. Currently very o/p'd. On the same note...melee rogues are pathetic as it is.
Ehh I dunno, I went in from 17-19 and did pretty well on my guy he is riftstalker/assassin/blademaster. hit em hard get all the poisons on, use weaken and they'd usually be dead; then gtfo with the teleport - as lame as this is it's kind of like a ninja build lol. Just have to be smart when picking targets, like tanks that are occupied, casters, and healers that are occupied and at like half health. part of being a rogue!
Though I heard marksman dps is ridiculous apparently - didn't get a chance to check that out.
Comments
Riftstalker/Bard/Bladedancer - my Rogue tank will also have a sab dps build but havn't made it yet
Storm/Elem/Dom and Nerco/Warlock/Dom for my Mage.
I will not play a game with a cash shop ever again. A dev job should be to make the game better not make me pay so it sucks less.
That's more a hybrid DPS/healer than a healer. Honestly you don't need snares or roots as Templar (the PvP soul) has a 5 point ability that snares the target whenever you are struck. Warden itself has dissolution which makes them immune to root/snare and combined with Templar's anti-CC makes you rather difficult to CC. They also have a knockback, and the only spells (that you actually use) that can't be used on the run as a Warden are Deluge and Healing Current, making you nearly impossible to kite (and gives you very decent kiting abilities, better than the ranged rogue classes who rely on it). That build you linked is going to excel at solo play where you can adapt to the situation (options to heal the flag carrier, heal others, or cause chaos on the enemy healers by throwing DOTs on everyone).
One of the great things about a Warden healer build in PvP over a Sentinel or Purifier is that silence doesn't completely shut you down. Your HOTs will still be ticking (4X soothing stream + the base HoT is 60% of your health alone per tick). It will probably get nerfed as in it's current state it takes upwards of 5+ people to take you down focus firing you, can AoE heal for massive amounts with Ripple, and has some of the best kiting abilities in the game (maybe Stormcaller is slightly better, but Wardens can heal and kite).
To be honest I'm not sure how Inquistor compares in PvP. In PvE they were very lackluster, lacking the heavy burst of the Shaman, Druid, and Cabailist, though they had good steady AoE damage I think the Cabalist trumps them in every way. They might be better in PvP, but I haven't personally tested them in it.
And yes Clerics have completely overpowered souls, even at higher levels when classes get more burst. They'll receive a nerf eventually once Trion starts focusing on balancing I'm sure.
I have just been in one beta, the most recent, and played a rogue with Sabotuer/Ranger/Bard
Saboteur - because blowing shit up is fun. Seriously, in most game the rogue classes tend to do best against a single foe(back-stabs, and the like), so having the ability to lay down good aoe, plus snares, area dot effect, etc. is pretty cool
Ranger - pets are good if you're solo. They also have a ranged attack with a dot bleed effect, which is nice to pull. I didn't put a lot into this soul, though
Bard - at first I took it because I didn't know what else to take, and figured I could use some buffs. Once I realized that I could do some pretty decent healing with a few points invested, I brought this up even with Saboteur.
I didn't do any pvp, and I didn't get into any dungeon groups. Out in the world, though, I solo'd well, and was able to do some good at rifts when other players got a lot of aggro and the mobs bunched up in tight groups.
At the VERY end of the beta, I made a cleric, and I think I had Druid/Warden/... something. I didn't get a chance to do much, though. Seemed like fun, though.
Ehh I dunno, I went in from 17-19 and did pretty well on my guy he is riftstalker/assassin/blademaster. hit em hard get all the poisons on, use weaken and they'd usually be dead; then gtfo with the teleport - as lame as this is it's kind of like a ninja build lol. Just have to be smart when picking targets, like tanks that are occupied, casters, and healers that are occupied and at like half health. part of being a rogue!
Though I heard marksman dps is ridiculous apparently - didn't get a chance to check that out.
I have a question: I don't understand what is this "pact" that the VOID NIGHT has... I don't get how does it work, somebody can explain to me please?