Le Prêtre Dévoué se concentre principalement sur la régénération et l’augmentation des caractéristiques de ses alliés. Du fait de son rôle de meneur, les Prêtres Dévoués possèdent plus de compétences de soin que les autres classes. Les prêtres peuvent également apporter plusieurs améliorations aux membres de son groupe comme l’ajout de points de vie temporaire ou l’augmentation de leurs puissances d’attaque ou de leurs capacités à se défendre.
Le Prêtre Dévoué possède également des capacités lui permettant d’immobiliser ou de repousser les adversaires, ce qui lui donne un second rôle de contrôleur. Ils peuvent tracer des cercles sacrés et sont capable de renverser le cours d’une bataille avec un seul sort.
Les Prêtres Dévoués portent des armures en cotte de maille.
- 1 Caractéristiques
- 2 Pouvoirs
- 3 Chemin paragonique
- 4 Exploits
- 5 Ensemble d'équipement
|Statistic||Effect of Ability Score on stat per point over 10|
|Bonus de dégat||1%|
|Bonus de soin||1%|
|Chance de critique||1%|
|Dégats d’avantage au combat||1%|
|Points de vies||2%|
|Dégâts sur la durée (DoT) resistance||1%|
|Résistance aux dégâts des zones d’effet||1%|
|Bonus de contrôle||1%|
|Résistance au contrôle||1%|
|Vitesse de rechargement||1%||1%|
|Gain de points d’actions||1%|
|Bonus de caractéristiques des compagnons||1%|
Mécanique de classe
- Channel Divinity
Pouvoir de volonté
- Lance of Faith
- Astral Seal
- Sacred Flame
- Brand of the Sun
- Healer's Lore
- Divine Fortune
- Holy Fervor
- Prophetic Action
Pouvoir de rencontre
- Sun Burst
- Healing Word
- Searing Light
- Chains of Blazing Light
- Daunting Light
- Forgemaster's Flame
- Prophecy of Doom
- Bastion of Health
- Break the Spirit
- Divine Glow
- Astral Shield
- Guardian of Faith
- Flame Strike
- Hallowed Ground
- Divine Armor
- Hammer of Fate
- Divine Oracle
|Pts. Req.||Type||Paragon Path||Name||Range||CD||Effect|
|Astral Seal||80'||0s||Encase your enemy in an astral seal. You or any allies striking the target will regain Hit Points.|
|Lance of Faith||80'||0s||A spear of golden light sears your foe. The third hit deals additional damage.|
|Sun Burst||25'||12s||Invoke a blast of radiant light that burns foes around you and Heals yourself and allies.
Divinity: Now Knocks enemies away and Heals for more.
|Guardian of Faith||60'||Call down a faithful angel to smite your foe from above, leaving them Prone. As the angel ascends, it Heals your allies.|
|0||Healer's Lore||Increases the potency of your heals by 5%.|
|Healing Word||80'||3 charges 15s per charge||Apply a Regeneration effect to both you and your target. This power has 3 encounter charges, and recasting on an affected ally will extend the duration.
Divinity: Now directly Heals you and your target as well as applying Regeneration. In addition, it does not consume an encounter charge.
|Searing Light||80', 2' Cylinder||12s||Throw a powerful beam of light through targets in front of you.
Divinity: Damage increased and when the beam pierces a target, it also deals half damage to enemies around that target.
|Flame Strike||Raise a column of holy fire that knocks targets upwards, and then splashes down in a wider area.|
|Hallowed Ground||Your prayer temporarily sanctifies the ground around you, and allies standing on the ground have enhanced offense and defense.|
|Chains of Blazing Light||16s||Mark a location with a holy rune for a short duration. when the foe steps on the mark, chains of fiery light Immobilize them. When first cast can Immobilize multiple enemies at once, but damage is reduced for each additional target.
Divinity: Now instantly marks location, and deals additional damage.
|15||Divine Fortune||Your non-damaging powers also build Divine Power.|
|15||Sooth||Decrease threat from your healing spells by 20%.|
|Sacred Flame||80'||Bathe your enemy with burning sacred light. The third hit of this power deals additional damage and you or allies near your target will receive a small amount of Temporary Hit Points.|
|Daunting Light||14s||After a brief delay, summon a powerful column of light that burns the targeted area.
Divinity: Now instantly strikes targeted location in a larger area.
|20||Holy Fervor||Your attacks generate 5% more Action Points.|
|Forgemaster's Flame||80'||14s||Ignite your target with Astral Fire, Slowing them while they burn.
Divinity: The flames will now Heal you and your allies near the target.
|Bastion of Health||20' Burst||22s||Heal allies at target location after a lengthy buildup.
Divinity: Now instantly cast a more powerful Heal.
|40||Divine Armor||40' Burst||Call down an angel to cast a protective ward over allies in the targeted area for a long duration. While encased in divine power, your allies have enhanced defenses and are granted portion of their max hit points as Temporary Hit Points.|
|Break the Spirit||80'||10.5s||The agonizing radiance of your deity saps your target's strength, Weakening them while dealing damage over time and lowering your threat.
Divinity: Break their spirit completely, briefly Stunning them, and then Slowing for a short duration.
|Divine Glow||10' Burst||14s||Temporarily reduce the defense of enemies at target location.
