Neverwinter dev diaries detail Paladin and Cleric changes coming with Undermountain

    
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As Neverwinter gears up for the release of Undermountain, more and more information continues to trickle out about the huge changes that it will bring. The folks at Perfect World Entertainment have already talked in general terms about the class revamps coming with the expansion, but a couple of recent dev diaries give us our first look at the specifics, starting with the game’s divine classes, the Cleric and the Paladin.

As the devs have already announced, Undermountain will make some major changes to the game’s tanking and healing systems, and perhaps no class is going to be so affected by these changes as the Paladin, who is capable of filling either role. Paladins, like Clerics, will now use the divinity resource to cast many of their encounter powers. Those encounter powers that rely on divinity will no longer have cooldowns, allowing them to be cast more often while requiring the Paladin to carefully manage his divinity pool, which should add an extra layer of flexibility and depth to the class’s gameplay.

By virtue of the fact that the Cleric also uses the divinity resource, its changes are similar to the Paladin’s. Long-time clerics will notice that the divinity resource has been reworked, removing Astral Change as well as “the entire concept of divine and empowered versions of powers.” Like Paladins, Clerics will be able to cast their divinity-consuming encounter powers as often as they want, as long as they have the divinity to do so. This means that “healing will become more flexible and more active” as Clerics can “make up for mistakes by spending extra divinity to heal more,” but they’ll have to be careful not to run out.

In addition, both classes are having some of their abilities reworked and receiving some new ones to boot. On the Paladin side of things, Divine Touch now includes “a powerful targeted healing effect,” and the new Radiant Charge daily power can “summon divine cavalry to trample the enemy.”

While the dev diaries don’t detail any changes to the Cleric’s existing abilities, they do unveil one new spell, Celestial Prominence — exclusive to the class’s damage-dealing Arbiter paragon path — which “will allow the Arbiter to summon a mote of concentrated astral energy at a location, detonating it immediately to deal damage to nearby enemies or allowing it to grow in strength first before unleashing its full potential.” Sounds flashy. If you want to check out all the Paladin and Cleric changes for yourself, you can find the full details over on the game’s official site.

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duxxors

I remember years ago being hyped to play Neverwinter. I rolled a healer as I tend to do in MMOs. I ultimately gave up because the healing and threat mechanics were just asinine. Running a dungeon as a healer was an exercise in futility. The moment any heal was dropped, all monsters would turn attention to you and the rest of the time was spent kiting them until dps managed to chisel them down.

I wonder if that’s changed at all.

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PanagiotisLial1

Sounds a bit like a healer-kiting tank, lol

In a way two roles in one

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Loyal Patron
Neurotic

Well it’s going to get the flip changed out of it (again), very soon, so do consider coming back to see once the Undermountain update goes live!

semugh
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semugh

that’s because the ideal group was 4 CWs and 1 DC, so no tank.
Cryptic likes to avoid RPG trinity in all of their games.
In STO the ideal group is 5 tac officers with monster DPS.
In CO it’s all about self-sustaining, self healing DPS freeforms.
TBH I like very much Cryptic’s approach.

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duxxors

I’m definitely ok with games doing things differently, but the frantic kiting just seemed over the top. DPS could be going to town on the mobs, but the moment any heal was thrown you became a magnet. It would all just spiral into chaos from there.

I will probably jump back in and take a look since it doesn’t appear that DDO is getting an engine overhaul any time soon. I just want a flashy and new D&D game I suppose.

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PanagiotisLial1

Back when I tried NWO it didnt seem a better game than DDO on gameplay. That is a personal opinion of course – I understand why many people would like NWO more, they are totally different games

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duxxors

I agree. When Neverwinter was released I hoped and prayed it was going to be the successor to DDO gameplay, but alas it fell into the “standard” MMO template instead.