Shield doK / WP (I play(ed) both extensively) was extremely enjoyable prior to Heal patch.
Nowadays, it's still more than decent in PvE, but lost half of its DPS if you want to heal efficiently. IT lacks big numbers so not very suitable to some LV fights (tree boss/Nkari), but otherwise still probably the best pve healer.
The issue lies in its deficiencies in PvP, it used to be one of the best choices for small scale / ranked 6v6 but is now vulnerable to debuff heal, to kiting (lost the channeled shield/speed boost), and is less tanky than before.
I do agree that the best solution for this spec would be to revert to its pre-healer patch form, because only tweaking numbers on skills (as in last patch) won't help.
[DoK] shield in RVR?
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Re: [DoK] shield in RVR?
This is one of the most useless specs of all time... I gave up on it as soon as I got the build with the necessary items. It's not being used at all. If you want to heal, use a book; if you want to hit, go 2h.
In my opinion, it should have more utility with a shield.
In my opinion, it should have more utility with a shield.
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shoelessHN
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Re: [DoK] shield in RVR?
It was a legit dps threat before, that if not focused could solo heal an entire group. It's just trash now. And it still was pretty bad in orvr. If you play a ranged dps you just target the defenseless shield dok first. If they're guarded you just keep them away from you so they can't do any healing.Bozao wrote: Tue Sep 16, 2025 5:53 pm This is one of the most useless specs of all time... I gave up on it as soon as I got the build with the necessary items. It's not being used at all. If you want to heal, use a book; if you want to hit, go 2h.
In my opinion, it should have more utility with a shield.
Revert the changes for a month or so and see what the opinion is. I don't understand why the changes have to be these permanent sweeping things to like 10 classes and 10 specs at once.
Re: [DoK] shield in RVR?
TLDR:
Shield heal specs can be viable in RvR if they no longer need hit to heal
What I'm advocating here implies a big shift in mentality and concept:
NOT MELEE HEALERS BUT HEALERS IN MELEE RANGE
CASTED Heals but very short range only
Zero damage but better survivabilty in the frontline now
shield specs difficult balancing no longer a problem.
Being kited no longer a problem.
FULL VERSION
Yes, shield WP/DoK is in worse shape now, even for smallscale and pve, although I can see what the devs have tried to do, interesting and well-meant changes, and I really appreciate some features such as root break for shield and undefendable skills for DoK among some other goodies.
Yet, some further tweaking is needed for sure.
NOW, GETTING TO THE OP QUESTION:
Iirc shield spec was already unplayable in RvR before last healer patch. And I think It stands to reason that It is so:
I'm going to play DEVil's advocate here (see what I did there?)
I understand the extreme difficulty of making shieldbearer healers feasible in large RvR battles.
For big battles, hit to heal in melee range has traditionally forced designers to engender a creature that EITHER is barely functional in RvR and is ridiculously OP in smallscale and pve, OR (the present case) useless in RvR and only decent in smallscale and pve.
Imho a possible solution to that problem would be to free shield healers from the need to hit in order to heal. That means clearly differentiating shield healing from book/chalice healing by means of considerably reducing casted heals range when wearing a shield and replacing heal on hit abilities with a set of shield-only survival and mobility support skills. Some modifications would be needed, of course, and a complete rework of the concept and the essentials of the spec. This implies a huge shift in mentality for players.
THE IDEA IS:
Shield healers aren't MELEE HEALERS any more, but HEALERS IN MELEE RANGE. A subtle but profound change.
Shield healers are pure healers now, but not the same as book/chalice guys. Both will heal with casted spells but with different skillsets:
Book/chalice remain backline powerhouses casting 150 ft range heals.
Shield healers can only cast short range heals, specifically working hand in hand with tanks and mdps.
Shield healers are now the close sidekicks of tanks in the frontline.
Once freed from their need to hit in order to heal shield healers are now viable in RvR.
Obviously RF/SE would be acquired either through Fueled Fury-like spec-core skills or resource generation inbuilt in shields (replacing 8% less chance to be defended)
Shield healers now do no damage (that is the Wrath/Torture guys department).
Shield healers are not anymore a half way half assed self doubting broken dream torn between healing and damaging.
Existing casted abilities would be usable with shield but wearing a shield limits their range severely.
Previous heal on hit abilities would be superseded by shield only abilities that dont require hitting a target.
Possible abilities:
Shielding: for 10 seconds you surround your group with a shield (like the one we have at the top of melee heals tree but without having to hit)
Deflection: everytime you are attacked you reflect back X damage to the caster and heal your defensive target for the same amount (pilfer-like)
Recharge: If equipping a shield your channeled resource stand still supplication thing can't be interrupted and will heal your defensive target for X every seconds.
