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View Full Version : i say NO for healbotting >:( Zealot's mechanic speculation/proposition


Crazy ol' dude
07-24-2007, 03:13 PM
LISTEN TO ME PRIESTS OF CHAOS, ZEALOTS OF TZEENTCH! FOR I HAVE HEARD OF MASTER'S PLAN.

True story

It'd be nice to not make the Zealot a healbot IMHO, a game mechanic which will force us to "fight", preventing any sign of healbotting(paraphrazing Paul - and i heal...and i heal...AP never ends...and i heal...my finger aches already...and i heal again). What do you propose? We don't know all of Zealot's abilities, that's true...we still don't know much about marks and scarecrows totems Paul mentioned in one of the videos...


Right now im thinking about something like this:

Simply:
-amount of people people you debuff,
-longer they are debuffed,
-amount of people who you dot and they died while being affected with your dot,
-and amount of people who suffer from your damage spell
Will allow you to summon scarecrows totems which power your heals. Bigger the amount - earlier in battle you can summon your totems and help your allies to slaughter Empire scum and fulfill some complicated Tzeentch's plans.

Mechanic:
Lets name something called "Tzeentch's Favor" = X.
Now, lets say Dark Medicine heals for 100.

More people/longer you debuff/dps our X value increases:
For every second you have someone debuffed you get 1 point of X.
For every person you debuffed you get 2 points of X at the maximum of 70, so when you debuff 40 people you still get only 70 points of X.
For every aggressive spell(dps) you cast you get 5 points of X, when you cast a dot, and for every 3 seconds that dot ticks you get 1 point of X, when DOT reaches its full duration or dotted target is killed, you earn 10 points.
Morale abilities doesn't increase/decraese your X value(still thinking about it)

And decreases:
For each heal you do, your X value lowers, lets say for about 10 at first, and when more totems are up, the more one heal will take away from X value(20 when 2 are up, 30 when 3). That will make Zealots to actively take part in the battle and care about nuking and debuffing all the time to keep their X value high to do best healing for as long as possible before one of his totems will disappear.

(of course all the numbers will be balanced if such system will ever be implemented :p so continue reading to get the view of this idea, don't care about numbers much, think of them as of placeholders ^^)

When X reaches some point, let it be 50, we can call down a scarecrow totem, which will help us to channel Tzeentch Will better, thus letting us to heal for more, however we still need to be quite near the totem, or we'll loose the "healing buff".
For every 50 points of X we can summon another totem, up to 3 of them can be up at the same time which will greatly increase the amount healed by our heals, lets say that at this point Dark Medicine will heal for 300 or more. X can reach the maximum of 200 points tho.
Totems will be destroyable , but not one-shottable(sp?)
Totems will be easily spottable and animated with scarecrows flying around enough to give a hint to the enemy about the healing power of a Zealot.
(also totems force the Zealot to be chained to the ground where his totems are...so maybe crows will be able to lift the totems and move them, but slowly, so Zealot actually will be able to move with them from one place to another, but just not as fast as running)

Simplified example:
You see a zerg charging at.... your zerg :rolleyes: so you click on some ritual, target many people and cast Summon Harbringer - you debuffed 63 enemies (63*2=126...but you still get only 70 points of Tzeentch's Favor) Then you cast (during 5 seconds of the debuff) 2 DPS spells (one of them is a DOT) and that gives you 5 points, you have 5(time of debuffs)+5(dps spell)+70=80 now. After that you can see one of the tanks taking some serious beating, you put down a totem (only one for each 50 points;your heals are now slightly better) and throw a heal on him (80-10=70). During next 10 seconds(dot ticked 3 times) you did 2 more DPS spells and some dude who has your dot on him died - you earned 10(debuffs)+3(dot ticks)+10(dps)+10(dot bearer died), that means you have 103. You call one more totem (heals are now powerfull) so you throw a heal on a tank - 103-20(because of 2 totems up)=83 - one of the totems disappear, cause your Tzeench's Favor bar went below 100. Another heal and you're at 83-10(only 1 totem is up now)=73. Your phone is ringing, so you ran to answer it(afk) - your character goes out of combat - Tzeentch's Favor is set to 0, your totem(s) disappear, you debuffed some people before and debuffs still last, but you're not getting any points because your character is out of combat.
Of course there should be a bar showing you your current amount of Tzeentch's Favor, so you can manage it wisely.

