A Corrupted Guide to Celestial- Post-Stats Revamp

Discussion in 'Oracle’s Database (Guides)' started by Fatal Star, Aug 11, 2017.

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  1. Fatal Star 10000 Post Club

    Hello everyone, and welcome to a rather “cursed” guide to everything celestial! (Insert evil laugh and bad coughing here)

    Picking up where Remander left off who unfortunately is no longer playing dcuo, this guide is post-stats revamp celestial.
    The stats revamp was done to get more variety in the way we play the game as well as freedom to use whatever power you’d like and be effective with it. It made building your stats matter more then building your CR unlike the previous state of the game that specialized in AMs. Anyway, done with the brief summary of the revamp…
    Celestial is a powerset based on either the holy energy from the gods above or the not-so-holy corrupted energy from the underworld. It utilizes this energy to either slay your opponents or heal your fellow teammates, which ever road you should pick. Perhaps both? It’s a very fun power based on DC characters such as Spectre, Raven and Eclipso. It has two types of abilities: Blessed, and Cursed. Blessed utilizes the holy power from the heavens while cursed utilizes forces from the underworld. When performing a combo, a blessed ability will become cursed, and vice versa (will touch more on that later on). Sounds enticing? Then take a look at the index below to get started on your path to mastering celestial!
    Index
    10. Healing abilities
    11. Base heals
    12. Supercharges
    13. Healer mods and spec
    14. Healer hometurf mods
    15. Gen mods for healing
    16. Healer loadouts
    17. Healing tips and tricks
    18. Battle healing
    19. PvP dps (coming soon)
    20. PvP healing (coming soon)
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    Categories of damage abilities

    First off I’m going to explain the different categories of each type of damage ability and what they do:

    Area of effect: also commonly known as AoEs, are attacks that are spread over an area. They tend to hit multiple targets on impact, while some are stationary and only damages enemies inside them.

    Cones: similar to AoEs except a lot smaller area of effect that tends to only be at a small anglein front of your toon. Some cones have a larger width on the angle the farther you are from the enemy while others are cones on impact (such as retribution)

    Damage over time: also referred to as DoTs, these attacks do smaller ticks of damage on the enemy instead of all at once. Some DoTs may have AoE or cone capability (such as divine light)

    Burst: abilities that are one-hit and be done with it. You cast a power, it does damage, that’s it. Most common damage type, although some bursts can be followed by DoTs, or come after DoTs. The latter isn’t very common but is possible.

    Channels: abilities that render your toon a sitting duck for a few seconds while they’re stuck in animation from casting the ability. They can be DoT or burst, sometimes both. Channels usually have a cast time bar right above your loadout tray that tells you how much time is remaining on it. Some channels are mobile which allows your toon to maneuver freely while casting them, unfortunately none of those reside in either of celestials two channel abilities, and jumping while casting a channel will negate any of its effects (good for when you need to suddenly move out the way to avoid damage). Channels are vulnerable to lunge/interrupt unless you’re wearing the empowered channeling home turf mod

    Single Target: abilities that only damage one target, straight forward. These abilities are more useful in longer boss fights, such as survival mode where they’re EXTREMELY useful (if you’re reading this section of the guide though, there’s a good chance you’re not remotely even ready for survival mode). They can come in bursts and/or DoTs. Some channels are single target as well such as finishers (read below).

    Multi-target: abilities that are simply classified as hitting more then one target, most common among AoEs and cones for obvious reasons. These are the most common and useful abilities when taking on hallway adds or boss fights with multiple targets. Multi-target bursts are your bread and butter for adds.

    Finishers: abilities that do extra damage to targets when their health drops below 35%. Most finishers come in the form of single target channeling DoTs with the exception of rage which is a combo. These are interruptible like regular channels so it’s a good idea to use them wisely and strategically.

    Combos: abilities that require more then one button input to perform. These are more advanced powers and require brain as well as muscle memory to play efficiently. Lucky for you, celestial is based around combos, congratulations! You’re playing one of the most advanced powersets in the game! You go new guy, you over achiever you.

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  3. Fatal Star 10000 Post Club

    Damage role

    [IMG]
    This is the default role for all powers. Your main job is to kill stuff with speed and efficiency. While in damage role you receive a 10% passive damage buff as well as certain abilities doing more damage since the non-damage role capabilities are shut off while in damage role. If you’re looking to be an effective celestial dps, well you come to the right place!

    Power Interactions: Commonly known as “PI,” these are special effects granted by specific abilities within a power set. They apply to your target as a visual effect and give a 10% damage buff to any ability that utilizes them. They come in all shapes and sizes such as Dazing, Burning, Frost bite, Electrified, etc. Let’s Talk about celestial’s.

