OK, I'm going to start a new thread, hopefully in time to maybe see something done for new expansion. What the cleric class needs is a HUGE boost to DPS, and aDPS to compete in group environment desirability. The primary problem with clerics in today's environment is they are completely unwanted in pickup groups when either other priest class is available. Shamans and druids add A LOT more utility, DPS, aDPS, and better buffs/debuffs for a group, while still functioning just fine as main healers in group content. Either one can throw 2 DoT spells on a mob, then swap to healing, debuffing, etc, and be in the 200k plus sustained DPS range. Or then follow with other DoTs/nukes, and increase even more. Either one can burn for 800k DPS plus when needed, with buffs/boosts from other classes. Either one provide Auras, epic clicks, buffs, or AA that significantly boost a group's DPS. Either one can also, at the same time, provide enough healing for the group. When there is enough healing and a good enough tank, then DPS is all that matters to most groups, to kill mobs faster. Tanks have grown tremendously more resilient with their discs, AA, etc, and able to withstand bad situations, multiple mobs, etc, for short periods easily, with just 'standard' heals. This is all well and good. BUT, it's leaving cleric mains in a very bad spot. Every single cleric main that I know boxes toons to be able to grind out xp/tasks, or has a dedicated group of friends that 'helps' them through content, get xp, etc. That's exactly the way others see it, they're 'helping' their cleric friend... NOT the other way around... People that main priest classes selected them because they wanted to be in the assist/helper type role. This is especially true of clerics. Cleric mains KNOW they have given up the ability to solo effectively, to be the 'premier' healer/assist to a group. This is no longer the case. They are now considered the ones that 'need help'. This will lead to the downfall of the class, if not rectified soon, and cleric mains leaving the game because of it. Just like the DoT revamp issues for necros, and so many Necro mains leaving the game because they were no longer wanted in raids. It's almost impossible for the new, returning cleric main to do anything. Unwanted by most groups, unable to solo effectively even at the lower levels. Even in ToV, with all the undead, a cleric still doesn't even come close to competing with a druid or shaman on DPS for sustained or burn. I have several ideas for the ability for clerics to boost their DPS/aDPS abilities, and still stay with the 'flavor' of the class that I'd like to propose, and maybe others will chime in with their ideas. Assuming the next expansion is only going to be a couple spells/abilities per class, they should be SIGNIFICANT, for us to even come close to desirable, IMO. ------------------------------------------ While gaining a significant amount of DPS, we cannot lose too much to healing. Much like the shaman and druid ability to spend a couple seconds to throw a DoT, then do other things like heal, buff, debuff, etc, the cleric needs similar ability to maintain heal power. We should NOT be required to give up most of our healing efficacy to add halfway decent DPS. Here are my, hopefully, not too time consumptive options. IMO, all should be implemented, to get clerics to halfway decent desirability in groups again: 1: Significantly increase our summoned pets' (spell AND AA pets) DPS, HP, and AC. Since swarm pets don't stick around, aren't able to be given inventory/weapons items, or get boosts from group buffs, and we can only summon 1 (of each) at a time, AND mob AC is outrageous, it would have to be HUGE increase to base stats and DPS. Like 100k+ ish DPS, and able to withstand raid AEs, riposts, etc. Our current pet does like 2k dps, and killed by weak combat dummy riposts in 10s or less. It's absolutely ridiculous, a complete waste of developer time to even mess with this spell that is completely unusable in current content. If time is to be spent on it, it should be usable and worthwhile to cast. 2: Create a new DPS/aDPS aura for clerics. Essentially, it could just be a copy/paste of the bard overhaste aura. Our current (level 100) mitigation aura is practically useless, since it doesn't stack with Shining. One of the biggest issues with clerics is the lack of aDPS abilities. An overhaste aura would be very desired in group and raid content both. We're usually in a tank group when raiding, that rarely/never sees a bard. An overhaste aura would be very welcome in group and raid. If grouped with bard, they could instead run one of their other great Auras, mana regen, etc. 3: Create a new PBAE heal with intervention type properties. Make it fastish recast (6-9 seconds), fastish cast time, either 3.0s to be elegible for reduction, or 1.8s or less, do an adequate amount of healing per target (10k ish base heal) and very good nuke on target's target. Like 20k (unfocusable) damage nuke, for every target that the heal hit. *** if focusable, IMO, developers would want far too low base damage, to compensate for raid numbers, to be relevant for group play/DPS. For groups, this would be a decent but not great group heal, with ~120k (if everyone is actually targetted on the mob) nuke to the mob. For raids, it would be a good AE heal with ~ 900k nuke (assuming the heal hits 45 people that are targetted on the mob, which is probably a be a bit high, for average, for many actual raid scenarios). Still not OP, for either scenario, but decent. Definitely better than what we have. AND possibly put us where we should be, in respect to AE healing compared to shaman. 4: Add several more tiers of Improved Contravention and Improved Intervention AA to reduce recast times. Reduce recast to something more reasonable, like 9 seconds. Our Interventions and Contraventions should be our 'primary' lines. 20 second recast on them is too long. Currently, even a 'good' cleric, swapping targets and using 6 year old spells trying to eek out best DPS WHILE healing decently, and casting 115 contravention > 110 contravention > 105 contravention > (swap target) 113 intervention > 108 intervention > 103 intervention STILL has a lull in healing, and STILL doing garbage DPS. 9s recast is where they should be, for both lines. This would allow a cleric to cast 115 contravention > 110 contravention > 113 intervention > 108 contravention without a lull in healing, and provide still very low, but about double current DPS doing same. 5: At least TRIPLE the base damage on Intervention, Contravention, and all rest of DD spell lines. I know this is probably going to have to wait until next spell increase expansion if even considered, but clerics don't receive near the nuke AA/boosts that casters do. Our nukes need far more base damage than is the 'standard', and they're currently far less than half the 'standard' damage of caster's nukes. If we're going to practically give up healing, for nuke DPS, then it should really mean something. Yes, I realize I'm reaching for the stars in these requests. And that implementing all of these together for a cleric would make us about as powerful as Shamans currently are, in group content. But, that's where I think we SHOULD be.