EDIT: Numbers, typos, numbers again -_-'

Thanks for reading :)

I have few worries about this...but i'd like to listen to your opinions/comments/thoughs/own ideas first ;)

on a side note: yes, i do realise that writing this was a bit pointless, as most likely Mythic already have thought of their system, but this is what happens when im bored, have an idea and too much time on my hands :p after all this is a forum(suprise, suprise) so why not speculate about things ;)

Gemini
07-24-2007, 05:12 PM
I admit, I didn't read most of that, but I read some of it. And yes, forums are for speculating... but we don't have to speculate. We know what the mechanic is. Our best support comes through our combination of Harbringers and Dark Rituals. You cast your DR on the ground whever ya want it, and anyone in that circle will be effect if you place a harbringer on them. The effects are drains of sort, so you damage your opponents with the harbriner, and that life goes to all allies in the area, or the enemy regen's AP slower, and allies in the area regen it faster.

We will ahve other support spells, but these will be our best, except for maybe morale support skills.

Michael Ritter
07-24-2007, 05:19 PM
They have also stated in podcasts that there will not be large aoe that you see in DAoC and other games. So, no you will not see one cast effecting a very large number of people. I highly doubt that you will see those kind of numbers, without being ineffective in other areas because you spent too much time debuffing.

Jusbiz
07-24-2007, 05:51 PM
They have also stated in podcasts that there will not be large aoe that you see in DAoC and other games. So, no you will not see one cast effecting a very large number of people. I highly doubt that you will see those kind of numbers, without being ineffective in other areas because you spent too much time debuffing.
what he says is true :)

Crazy ol' dude
07-25-2007, 04:43 AM
Our best support comes through our combination of Harbringers and Dark Rituals. You cast your DR on the ground whever ya want it, and anyone in that circle will be effect if you place a harbringer on them. The effects are drains of sort, so you damage your opponents with the harbriner, and that life goes to all allies in the areaYes, that's right, i somehow managed to miss that part in Zealot's description before :)...i'll reread things, watch some podcasts again and pay much more attention this time ;)
Sorry for posting this crap then.

...I'll be back! :-)

Yvo
07-25-2007, 06:36 AM
I can't find it now, but before there was a very long writeup by someone who played a zealot at a convention and explained how the buff/debuffs worked. He said that you casted a ritual and it made a very large debuff aoe area and then you picked a harbinger to go onto it or something.

I'd quote it, but it seems it's gone now.

Crazy ol' dude
07-25-2007, 06:43 AM
I can't find it now, but before there was a very long writeup by someone who played a zealot at a convention and explained how the buff/debuffs worked. He said that you casted a ritual and it made a very large debuff aoe area and then you picked a harbinger to go onto it or something.

I'd quote it, but it seems it's gone now.I think you're talking about Ashefire's post(s) on VN:

I finally learned how the Zealot harbinger system works as well. You begin by casting a Ritual. When you activate the skill, it attaches a huge ground target reticle that follows your cursor around. When you click, you begin casting the ritual (2 second cast time or so) and a huge mark is engraved into the ground at the selected spot. The ritual circle is HUGE. You can then summon the Harbinger (another 2 second cast time or so). Any enemy inside the ritual circle when the Harbinger is summoned is then debuffed by the effect of that ritual and your group is empowered accordingly. It looked like the Summon Harbinger skill could be used several times... not 100% sure if the effects can stack on the same enemies over and over or not... The ritual circle lasts for 60 seconds before fading away. Overall, it looks like a great set of skills for large-scale battles.I'd say the size of the ritual circle was about as big as Thornweed Field is in DAOC. If enemies can see the circle in RvR (I'm guessing yes), it wouldn't be too hard to run out of it I'd imagine... But they'd probably get hit with the Harbinger at least once before being able to do so. It seems like it would be a great tool for peeling like you said, or busting up a tank blockade, or even zerg busting.