    Purification: Applied by three abilities, retribution, divine light, and sacred light (as well as corrupted retribution and divine light).Targets with the purification PI will have a goldish-whiteish cloud circling around them, almost like miniature comets, and will take 10% additional damage from other abilities that utilize the PI. Note: the PI buff also applies to the combo'd versions of abilities

    Clipping: One of the most advanced tactics of any powers. Look at that, you as a celestial player receives a double whammy, you get to try to memorize the combos as well as master clipping! Good look for you new guy, I admire your enthusiasm. What is clipping exactly?
    It’s cutting the animation of one ability short by casting another ability, that way you don’t have to wait for the full animation to play out while still keeping the effects of the previous ability, so you get a 2 in 1 package deal. Not all abilities can be clipped, example, you can’t clip an offensive ability with another offensive ability. You can however, clip a buff with an offensive ability, a combo with an offensive ability, a support ability with an offensive ability, and a consumable on your belt with an offensive ability, and a weapon attack can be clipped with offensive abilities. When clipping them, you want to make sure you cast the offensive ability before any of the above that’s listed except for weapons, which you would cast the weapon combo before the ability. However, let’s focus on that one underlined and bolded statement, I’m sure you’re curious as to why.

    Clippping Combos: When clipping combos, you would cast the initial ability to get the combo going, then once you perform the second half of the combo, you would immediately go into the next initial ability cutting the animation of the previous combo short while still keeping its full benefits. This is the bread and butter for celestial as well as other combo powers and something that will take time to master, so don’t feel discouraged if you can’t get it right away.

    How to spec: When gathering skill points over the course of your endeavors, combo power sets are meant to primarily play from the try to achieve maximum damage potential. So it’s recommended to put a skill point into Superpowered (will explain more on this later), followed by your critical attack damage and chance innates, followed by your might and power innate. It’s good idea to also spec a weapon (which it forces you to anyway as you’re leveling up) and the movement mode ability that increases your speed while in movement mode so you aren’t a sloth.
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  4. Fatal Star 10000 Post Club

    Celestial Abilities

    [IMG]
    Now before we start talking about combo’s, loadouts, playstyles and all that jazz, let’s take a look at the celestial abilities you’ll be messing with:

    Smite
    [IMG]



    Level 1 (blessed)
    Power cost: 100
    Type: Burst cone
    Duration: 0.7 seconds
    CC type: None (corrupted: none)
    Cooldown: 1.5 seconds
    Combo: tap melee - cleansed Haunt

    Blast enemies with divinity dealing damage. Purified enemies take additional damage.
    Corrupted: Blast enemies with diabolism, dealing damage.

    Retribution
    [IMG]
    Level 3 (blessed)
    Power cost: 100
    Type: Burst AoE
    Duration: 0.6 seconds
    CC type: None (corrupted: none)
    Cooldown: 1.5 seconds
    Combo: Tap melee, tap range- cleansed Whither

    Punish your target and nearby enemies with a beam of holy justice, damaging it.
    Corrupted: Punish your target and nearby enemies with a beam of dark fury, damaging it. The beam leaves an aura on your target, dealing damage to nearby enemies.

    Renew
    [IMG]
    Level: 5 (blessed)
    Power cost: 250
    Type: Priority heal
    Duration: 1 second
    CC type: None (corrupted: none)
    Cooldown: 0.5 seconds
    Combo: Tap melee, hold range- cleansed Curse

    Instantly restore Health to you and the most injured group member.
    Corrupted: Instantly restores Health to you and the most injured group member. Your target will take damage each time you are healed by super powers in the next 6 seconds.
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    Blight
    [IMG]

    Level: 7 (cursed)
    Power cost: 200
    Type: AoE DoT- 7 ticks
    Duration: 6.85 seconds
    CC type: Knockback (cleansed: none)
    Cooldown: 3 seconds
    Combo: Tap melee, hold range- corrupted Admonish

    Erupt a dark energy explosion at your feet, dealing damage over time and knocking down nearby enemies. Purified enemies take additional damage.
    Cleansed: Create a divine energy explosion at your feet, dealing damage over time to nearby enemies. While in Healer Role, decreases damage dealt, but heals you and up to 7 group members over time.
    Haunt
    [IMG]
    Level: 9 (cursed)
    Power cost: 100
    Type: DoT Cone- 3 ticks
    Duration: 3 seconds
    CC type: None (cleansed: none)
    Cooldown: 1.5 seconds
    Combo: Tap melee- corrupted Smite

    Call on spirits of the dead to haunt your enemies, dealing damage over time. Purified enemies take additional damage.
    Cleansed: Call upon cleansed spirits to seek out your enemies, dealing damage over time.
    Sacrifice
    [IMG]
    Level: 11 (blessed)
    Cost: 5000 supercharge
    Type: Shield Supercharge
    Heal: Burst + ticks (11 heal and power ticks)
    Duration: 12 seconds
    Cooldown: 30 seconds