Shield of faith: tactic. Everytime you block you heal your group for X over time
Shield WP would work more with absorbs and DoK more with reflected damage and damage enhancing skills for the party.
Shield healers would need a mitigation overhaul to be in the frontline, a fair exchange for their now inexistent damage output.
Obviously shield healers will need a charge or some form of fast travel since all their heals are close range and will need to quickly rejoin their allies after being punted or frozen in place.
Being kited is no more a problem as shield healers dont need to hit a target to heal.
Goodbye also to the top dmg top heals monster in scs that prompted the devs to tone the subclass down too much in an always extremely difficult equilibrium.
Shield heals would probably be lower output and more situational than book/chalice, and requiring more skill and positioning, coordination with tanks etc
Just my 2k cents.
Shield heal specs can be viable in RvR if they no longer need hit to heal
What I'm advocating here implies a big shift in mentality and concept:
NOT MELEE HEALERS BUT HEALERS IN MELEE RANGE
CASTED Heals but very short range only
Zero damage but better survivabilty in the frontline now
shield specs difficult balancing no longer a problem.
Being kited no longer a problem.
FULL VERSION
Yes, shield WP/DoK is in worse shape now, even for smallscale and pve, although I can see what the devs have tried to do, interesting and well-meant changes, and I really appreciate some features such as root break for shield and undefendable skills for DoK among some other goodies.
Yet, some further tweaking is needed for sure.
NOW, GETTING TO THE OP QUESTION:
Iirc shield spec was already unplayable in RvR before last healer patch. And I think It stands to reason that It is so:
I'm going to play DEVil's advocate here (see what I did there?)
I understand the extreme difficulty of making shieldbearer healers feasible in large RvR battles.
For big battles, hit to heal in melee range has traditionally forced designers to engender a creature that EITHER is barely functional in RvR and is ridiculously OP in smallscale and pve, OR (the present case) useless in RvR and only decent in smallscale and pve.
Imho a possible solution to that problem would be to free shield healers from the need to hit in order to heal. That means clearly differentiating shield healing from book/chalice healing by means of considerably reducing casted heals range when wearing a shield and replacing heal on hit abilities with a set of shield-only survival and mobility support skills. Some modifications would be needed, of course, and a complete rework of the concept and the essentials of the spec. This implies a huge shift in mentality for players.
THE IDEA IS:
Shield healers aren't MELEE HEALERS any more, but HEALERS IN MELEE RANGE. A subtle but profound change.
Shield healers are pure healers now, but not the same as book/chalice guys. Both will heal with casted spells but with different skillsets:
Book/chalice remain backline powerhouses casting 150 ft range heals.
Shield healers can only cast short range heals, specifically working hand in hand with tanks and mdps.
Shield healers are now the close sidekicks of tanks in the frontline.
Once freed from their need to hit in order to heal shield healers are now viable in RvR.
Obviously RF/SE would be acquired either through Fueled Fury-like spec-core skills or resource generation inbuilt in shields (replacing 8% less chance to be defended)
Shield healers now do no damage (that is the Wrath/Torture guys department).
Shield healers are not anymore a half way half assed self doubting broken dream torn between healing and damaging.
Existing casted abilities would be usable with shield but wearing a shield limits their range severely.
Previous heal on hit abilities would be superseded by shield only abilities that dont require hitting a target.
Possible abilities:
Shielding: for 10 seconds you surround your group with a shield (like the one we have at the top of melee heals tree but without having to hit)
Deflection: everytime you are attacked you reflect back X damage to the caster and heal your defensive target for the same amount (pilfer-like)
Recharge: If equipping a shield your channeled resource stand still supplication thing can't be interrupted and will heal your defensive target for X every seconds.
Shield of faith: tactic. Everytime you block you heal your group for X over time
Shield WP would work more with absorbs and DoK more with reflected damage and damage enhancing skills for the party.
Shield healers would need a mitigation overhaul to be in the frontline, a fair exchange for their now inexistent damage output.
Obviously shield healers will need a charge or some form of fast travel since all their heals are close range and will need to quickly rejoin their allies after being punted or frozen in place.
Being kited is no more a problem as shield healers dont need to hit a target to heal.
Goodbye also to the top dmg top heals monster in scs that prompted the devs to tone the subclass down too much in an always extremely difficult equilibrium.
Shield heals would probably be lower output and more situational than book/chalice, and requiring more skill and positioning, coordination with tanks etc
Just my 2k cents.
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