I talked breifly with a QA Tester (who was female and very good looking, FYI) about the ritual system and asked a few more questions. From what she said, Zealots receive different types of rituals as they progress to rank 40, but always have the same "Summon Harbinger" ability. The newbie ritual I had access to debuffed STR and INT. When an enemy is hit with the debuff, a bunch of crows start flying around right over their head and look like they are attacking them. Pretty gnarly animation. Not sure if that specific ritual gave anything back to me. To be honest, I was just trying to get a handle on the UI most of the time, heh.source (http://vnboards.ign.com/Message.aspx?topic=103636241&brd=22997)
EDIT: repaired source link

Yvo
07-25-2007, 06:44 AM
That IS the post, but it was definitely here on these boards until recently.

Michael Ritter
07-25-2007, 01:22 PM
Hmmm, very interesting post. However, its still in beta process and having such a large aoe the size of TWF is pretty staggering. Another posted later on in the thread that after he initially casted the debuff he started casting other spells. TBH, even with that size I still don't think you could reach that number you were proposing unless somehow they were attracted to the ritual, clumped together and they left you alone so you could hit their backfield support. They also mention they did not have alot of time to really try it out, so we shall see especially since its still in the beta stages and things are subject to change.

Yoroboro
07-25-2007, 08:35 PM
The ritual situation does worry me honestly. If it's too big, then people will start to whine and say it needs to be decreased in size which could gimp Zealots. Even if it is small, when large battles occur and the battlefield is dense with soldiers from both sides, it may be a little too easy to debuff people as there may be many in the circle.

Maybe my thoughts are slightly incoherent, if they are let me know, please. But I just want to get my point across. I trust Mythic, but no game is perfect.

Gemini
07-25-2007, 09:44 PM
First of all, who cares if they complain. Mythic has the good sense to use their minds to balance, not just listen to whoever whines the loudest. As for balance, remember, the rituals only effect the people that bear the harbringer, so it's not like your going to be able to debuff/damage/whatever whole armies.

Crazy ol' dude
07-26-2007, 04:50 AM
As for balance, remember, the rituals only effect the people that bear the harbringer, so it's not like your going to be able to debuff/damage/whatever whole armies.
First you cast a ritual on the ground, then you cast Summon Harbringer spell, thus making every enemy who is standing in the ritual area a harbringer bearer(according to Ashefire's post i quoted above (http://www.warhammeralliance.com/forums/showpost.php?p=400596&postcount=7), it's our most recent view on ritual system), unless there's a limit of people who can be affected by a harbringer at the same time(we don't know about this yet, except for what Michael Ritter mentioned: They have also stated in podcasts that there will not be large aoe that you see in DAoC and other games. So, no you will not see one cast effecting a very large number of people.If the ritual circle is big enough(and at the moment it is big) and there'll be no limit(and there isn't any at the moment i think:rolleyes:) on people who can be "Harbringered" at the same time by one Zealot, you actually CAN target ground beneath a big army and cast Summon HArbringer to make all of them, for as long as they stay in ritual area, harbringer bearers (thus debuffing an army :)).
Yoroboro is right i think - if ritual circles are too small - everyone with a brain will asap move out of the area to loose the harbringer debuff, rendering Zealot's rituals quite useless except for the fights in small areas...if it's too big, people won't be able to leave the ritual in short time, and it'll give Zealots an advantage in large scale battles, thus probably causing waves of tears.
In Mythic i trust ;)

Btw. if anyone missed it - there's one more interesting for Zealots post in the same thread as Ashefire's posts on VN
I played zealot for a good 15 minutes or so and I dont have too much more to add other than. With Ritual you would usually want to lay the ground target(using the mouse) in front of you, and then you Harbringer them which puts a magical grow over their head. The enemy will come to you and once it gets to the ground target it will become debuffed. You can see the debuffs on the enemy right under its box in upper right next to your characters buffs. I believe their was a count down timer on the debuff icons too. Either that or the amount it was debuffing but think it was timer. Then I would start using my other spells. One was the insta dot, then a dmg/debuff nuke, and then the basic nuke. after debuffs only took like 3 or 4 of these spells to kill. Also there was a weak heal which came in handy to handle two mobs at once, though it took like 4 heals until i was able to start nuking again.