    Sacrifice your own protection to help nearby allies with healing over time and protective shields while taunting enemies to attack you. If you are knocked out while taunting, your sacrifice will heal nearby allies over time. This taunt is weaker than standard Tank Role taunts
    Admonish
    [IMG]
    Level: 13 (blessed)
    Power cost: 200
    Type: Burst cone/burst 4 man heal
    Cooldown: 3 seconds
    Duration: 0.8 seconds
    CC type: Knockback (corrupted: none)
    Combo: Tap melee, hold range- cleansed Blight

    Judicially deal enemies divine justice, damaging and knocking them down. Purified enemies take additional damage.
    Healer role: Decreases the damage dealt, but heals you and up to three nearby group members
    Corrupted: Condemn enemies with dark magic, damaging them.
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    Whither
    [IMG]

    Level: 15 (cursed)
    Power cost: 100
    Type: AoE DoT- 3 ticks
    Cooldown: 1.5 seconds
    Duration: 2.5 seconds
    CC type: None (cleansed: none)
    Combo: Tap melee, tap range- corrupted Retribution

    Cause your target and other nearby enemies agony from a dark energy. Withered opponents take damage over time. Purified enemies take additional damage.
    Cleansed: Torment your target and other nearby enemies with righteous energy, dealing damage over time.
    Malediction
    [IMG]
    Level: 16 (cursed)
    Power cost: 200
    Type: single-target DoT- 12 ticks (12 HoT ticks in healer role)
    Duration: 13 seconds
    CC type: 3 second stun (single) (cleansed: none)
    Cooldown: 11.2 seconds
    Combo: Tap range, hold range- corrupted Benediction

    Torment your target with a bolt of dark energy, dealing damage over time and stunning it. You receive healing over time equal to 25% of the damage dealt.
    Healer role: Decreases the damage dealt, but increases the total healing to 100% of damage dealt.
    Cleansed: Condemn your target with a beam of divine energy, dealing damage over time. You and up to 7 group members receive healing over time equal to a portion of the damage dealt.
    Life Drain
    [IMG]
    Level: 17 (cursed)
    Cost: 5000 supercharge
    Type: HoT/DoT supercharge- 6 ticks
    Duration: 5 seconds
    CC type: 5 second stun (AoE)
    Cooldown: 30 seconds

    Drain the life force from nearby enemies, dealing damage over time and stunning them. Every second you and up to seven group members gain healing equal to a portion of the damage dealt by Life Drain, capped at a percentage of your Dominance and Restoration. Note: this will not heal if the target is too far out of range to take damage.
    Sacred Light
    [IMG]
    Level: 18 (blessed)
    Power cost: 200
    Type: Burst/supercharge-generator
    Duration:0.8 seconds
    CC type: 3 second stun (AoE)
    Cooldown: 6 seconds

    Summon a holy light to blind enemies, dealing damage and stunning them. Purifies enemies making them vulnerable to purification effects. Restores a portion of SC.
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    Blessing
    [IMG]
    Level: 19 (blessed)
    Power cost: 300
    Type: shield
    Duration: 12 seconds, or until mitigation cap
    Cooldown: 18 seconds
    Combo: Tap melee, hold melee- cleansed Deathmark

    Envelop yourself in a protective shield that prevents damage.
    Healer role: Also envelops the three most injured group members with a protective shield that prevents damage
    Corrupted: Envelop yourself in a protective shield that prevents damage. When the shield is depleted it explodes, damaging nearby enemies. Duration is only 3 seconds, or until mitigation cap while corrupted.
    Anoint
    [IMG]
    Level: 20 (blessed)
    Power cost: 300
    Type: weapon buff
    Duration: 12 seconds
    Cooldown: 12 seconds

    Through the power of divine words, increase the damage of your weapon attacks for a short time by 33%
    Consume Soul
    [IMG]
    Level: 21 (cursed)
    Power cost: 300
    Type: Single-target DoT/8-man HoT- 3 ticks
    Duration: 2.8 seconds
    CC type: pull (single) ( cleansed: 360 Pull)
    Cooldown: 1.5 seconds
    Combo: Tap melee, hold melee- corrupted Wrath of the Presence


    Feed on the soul of your target, dealing damage over time and pulling it toward you. Purified enemies take additional damage.
    Healer role: Soul consumption or freeing souls restores health over time to you and nearby allies.
    Cleansed: Purge spirits from nearby enemies, dealing damage and pulling them toward you.
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    Wrath of the Presence
    [IMG]
    Level: 22 (blessed)
    Power cost: 200
    Type: AoE Burst (AoE burst then 6-tick DoT when corrupted)
    Duration: 0.7 seconds
    CC type: Knockback (corrupted: none)
    Cooldown: 1.5 seconds
    Combo: Tap melee, hold melee- cleansed Consume Soul

