kweedko wrote: ↑Thu Sep 06, 2018 9:32 am
AxelF wrote: ↑Thu Sep 06, 2018 7:58 am
Interesting that your complaint was that you lose access to the stagger, but only your 'gank' build of the 4 proposed takes it. I play both DD RP and Zealot, and the only two builds you posted that actually 'matter' are the first two - for WB or ST spec for small group play. In either case, switching the heal debuff from Alchemy to Dark Rites would provide a far more useful build.
You'd lose the AP ritual from Alchemy but your WB spec would gain 12 points to play with in Witchcraft, meaning you could provide some actual ST pressure too while CA is on CD, and also gain access to 10% strike through and 50% lifetap, meaning CA puts out some serious off healing.
Similarly your ST spec loses the AP ritual but gains Sweeping Disgorgement - far more useful to an organised group than AP ritual which can either be covered by the heal Zealot in your group, or the Chosen. You also gain CA which will easily allow you to AoE heal debuff - again far more useful in terms of pressuring and killing an organised group. With Demon Spittle you're pretty much able to constantly spam AoE heal debuffs which is a killer for enemy healers.
They're just flat out more useful builds when the only downside is something you can compensate for with pots and better AP management. There are minimal differences in AP management between RP and Zealot - Immolating Grasp is a drain only, not a 'drains into you'.
You completely don't understand aoe build you see it like RP, for Zeal it's melee range gameplay you have no time to offheal somebody, you waste your AP in seconds with wobocomcombo, no pots will gave you that what ritual gave before the all nerfs, you spaming RoA and DS - uder guard of your tank and bomnbing with Wobocombo to prevent enemy to runaway.
Your proposal is gain useless SoR to AOE build instead of AP ritual for all paty + can take "Waves of Chaos" for more fluff aoe dps. Lifetap here just no needed. Your proposal ruins 3 builds to get 1 which already fine.
+ Where did you get "10% strike through" on zealot?
St for group play is lame, cause any other DPS can do it better.
Why are you trying to debate the merits of builds when you don't know what tools you currently have available to you? Transference gives 10% strikethrough. And ST for group play is lame? So 75% of your builds are for solo play which noone has any intention of balancing around? If then you're advocating your 11 Alchemy 13 Dark Rites build for all group play (WB and 6 man), you gain the AP ritual (which as I've mentioned can be covered by other members of your group as well as other AP management sources).
Under this proposal you'd spend one more point in Dark Rites to gain the heal debuff, and then would have 12 points to play with. You could even still pick up the AP ritual with 6 of them, so your argument is completely null.
Alternatively,. you could take Transference in Witchcraft for 10% strikethrough and 50% lifetap - no idea what you're talking about regarding having no time for off healing - 50% of direct damage done is provided as healing. If you cast CA correctly that's a good chunk of off healing, no time spent not damaging...
As a further alternative you could drop WoI and take SoR with 2 points left to play with. Personally I'd go with SoR as how often are you realistically casting WoI in small scale? In large WB play WoI will be covered by one of the heal zealots in the WB.
The fact that you've suggested 4 different builds and then stated that 3 of them are 'lame for group play' suggests that the majority of what you want to do is roam around solo. For that you don't need heal debuff as if you're attacking healers or other dps healers, you're not killing them - heal debuff or not, and if you're not attacking healers then it's not worth slotting - there are better tactics. For the record I agree with you - a ST build is not worth it for group play, you need a build with CA, SD and heal debuff. I personally think it would be better to provide a build that includes CA, SD, heal debuff plus 10% strikethrough, 50% lifetap healing and a solid ST damaging ability with snare, than one that brings CA, SD, heal debuff and an AP ritual that can be covered by other members of your party.
I'm also curious to know which 3 builds this proposal would be ruining? Presumably the three that you've stated are lame for group play?