Re: Zealot - mastery tree rework discussion
Posted: Sun Sep 16, 2018 12:19 pm
The problem with DoK and WP design is that they were given regen tools that change their intent design and removes the requirement of putting em into close proximity to meele range. Blood Offering and Supplication is the main issue imo. If they would be required to be within 30-50 feet of the frontline consistantly the strong healing tree would be justified imo. This is were I feel the AoR redesign of the classes made one of the biggest mistakes, instead of forcing em closer to the fight they gave em more tools to stay in the backline with better ST healing and ressing while nerfing their group healing.Valarion wrote: Sun Sep 16, 2018 11:42 amroadkillrobin wrote: Fri Sep 07, 2018 4:43 am I'll try to explain why Zealots and RP Mastery trees look the way they do.
It's part of the design of the healer classes all together.
All healer classes mechanics were designed to be hybrids where to fully utilize the classes you would swap from healing to use damage/debuff skills every now and then into your rotation.
Archmage/Shaman have their 5-1 mechanic. 5 Heals which all powers upp a dps spell.
DoK/WP have their resource gain mechanic. Heal- Heal - Smash - Smash - heal- heal
RP/Zealot came without the Rune of Breaking/Harbinger. They were designed to be a free choise of cast and instead of representing weakness/strenght from a mechanic the strenght is the free choise of skill type but limited by the situational mastery you have chosen.
The reason this was implemted badly is partly due to TTK doesn't allow for healers to really waste GCD/AP to use skills at the rate it was designed for and partly that the game wasn't built for Deft Defender and Parry/Block rates + Hold The Line which means the free cast often goes wasted.
The implementation of Rune of Breaking and Harbinger toggle fixed 1 issue but complety trashed the whole class concept. I would look into fixing these skills instead and instead of being a toggle maybe it should be something that activates as a passive mechanic somehow.
Example: All Alchamy heals have a 25% chance of Triggering Harbinger of Alchamy - Next Alchemy spell will be casted using healing statistics and also vice verse All Alchamy dps skills have a 25% chance to triggering Harbinger and next Alchemy heal uses dps statistic. Without changing the primary stat that the current toggles does.
The problem with this argument is the Dok/WPs have a strong, solid, viable and dedicated heal tree and the AMs/Shams have a half good tree (the Shams getting a wicked Hot and AMs a ST+).
Perhaps buffing the "heal your defensive target on damage" skills might improve things a bit for the Zeal here?