    Bombard nearby enemies with an explosion of divine energy, dealing damage and knocking them down. Purified enemies take additional damage.
    Corrupted: Bombard nearby enemies with an explosion of dark energy, dealing damage over time.
    Consecrated Ground
    [IMG]
    Level: 23 (blessed)
    Cost: 10000 supercharge
    Type: Damage mitigation supercharge
    Duration: 12 seconds
    Cooldown: 60 seconds

    Create a large glyph that prevents 75% of incoming damage to you and your allies while standing within the area of effect.
    Death mark
    [IMG]
    Level: 24 (cursed)
    Power cost: 200
    Type: single target DoT- 3 ticks
    Duration: 2.5 seconds
    CC type: 2 second single stun (cleansed: none)
    Cooldown: 6 seconds
    Combo: Tap melee, hold melee- corrupted Blessing

    Mark your target with death's cold touch, dealing damage over time and stunning it. Marked enemies explode when knocked out, healing you and dealing damage to nearby enemies (one of my favorite powers, I mean who wouldn’t enjoy killing someone just by pointing at them?)
    Healer role: Decreases the damage dealt, but increases the total healing.
    Cleansed: Mark your target for judgment, dealing damage over time. Marked enemies explode when knocked out, healing you and up to three group members and dealing damage to nearby enemies.
    Defile
    [IMG]
    Level: 25 (cursed)
    Power cost: 200
    Type: Single-target Finisher (channel)- 4 ticks
    Duration: 2 seconds
    CC type: None
    Cooldown: 4.4 seconds

    Conjure a devastating beam of dark energy to eviscerate your target, damaging it over time. Enemies at 35% health or below will take double the damage. Vulnerable to interrupt.
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    Curse
    [IMG]
    Level: 26 (cursed)
    Power cost: 200
    Type: Single-target burst
    Duration: 12 seconds
    CC type: None (cleansed: none)
    Cooldown: 0.5 seconds
    Combo: Tap melee, tap range- corrupted Renew

    Curse your enemy, causing it to damage itself when attacking others. When the enemy is knocked out, you are healed over time.
    Cleansed: Cause your target to damage itself when attacking others. When the enemy is knocked out, you and up to three group members are healed over time.
    Guardians Light
    [IMG]
    Level: 27 (blessed)
    Power cost: 450
    Type: Channel HoT (9 ticks)
    Duration: 3 seconds
    CC type: Push-back
    Cooldown: 15 seconds

    Become bathed in a sanctified light, pushing enemies away from you and healing yourself and up to seven group members over time. Group members below 50% health will be healed more quickly. Vulnerable to interrupt.
    Benediction
    [IMG]
    Level: 28 (blessed)
    Power cost: 200
    Type: Damage based heal
    Duration: 12 seconds
    CC type: None (corrupted: none)
    Cooldown: 12 seconds
    Combo: Tap range, hold range- cleansed Malediction

    Imbue your attacks with sacred power. Every two seconds, you receive healing equal to a portion of your damage dealt to enemies, capped at 12.1% of your Dominance and Restoration.
    Corrupted: Imbue your attacks with dark power. Every two seconds, you and up to 7 group members receive healing equal to a portion of your damage dealt to enemies, capped at 10.7% of your Dominance and Restoration.
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    Divine Light
    [IMG]
    Level: 29 (blessed)
    Power cost: 300(dps), 450 (heal)
    Type: AoE burst/6-tick DoT, group heal
    Cooldown: 12 seconds
    Duration: 5.5 seconds
    CC type: None (Corrupted: none)
    Combo: Tap Melee, tap range, hold melee- cleansed Plague

    Create glyphs of virtuous light that deal damage to enemies. Purifies enemies making them vulnerable to purification effects
    Healer role: Becomes “virtuous light.” (Still semi butt-hurt over the name change) Create glyphs of virtuous light that heal allies.
    Corrupted: Create glyphs of corrupted light that damage enemies and heal allies (only in healer role does it heal, but damage will be reduced). Enemies that have touched the light of a glyph will spread Purification to other enemies they get near.
    Plague
    [IMG]
    Level: 30 (cursed)
    Power cost: 300
    Type: single-target DoT- 12 ticks
    Duration: 12 seconds
    CC type: None (cleansed: none)
    Cooldown: 6 seconds
    Combo: Tap melee, tap range, hold melee- corrupted Divine Light

    Infect your target with a disease, dealing damage over time. When a diseased enemy is knocked out, the disease spreads to nearby enemies. Purified enemies take additional damage.
    Cleansed: Syphon the corruption from your target, dealing damage over time. When a recently syphoned enemy is knocked out the affliction spreads to nearby enemies, and they leave a damaging glyph at their last location
    Cursed Idol
    [IMG]
    Level: 30 (cursed)
    Cost: 5000 supercharge
    Duration: 12 seconds
    CC type: None
    Cooldown: 30 seconds
    Type: AoE DoT/HoT Supercharge- 12 ticks

