Re: How come Zealot damage is so miserable?
Posted: Fri Jun 23, 2023 1:44 pm
Warhammer Online
https://www.returnofreckoning.com/forum/
https://www.returnofreckoning.com/forum/viewtopic.php?t=50965
I mean, they still have it technically... as a 15-point Morale 4 in the Dark Rites mastery. Which might as well mean it doesn't exist.
Rune of battle, with efficient rune tactic, stuck on a tank in the zerg will keep him alive (whilst popping respectable fluff damage numbers)Detangler wrote: ↑Sun Jun 04, 2023 6:54 pm With how harbinger can be turned on and off, zealot buffs is balancing on a knife edge honestly. Too little damage and its not worth it. Buff too much and zealot/RP could be a monster worse than the DPS sham/AM that plagues scenarios. Right now at least with this mechanic you can put out some ok assist damage numbers while in 100% heal spec.
Zealot has it worse off than RP, though. Rune of Battle's fire and forget makes it far easier to use than a channeled AoE. More useful tactics that change how you want to play a class - armor, snare and knockback cooldown, etc. Most zealot tactics are either useless, have large drawbacks, or barely add anything to make them worthwhile (as previously stated by others).
If anything, what should be changed is to increase damage coefficient numbers for damage abilities for Zealot/RP where more intelligence gives more damage. Right now I could go full glass cannon mixing sets with Divine Fury so I neuter healing all for a Scourge attack that maybe crits for 800 on a low resist/low toughness target. In healing spec, it would be like 3-400. Its just not worth investing points into.