Ashefire's and Catchthe22's posts, which are dated on 8 July, are the most actuall view on harbringer system we have so far...if im wrong, please correct me and post a link, thanks in advance ;)

Kiminara
07-26-2007, 07:54 PM
thanks for quoting what those guys posted. It gives better insight as to how the dark rituals and Harbingers work. The Zealot is looking more and more awesome, the more i read about the class.

Ryuuku
07-26-2007, 09:27 PM
The mechanics for the zealot are awesome. I'm looking forward to trying one out.

Michael Ritter
07-26-2007, 09:56 PM
Yoroboro is right i think - if ritual circles are too small - everyone with a brain will asap move out of the area to loose the harbringer debuff, rendering Zealot's rituals quite useless except for the fights in small areas...if it's too big, people won't be able to leave the ritual in short time, and it'll give Zealots an advantage in large scale battles, thus probably causing waves of tears.
In Mythic i trust ;)


I think you misread my previous posts. Again, Putting down rituals over a portion of the army was possible, I'm merely stating that its unlikely that you can reach that number even with a zerg(I'm refering to DAoC numbers here). Again as you put it, not everyone is gonna just sit in it and the fact that even in zergs, you don't see them entirely stacked upon one another, its more of a congo line if anything. If I saw a huge swarm of guys having their eyes pecked out, I'd certainly go stay away from that. Only real people who don't have a choice would probably be the melee in a well placed ritual. I didn't mind TWF because it was a RA and had a pretty fair recast timer on it. If one could simply recast the ritual in another spot as stated in the VN thread, then thats more then enough for the ritual. I just feel with the larger radius, sure one zealot becomes more effective but I actually want a reason to have a few zealots other then a huge line overlapping harbringers if they don't stack. I just feel, it maybe giving a punch zealot needs in larger battles but just a tad too much in smaller encounters. I mean don't get me wrong, if mythic feels its fair I'll stand by that decision. Because, I have no experience with the zealot's rituals yet, so I truly can't give my honest opinion.

Yoroboro
07-26-2007, 11:50 PM
Thank you, Crazy ol' Dude, for getting my pointe across more clearly than I did. And thanks for some of the other info I have yet to see (I seriously need to start hunting down information more carefully).

Michael Ritter, I have not honestly even considered the pain it would cause zealots if their harbringers didn't stack. That would really, REALLY make groups not desire more than one zealot, and even cause us to lose a great deal of effectiveness in anything really. That may force us to split harbringers then become healbots or something of the sort if there are more than two zealots in a group.

As I have said before and many others though, I have faith in Mythic. Even if zealot and other classes are slightly "messed up" at the beginning, they'll solve the problem with great thought and quick as possible.

Michael Ritter
07-27-2007, 12:24 AM
Well, they paint the ritual as clearly the a great staple of what the zealot is. I would assume there would be several types of rituals but if there is a set spec/most used ritual it would sorta hurt the pug/random groups more so then the guild/organized groups that have planed on what rituals for each zealot to use. I would find it annoying if my ritual does not take effect and I don't receive benefits that are tied to it because someone's well placed one override mine. I also don't want to see it as a fire and forget kinda deal where, one would just need to cast it maybe cast one ritual once in a fight. Again, because we still have so little information to go on, its really hard get to the bottom of this. Hopefully, it will just be that, a debuff with nothing attached to that would make the zealot any less effective if his ritual is not stacking and he can go onto his business of giving his team the correct support.