Divinity: Deals additional damage to enemies, and allies caught in the glow gain enhanced damage.
|Astral Shield||20' Burst||17.6s||Create a shimmering shield at target location that reduces incoming damage to allies in its protective circle.
Divinity: Allies now Regenerate while in it's radius.
Gain 1/2/3/4/5% more Action Point whenever you use a Healing ability.
Your Wisdom now grants 1/2/3% more healing.
Increase your Maximum Hit Points by 3/6/9%.
Gain 5/10/15% of your Maximum Hit Points in Temporary Hit Points when you drop below 30% Hit Points. Has a 5 minute cooldown.
Gain 1/2/3/4/5% more Recovery.
1/2/3% greater chance to land a critical hit.
|Initiate of the Faith||5|
Your Crit Stat is increased by .2/.4/.6/.8/1% of your power stat.
When one of your spells has a critical effect the target of that spell disperses a small area effect heal, healing you and your allies for 5/10/15% of the spell's effect.
You create 2/4/6% less threat.
When you Heal an ally you have a 10/20/30% chance to remove a negative effect from an ally. You may only cleanse one debuff at a time. You may not cleanse a target for 20 seconds after being cleansed.
When dealing damage, you have a 5/10/15/20/25% chance to gain 30% more Armor Penetration for 5 seconds
Gain 3/6/9/12/15% more Divine Power.
Damage feats: These feats focuses on damaging powers with healing and protective effects on allies.
When your friendly target has less than 25% Hit Points, increase the Healing of Soothing Light by 5/10/15/20/25%.
When in Divine Mode you have a chance to proc Rising Hope with Encounter powers, which grants you 15% more Recovery and Power for 30/60/90/120/150 seconds.
|Power of the Sun||5|
Brand of the Sun reduces the targets damage output and their chance to crit by 1/2/3/4/5%.
When Prophecy of Doom ends, it disperses 2/4/6/8/10% of the targets health to you and all allies near the target.
|Nimbus of Light||5|
Daunting Light affects the target with Nimbus of Light, a debuff that reduces the targets defense by 2/4/6/8/10% Lasts 5 seconds.
Lance of Faith deals 2/4/6/8/10% more damage on non-critical hits. Lance of Faith generates 2/4/6/8/10% more divine power.
|Disciple of Divine Lore||5|
When active, Healers Lore has a chance to give you 2/4/6/8/10% damage bonus for 8 seconds.
|Strength of the Gods||5|
You and your allies affected by Guardian of Faith or Divine Armor take 1/2/3/4/5% less damage and deal 1/2/3/4/5% more damage for seconds.
|Cycle of Change||1|
For every critical Heal, you gain 2% damage bonus on encounters, that stacks up to 10%. Using Encounter expands this stack.
Healing Feats: These feats are focuses on divine powers that keep allies healthy.
When your target is affected by Temporary Hit Points your heals are 2/4/6/8/10% more effective.
For 3 seconds after you heal a target from Divine Mode, that target gains 1/2/3/4/5% bonus Healing from you.
|Benefit of Foresight||5|
Defense bonus from Foresight is increased by 1/2/3/4/5%
You link with every ally you Heal, increasing their stat ratings by 1/2/3/4/5% of your stat ratings for 10 seconds. Healing multiple targets at once will increase the bonus all targets receive.
Sun Burst, Bastion of Health, and Astral Shield apply invigorated healing to affected targets. After 6 seconds Invigorated Healing expires and Heals the target for .5/1/1.5/2/2.5% of their Max Hit Points.
|Power of Life||5|
Astral Seal now heals for 2/4/6/8/10% more and Sacred Flame now grants 2/4/6/8/10% more Temporary Hit Points.
|Mark of Mending||5|
Healer's Lore gain 1/2/3/4/5% bonus to it's effect, and your Power stat is increased by 1/2/3/4/5% of your Recovery stat while Healer's Lore is active.
Allies affected by your Hallowed Ground also gain 1/2/3/4/5% of their maximum Hit Points every 3 seconds.
|Greater Divine Power||1|
Add a 4th pip to Divine Power.
Tactical Feats: These feats focus on resourcefulness and survivability.
Allies Healed by you don't grant Combat Advantage for 1/2/3/4/5 seconds.
|Righteous Rage of Tempus||5|
Critical Damage generates an extra 2/4/6/8/10% more Divine Power.
You gain 2/4/6/8/10% of a bar of your Max Divine Power when any of your encounters comes off cooldown.
When your target is critically Healed, they gain a 1/2/3/4/5% Defense bonus.
Bastion of Health shields allies, reducing incoming damage by 2/4/6/8/10% for 6 seconds. Bastion of Health's Heal is reduced by 2/4/6/8/10%
|Power of Oppression||5|
Targets affected by Astral Seal deal 1/2/3/4/5% less damage.
When you are critically hit, gain 1/2/3/4/5% Temporary Hit Points and 20/40/60/80/100% increased Stamina Regen for 10 seconds. Can happen once every 20 seconds.
Flame Strike now Stuns target for 0.1/0.2/0.3/0.4/0.5 seconds.
Attacks aganist you have a 30% chance to Heal you and allies within 25ft. Can Happen once every 15 seconds.
Check out Devoted Cleric Sets.