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Zealot/Runepest Toggle Stance

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eatscrickets
Posts: 8

Zealot/Runepest Toggle Stance

Post#1 » Fri Nov 13, 2015 3:38 pm

As a long time player of a Zealot I have always felt a bit annoyed that the one interesting tactic in the witchcraft tree - Transference - was so high up the list it simply wasn't worth the points to reach it. Transference allows one-half of any damage dealt by the player to act as healing for the targeted recipient.
I feel this tactic would be better expressed in the game to simply be part of the Zealot's harbinger stance when its toggled to dps mode. I suggest this not to give any game-changing modification to the class - but just to make the class a bit more fun and dynamic by making an often ignored tactic part of the core abilities.
Of course the same adjustments should be applied to the Runepest's as well (I assume they have it - never played one).

This is not to make the class a DPS class - just for the fun of tossing out a random dot or attack for the fun of it when there is a moment and have it do something more than tickle the opponent.

Im curious to hear any considered feedback on this notion.

Thanks

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grumcajs
Posts: 378

Re: Zealot/Runepest Toggle Stance

Post#2 » Fri Nov 13, 2015 5:06 pm

well...u either are full heal or full dps as zealot and RP. there is no middle way at all. once u "switch stance" you willpower is so horrible your healing wouldnt keep anyone alive while your dmg is horrible aswell cuz zeal and RPs have very low base dmg (and maybe also dmg scaling) and I think u do not have divine fury up when u are healing and just want to swap stance just for fun here and there.

I have seen dps zealots work in bomb wbs (especially in city) with constant aoe heal debuff (Chaotic Agitation deals also very solid dmg).

It might help only dps zealot or dps RPs. (and I think dps RPs are already going up the middle path for that HP leech dot - atleast I did so :D ) while providing nothing at all to heal spec.

eatscrickets
Posts: 8

Re: Zealot/Runepest Toggle Stance

Post#3 » Fri Nov 13, 2015 5:46 pm

Thanks for the feedback. And yeah, I see your point about the classes being more structured to be one or the other. Chaotic agitation is actually one of the abilities I was thinking of should the zealot function according to the adjustment I mentioned - that would be , based on the situation, a HUGE (though on a cool-down) great burst heal.

I have no interest in steering the class away from healing as its primary focus - just to see it involve some tactical attacking (for the purpose of better heals - not kill blows) for more interesting game play.

On a side note - I never played the game when the Zealot's Harbinger was an actually raven floating over the targets head (from what I read that was broken and changed) - but that sounded pretty cool in theory and very resonate with the class's personality. I vaguely gather/guess it debuffed its target. That would also be fun to see implemented in some fair and functional way :D

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sullemunk
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Posts: 1235

Re: Zealot/Runepest Toggle Stance

Post#4 » Fri Nov 13, 2015 6:25 pm

Used to be
Harbinger of Doom: Hex
Calls down a Harbinger of Doom upon your enemy. While afflicted by the Harbinger, the target's Corporeal resist will be reduced by X for the first 10 seconds, 2X for the next 10 seconds, and 3X for the remaining 40 seconds.
as you see it put the target enemy in combat for about 1 minute, debuffing their resistance to Corporeal by a large chunk
and it was realy nasty with the Transference tactic:
Transference: Path of Witchcraft Tactic, 11 points
Your Harbinger deals X Corporeal damage every 5 seconds and heals your defensive target for the amount of damage dealt.
if was pretty much a death sentence for low health players, trying to flee into warcamp
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eatscrickets
Posts: 8

Re: Zealot/Runepest Toggle Stance

Post#5 » Fri Nov 13, 2015 7:16 pm

zealots putting a death sentence on a single target seems very fitting to the spirit of the class - especially in the context of group play. No, it should not allow the zealot to suddenly burst an enemy down solo - but allow the zealot to be active on the damage giving side of the fight with other group members (in a support role) instead of just hanging back and spamming heals.

Likely just a dream though :D

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Nameless
Posts: 1431

Re: Zealot/Runepest Toggle Stance

Post#6 » Fri Nov 13, 2015 7:31 pm

in war hybrids can choose to do one role or another but not both at same time. stop dreaming about that. Zealots/RPs are good at healing and when spected for dps can add decent aoe dmg. They could use tweak here and there but their mechanic is better than most of the classes has
Mostly harmless

K8P & Norn - guild Orz

eatscrickets
Posts: 8

Re: Zealot/Runepest Toggle Stance

Post#7 » Fri Nov 13, 2015 7:59 pm

Never was dreaming of being a DPS class, was simply interested in turning fluff dps into a slight situational boost to the healing mechanic for the sake of making the class more fun to play.

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