Perp
07-30-2007, 10:50 AM
It's highly unlikely you'll get your wish as the most recent reports are saying the shamans mechanics have already been altered so that using WHAAAAGH power only makes the cast time on heals shorter.

Fr0
08-01-2007, 03:43 AM
There will be no healbotting. QQ and stfu.

You will be a vital part of battle, and your healing will only benefit the party as much as your attacking will. You will not sit back and toss heals all day, you will get in there and get messy!

Auku
08-03-2007, 07:33 PM
paul barnet says "no class will be back healing all the time because it's dull"

silex
08-03-2007, 08:08 PM
That IS the post, but it was definitely here on these boards until recently.

Yea, I posted it in both places :D

Feepit
08-08-2007, 01:22 AM
People need to keep in mind that healers are needed. While it sounds like healing won't be as boring in WAR as it is in others games (you will still have other things to do, debuffing etc), mass rvr just isn't going to work without healers, it'll just become more of a matter of simply rushing your opponent and won't involve any endurance at all. Zealots will be expected to heal as one of their main roles on the battlefield, but of course they will have their debuffs to add an extra aspect to their play style as well.

If you don't like how the class is going to work then why roll one so you can complain about it later down the track?

Crazy ol' dude
08-08-2007, 04:51 AM
People need to keep in mind that healers are needed. While it sounds like healing won't be as boring in WAR as it is in others games (you will still have other things to do, debuffing etc), mass rvr just isn't going to work without healers, it'll just become more of a matter of simply rushing your opponent and won't involve any endurance at all. Zealots will be expected to heal as one of their main roles on the battlefield, but of course they will have their debuffs to add an extra aspect to their play style as well.
Yes, healers are needed. I know people do expect anyone with healing spells to heal, but it was stated that healers in WAR won't be forced/able to do "and i heal, and i heal" mechanic. I love the Zealot class, his concept and role, but i just don't want to hear something like this from hardcore guilds (i mean the ones with good/best rvr achievements): "no, we don't invite anyone with healing spells unless you just stand back and spam heals and don't do anything else to not waste AP". And it is obvious that having a good guild will be better than playing alone or in a worse guild.
And no, i was not complaining, i was just proposing/speculating something that will not allow or at least promote different playstyle than just healbotting around. That would make sense, as Paul Barnett stated there'll be no "sitting at the back and going and i heal, and i heal, and i heal" in WAR.
-----
But i have realised Zealot will be more effective in debuffing and damaging enemies, and thus powering up allies and healing them occiasionally than just healing all the time, and it makes me very very happy, i have happened to miss that part before somehow. This thread is kinda out of date right now :)
EOT ;p

Nihilist
08-08-2007, 05:10 AM
Maybe I've been playing a Priest too long in WoW, but I don't wanna be "expected" to be solely responsible for keeping anyone alive really. I don't wanna hear anyone be like, "OMG where were the heals, stupid Zealot doesn't know how to heal, what a horrible player." That being said I think Zealots will be a versatile class to play, and it won't become a healbot, but more of a damage / debuff class that will have the ability to help heal, but it no way will it be their main job. "Sure I could have helped you live another 15 seconds or so, but then their whole raid wouldn't be taking more damage." It would be a price worth paying.

Yvo
08-13-2007, 01:18 PM
I'd much rather have the ability to cast my heals at any time than to have to do a bunch of crap before I can save my teammate. It's just a better system. Recent changes to the shaman are bringing them more in line with us and rune priest's ability to cast heals whenever.

One thing I would like to see is our heals costing less action points/casting faster/healing for more depending on how many harbingers/marks we have out.


Also to the guy above me. If you don't want people expecting you to heal them, I advise you roll a magus.

ChosenOne
08-13-2007, 11:56 PM
Well, since there are multiple ritual types that would mean that having multiple zealots means you can debuff the enemy even more. If a harbringer brings on any affect from rituals around him that can get pretty nasty very quicklike.