    Create a cursed totem that damages nearby enemies. Enemies that are knocked out while in the idol's influence explode and deal damage to other nearby enemies.
    Healer role: Heals you and nearby allies over time, damage is reduced (50%)



    Looks like a lot initially but once you get the hang of it you’ll be like me and asking for more.
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    Below is a table showing each of these abilities and certain attributes to each, as well how to perform each combo. TM= tap melee, HM= hold melee, TR= tap range, HR= hold range. Cost is how much power is required to perform the combo portion, cast time is how long each combo takes to perform while clipped (courtesy of Remander and his previous guide). Range is the distance each ability and its opposite can hit, targets is max number of targets that can be hit, these will hold true for both the base power and it’s cleansed/corrupted version, multipliers determine base damage:
    [IMG]

    Note: Wither (WcR) and Curse (CcR) have their range and targets flip flopped with each other. WcR is 7+ targets at max range and CcR is N/A on both. That's what happens when you rush a guide on no sleep :p
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    Play styles and loadouts

    Now we have reached the pinnacle of the dps section where we start diving into the juicy stuff and probably why some of you are even here. Well, spoiler alert, I don’t actually give loadouts, but more so how to go about building them for each scenario. So if you came to this section expecting to see “OP scoreboard chaser” rotations, sorry for the click baiting!
    First let’s briefly go over the play styles:

    Weapons expert: a play style that consists strictly of using weapons/weapon mastery combos along with your precision buff. This play style can be used with any power. Speccing the mastery cuts back on your passive power regen by 25% but increased weapon damage by 10% as well as gives weapon power regen. You would mainly spec precision for this style.

    Hybrid: this play style mixes a blend of weapons and abilities. It involves heavy clipping with weapon combos and abilities. For rotations more on the weapon side or involving longer weapon combos, you would spec more into precision over might/power, while rotations with shorter weapon combos and more on the ability side you would spec into might/power over precision. Using the weapon buff is also highly recommended. Speccing into hybrid mastery grants a 10% might bonus as well as both passive and weapon power regen. It also gives a 5% bonus to support stats such as vitalization, restoration, and dominance. Combo powers aren’t very good at hybrid unfortunately due to the nature of the power sets and having abilities with low front end damage, so if you’re a combo power, this play style is not recommended unless you’re outside of a raid or alert where your performance wouldn’t weigh heavily on a group. Doesn’t mean you write weapons off as completely useless yet! Will get more into that a little later.

    Superpowered: This play style involves using strictly tray abilities and no weapons. Sounds quite useful for combo powers, doesn’t it? Speccing into this mastery will grant you a 10% might and power pool increase, as well as increase passive regen by 25%, but it shuts off power regen from weapons. This play style you’d focus mainly on might/power. When you become more skilled and comfortable, for non- combo powers you would clip in weapon range taps with abilities to put out a little extra damage, but you won’t have to worry too much about that with celestial since there’s very little room for weapon taps, they become very situational and quite pointless in my opinion, especially if you keep the combos going.


    Modding: I’m not going to explain the modding process because that requires a guide all on its own, but once you learn it, you would generally do your mods the same way you spec your skill points except for superpowered which you could get away with using full might if you have a lot of skill points. If you’re higher combat rating but lower skill points, but still want to play from the tray effectively, then you may want to look into modding might/power mods to make up the difference in lack of skill points to fill out the might innate.
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    Now onto how to build an effective loadout for each scenario:

    Solos: whether it’s open world solo, or on duty solo, you’re by yourself so trying to maximize your damage isn’t really a huge priority. Therefore, you can get away with having weaker, lower cost abilities to save on colas or adding survival abilities such as shields and self-heals. When constructing a loadout, you want a PI applicator (not too important in open world since everything just usually melts, more important on boss fights for that extra 10% kick), you want to use something cheap like retribution, cause if you rely on sacred light or divine light, you’re going to hurt your power bar. Unless you’re the type that likes to waste colas. Then try to keep abilities that get a damage buff with PI with generally low costs, such as smite/haunt combos, or even spamming retribution/whither(RcW). If you don’t mind popping colas, consume soul/wrath of the presence combos aren’t a bad choice either, as well as plague/divine(PcDL) light since it takes awhile to cast, and only uses power on the final input. For survival, deathmark/blessing (DMcB) is good to keep on rotation since it’s a 3 second shield and free damage when it explodes.
    If you want to use a heavier power rotation and don’t want to go through colas, then you can resort to just using weapon combos once you run out of power, that will help you get your power back up while still doing effective damage.
    Duos: Now you must lean on someone and they’re leaning on you. It’s important you try to contribute as much as you can so the other person doesn’t feel like they’re doing most of the work. Same rules apply as far as needing a PI applicator. That said your loadout may change depending on what role your partner is:
    • Tanks: You won’t need to worry about shields or self-heals, unless you’re like me and love using DMcB just because it’s an awesome power (totally not showing biasness or anything…. Ok maybe I am). Tanks will keep everything off you except for scripted attacks that ignore aggro. So you can fire away without the fear of being knocked around too much. Probably my favorite role to run with.
    • Healers: You won’t need any self-heals on your loadout is for certain. Nothing much changes here except you won’t need to waste colas on healing yourself.
    • Controllers: Or “trolls” for short. Now you got some additional power going for you. You can afford to use heavier costing abilities to increase your burn more. Also, your enemies will get debuffed so you they die faster and will get thrown around a lot by troll stuns.
    • Dps: For damage chasers such as myself, I say screw it and bring colas because I like to try to humiliate the other guy. So I’ll use heavier costing combos like blight/admonish (BcA), or wrath of the presence/consume soul(WoTPcCS) with quick, high bursts. If you’re not like me though and just want to do enough damage to not get laughed at, then you can use quick burst combos such as haunt/smite (HcS), or whither/retribution (WcR). While lower on the damage side, they’ll save you on power and will be effective enough to get the job done without being ridiculed.
    Experimentation will show you that you have many options and choices, don’t limit yourself to only what’s in this guide. Many set ups and rotations are possible.
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    Alerts: Since roleless buffs are in play here (passive buffs that activate when the group is missing one of the support roles), loadouts will generally remain the same across all combinations of group set ups. Now you’re leaning on three other people so it’s crucial you play your part and supply the damage, especially if you end up being the only dps in the group (which is seldom nowadays unless you make the group yourself). Due to an unfortunate discrepancy with the roleless troll buff- which I hope I can come back later and correct (Edit, 3/12/18: having a troll in alerts isn't too bad now, yay!), you actually get more power from the roleless buff then you do from an actual troll. So you can afford to use heavy costing abilities with little consequence. Like I said above, I hope I can edit this out in the near future, cause I don’t like the idea of a passive buff replacing an entire role. If you happen to get a troll though, it’s recommended you use a mix of heavy and light costing abilities so the troll doesn’t overwork themselves trying to keep you powered. You still need a quick PI applicator, maybe retribution or sacred light, SL will come into handy more here because supercharges will be of more use in alerts. For hallway adds you want something with quick burst, WoTPcCS is usually the popular choice, then boss fights you can stack DoTs with CScWoTP and AcB, then let loose with a few RcW combos while the DoTs ride out. Many options here and may require experimenting to find what works for you.

    Raids: the main attraction of the game, well any MMO in general, it’s you and 7 other people. Raid set ups will change but the only change that will have a heavy impact on your performance will be how many trolls are in the group and how good they are. Two good trolls and you can use all the heavy costing abilities to maximize your damage with no sweat and minimal colas. One good troll and you’ll be chugging colas all day but can still keep the heavy costing rotation going. Two bad trolls is about the same as one good troll, and one bad troll, well let’s hope the rest of group feels as much pain as you will.
    Damage chasers have the mentality I just stated, if you’re the more laid back type and only want to put out enough damage to not kicked out the instance, you’ll want to construct a well-rounded loadout for all scenarios that balance between light and heavy cost combos so you don’t need to lean on the troll as much. That said to construct a loadout you need a PI applicator, which divine light will be of better use here with a troll. Or you can use PcDL (corrupted divine light applies PI as well) to apply the PI and save a loadout slot for something else like the 35% finisher which is great on bosses, or robot sidekick. Which is good, constant damage (just keep in mind having robot sidekick on your loadout will reduce your passive power regen). I personally don’t like the robot, but everyone is different. Maybe you want to include a shield for pick-ups, anything is feasible and the variety is the most beautiful part of the revamp.

    Another thing to keep in mind for raids is how much single and AoE target there is in the instance. Your loadout will change depending on the raid and how it's built. A raid with more single target bosses will require a loadout with heavy single target. A raid with alot more multiple targets will require a loadout with more AoE combos. Range can be a factor too, especially when running elite raids. Sometimes you need to stay ranged, therefore need more ranged combos on your loadout.



    Here’s some advanced level tricks for when you finally get good at comboing:

    Jump & combo: jumping in the air doesn’t interrupt your combos and can be used to add extra mobility. Usually called the “bunny rabbit hop,” it takes a lot of practice to get good at.
    Lunging: you’re probably thinking “lunging? An advanced tactic? LOL.” Well it’s true. If you get knocked back or need to cover distance, you can clip lunge with a base ability to regain lost ground. Great on hallway adds if you got a fast tank.
    Fly & combo: One neat thing about flight and skimming, you can fly freely while casting combos! Clipping X, A, or the spacebar while in movement mode with your combos and maneuvering at the same time will give you full on flawless mobility while casting abilities. Great for pre-casting longer combos such as PcDL, but another one that takes a lot of practice to get the hang of.
    • Like x 5
  15. Fatal Star 10000 Post Club

    I know I said I wouldn’t give out any rotations, but I lied (reward for those that continued reading). I’ll give some loadout examples to help people find what they might like. Only catch is, it’s all abbreviated so you have to look at the chart if you’re not sure what something means :p

    Dot stacking:
    AcB, CScWoTP, DLcP, RcW, defile, cursed idol
    Use DL to apply PI, then apply DoTs from AcB and CScWoTP, use RcW 4 times until the DoTs ride out, reapply. On bosses, do the full DLcP DoT then go into AcB and CS. When boss falls below 35% or less, you’d rotate in defile with your RcWs. This rotation is recommended for raids. (high difficulty)

    Add Killer:
    DL, WoTPcCS, DMcB, BcA, defile, life drain
    Apply PI with DL, followed by DMcB, BcA, spam WoTPcCS until DL is off cooldown, repeat. Life drain is good for quick group burst on adds. Great for raids with a lot of hallway adds, recommended to swap out DL with sacred light if you’re using it in alerts. (mid difficulty)

    Full Cursed:
    PcDL, BcA, DMcB, CScWoTP, defile, cursed idol
    My personal favorite loadout, apply the PI with PcDL. The trick here is when using it on hall way adds, you need to time your PcDL so it hits right when the tank grabs aggro, that way you maximize its potential. Followed by BcA, DMcB, CScWoTP, on adds you’ll rotate those three combos, on bosses you’ll go back into PcDL. Defile will be rotated in when it’s off cooldown on bosses below 35% or if there’s only a couple of low health adds left. (expert difficulty)

    Ranged:
    PcDL, RcW (or WcR), ScH (or HcS), robot sidekick, defile, cursed idol
    Use PcDL to apply PI, followed by 2 RcW, then ScH, back into PcDL. Defile will be used on bosses below 35% or small groups of adds. Since this is a generally low power consuming rotation, it can handle the passive regen penalty from robot sidekick. (mid difficulty)

    Single-target Ranged:
    PcDL, RcW, malediction, BcM, robot sidekick or defile, cursed idol
    Pop PcDL for PI, malediction you will clip with benediction, then complete the full benediction combo, go into RcW until DoTs ride out. If you want to keep things traditional and use celestial-only, go with defile to rotate in on 35% or lower, if you want constant extra damage, go with robot sidekick and accept the regen penalty. This will most likely end up being the go-to rotation for survival mode. (high difficulty)

    A few examples of how to construct a loadout, with experimentation you’ll find what works for you.


    Note: when constructing a loadout, keep in mind of the cast time of the initial power of each combo. For example, even though RcW and WcR are essentially the same thing, the former nets more overall damage due to having a much shorter initial power to clip with, therefore spamming RcW would give higher damage over spamming WcR because of combo speed. Stuff like that you want to keep in mind when building loadouts.
    • Like x 7
  16. Fatal Star 10000 Post Club

    Tactical and Generator mods

    Hometurf mods: Requires “hometurf” dlc and an active mainframe. Anyway, each tactical mod socket gets a different type of mod in it.
    Here’s the recommended set up for “white” mods they’re generally called:
    • Weapon: blast or replenishing adaptor
    • Neck: escalating might
    • Back: Berserker or accelerated cooldown mod specific with whatever ability you choose to use, I currently have accelerated divine light.
    • Chest: core strength for slightly extra damage, or reserve tank for slightly extra power. Extended supercharge also isn't a bad option if you prefer to play with SC's more.
    • Hands: Max damage
    • Feet: useless for celestial, do whatever is to your liking
    • Head: Supercharged mod of preferred SC, most likely Supercharged Curse Idol III
    • Legs: Another useless socket, doesn’t benefit dps except for a small burst heal when using a non-heal ability. Put in something you use often when running open world stuff, example; I use restorative wrath of the presence.
    Legs, head, and accelerated mods can be obtained from the quark vendor which you earn currency for by opening time capsules, or can be purchased on the broker, they’re not a necessity but if you’re a completionist, or like to maximize every trait of your toon, have at it.
    Generator mods: not going to explain how to obtain these, because mods in general require a guide of their own. Once you figure out how to work them though, the best set up would be might in red, power in blue, and restoration in yellow.

    Well, that’s about it for me right now, I hope this section helped people understand and maximize their potential with dps and grow their love for Celestial! It’s truly a fun and versatile power and hope it receives much needed updates in the future.


    Now I present Charmed Legacy to take the stage and explain healing in thorough detail, enjoy!
    • Like x 4
  17. Charmed Legacy Dedicated Player

    Celestial Healing

    Explaining Celestial Healing and Healer Role

    Celestial Healing consists of a mixture of Burst/HoTs. Majority of Celestial’s heals have a burst on the initial cast followed by a HoT. Certain abilities in the Celestial healing kit have to be combo’d for the HoT or burst effect to take place. An example of that would be AcB (for the 8 man HoT) or BcA (for the burst). Celestial healing has many viable options allowing for flexibility, efficiency, and versatile playstyles. Healer role gives you a 35% Restoration increase. The base healing is calculated using 30% Restoration and 25% Dominance.

    Explaining Bursts and HoTs

    HoTs (healing over time) are used as damage mitigation to maintain the HP of the group until bursts are needed. HoTs must be reapplied accordingly based on the duration. Burst heals are used to bring the group back into a safe range when AoE damage, mechanic damage, etc.
    • Like x 9
  18. Charmed Legacy Dedicated Player

    Explaining Heal Abilities, Combos, and Base Numbers

    ·Combo cost is a 200 power cost

    ·Renew- This is the priority heal. It is a 250 power cost with a 0.5s cooldown. The range on this heal is max render distance. This heal restores health to you and the group member with the lowest HP.

    ·Admonish- This is a 4 man burst heal. It’s a 300 power cost with a 3s cooldown. The range on this heal is max render distance. This heal heals you and the 3 most injured group members.

    ~Admonish combo Blight (AcB)(Cleansed Blight)- This is a 6 tick 8 man HoT that lasts for 6 seconds. The range is max render distance.

    ~AcB input~ Admonish tap melee, hold range

    ~Blight combo Admonish (BcA)(Corrupted Admonish)- Blight is a 200 power cost with a 3s cooldown. This combo is a 4 man burst heal targeting you and the 3 most injured group members, and the range is max render distance.

    ~BcA input~ Blight tap melee, hold range

    ·Consume Souls (CS)- This is a 16 ally burst/HoT (6 tick HoT) that lasts for 6 seconds. It is a 300 power cost with a 1.5s cooldown. The range is max render distance.

    ~Wrath of the Presence combo Consume Souls (WoTPcCS)(Cleansed Consume Souls)- Wrath of the Presence is a 200 power cost with a 1.5s cooldown. The range is max render distance. This combo is an 8 man burst/HoT (6 tick HoT) that lasts for 6 seconds.

    ~WoTPcCS input~ Wrath of the Presence tap melee, hold melee

    ·Virtuous Light (VL)- This is an 8 man burst/HoT (6 tick HoT) that lasts for 6 seconds. This is a 450 power cost with a 12s cooldown. The range is max render distance, and you still receive healing after stepping out of the glyph.

    ·Guardian’s Light- This is an 8 man channel heal (10 ticks). It is a 450 power cost with a 15s cooldown. Any group member below 50% will be healed more quickly.

    ·Blessing- This is a 4 man shield with a 300 power cost and 18s cooldown. The shield lasts for 12s.
    • Like x 6
  19. Charmed Legacy Dedicated Player

    Base Heals
    ·Admonish
    ~Burst- 87

    ·Blight combo Admonish (BcA)(Corrupted Admonish)
    ~Burst- 116

    ·Admonish combo Blight (AcB) (Cleansed Blight)
    ~HoT- 28

    ·Renew
    ~Burst- 143

    ·Consume Souls (CS)
    ~Burst- 56
    ~HoT- 11

    ·Wrath of the Presence combo Consume Souls (WoTPcCS)(Cleansed Consume Souls)
    ~Burst- 76
    ~HoT- 17

    ·Virtuous Light (VL)
    ~Burst- 137
    ~HoT- 8

    ·Guardian’s Light (GL)
    ~Channel Heal- 71
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  20. Charmed Legacy Dedicated Player

    Supercharges

    ·Consecrated Ground- 100% supercharge with a 60s cooldown. The glyph lasts for 12s. This supercharge prevents most incoming damage to anyone standing inside of the glyph.

    ·Cursed Idol- 50% supercharge with a 30s cooldown.
    ~DPS role- Creates a cursed totem that deals damage over time (12 ticks).
    ~Healer role- Grants healing over time (12 ticks). Base heal- 40

    ·Life Drain- 50% supercharge with a 30s cooldown. Drains the life from nearby enemies dealing damage over time and stunning them. Also grants healing over time to you and 7 group members (6 ticks). Base heal- 25

    ·Sacrifice- 50% supercharge with a 30s cooldown. This supercharge is a taunt (weaker than standard tank taunt) sacrificing your own protection to grant a group shield and healing over time to the group. Base heal- 18
    • Like x 6
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