As far as zealot healing, it seems they are more about "spot" healing. They are not the one that will keep up those who are being heavily damaged. They will keep them alive for a short time possibly, but it will depend upon the high waagh heals from shaman's to get them back up to full fighting shape. Of course this is just me looking at the chaos and greenskin support classes. Who knows what Dark Elves will bring to the table to help these two classes in the healing tasks.

Aaronthethird
08-14-2007, 12:09 AM
I have no reason to believe that this will be the case with the zealot, but here's an idea I just had for a healing class of some sort (honestly, this mechanic might make more sense with the runepriest, but anyway): What if, the more you healed and the more buffs you had on people, the less your damage spells cost/the quicker they cast/the more powerful they were, or whatever. You could basically make the opposite of the Goblin Shaman, where heals power up the damage spells, instead of the other way around. That way, you are rewarded for healing, you can still do damage and that damage could be very substantial if you have healed and buffed enough, and you're group can't complain about you doing damage because you are still healing them so you can do the damage. Its not perfect, its just a rough idea I had for another healer mechanic, but, in any case, I do hope there is some sort of gimmick for all the healers, otherwise there will be the inevitable complaining and comparisons etc, etc. I hope they just avoid that drama and make all the healers have some sort of forced damage mechanic.

lilibat
09-14-2008, 12:09 AM
1) I find the term 'healbot' mildly offensive. It implies that healing is an easy job. In every MMO I have ever played healing well most certainly is not easy.
2) I LIKE being primarily a healer and focusing on the delicate balance of mana(AP), aggro and the health of my charges.

LadyFreya
09-14-2008, 12:23 AM
I wanted to be mainly a healer, so I picked zealot.

I don't think it needs to be fixed, except to put Embrace the Warp back.

phunqe
09-14-2008, 12:33 AM
In my opinion, you need one pure healer career. Some people LIKE to healbot.
If you want to be a pure support class you shouldn't be forced to damage.
It has nothing to do with skill or not being able to handle the mechanic, it's about the state of mind. Of course, not all feel like this, but I believe enough do to warrant one pure healing career.
Besides, those who doesn't can choose between two other careers :)

lilibat
09-14-2008, 01:03 AM
In my opinion, you need one pure healer career. Some people LIKE to healbot.
If you want to be a pure support class you shouldn't be forced to damage.
It has nothing to do with skill or not being able to handle the mechanic, it's about the state of mind. Of course, not all feel like this, but I believe enough do to warrant one pure healing career.
Besides, those who doesn't can choose between two other careers :)

My feelings exactly.

vilden
09-14-2008, 01:10 AM
I love healing plain and simple. Threads from 07 ftw

BlackCadillac
09-14-2008, 02:16 AM
Healbotting is currently what the zealots do best. I love playing a healer, so I'm content.. somewhat. There are going to be the people who accept this and play the class to its full potential, and there will be others who spam scourge in RVR. The zealot is not without its offensive capabilities, but you aren't going to be maximizing your potential by prioritizing them over heals. Heals should come first.
You can play the class however you would like to, though. If someone wants to be playing their zealot as a DPSer, that is totally their choice. What is annoying, however, is when these same people complain about other people..... complaining. If you want to play a healer as a nuker, you'll need to accept some tear shed by those dying around you. That's the price you're going to have to pay.


It would be nice if mythic would come to terms with what this class is, and alter the zealot's abilities to reflect it's primary role. The process of hybridizing the class' skill trees with an array of the ho-hum damage skills and talents has done the class no favors. Patience, I suppose.

Player1
09-14-2008, 06:54 PM
Epic necro. Funny how the same stupid is still being debated, with almost no change. Even though the people posting have far more data to work with than the OP, which seems to show its not about the data, its about identity politics.

Fanatic
09-14-2008, 07:46 PM
I play the Zealot because I want to primarily heal and I want to do it by altering between the front and back lines. I know how to take advantage of those lines, and it's what makes me effective. While I am front I want to have some skills that can be used against my enemy and also heal and while I am back lines I want to be able to heal as needed. The decision to be front or back should fall to the skill of the player. No-one should be staying back lines and any mechanic to encourage this is welcome, so long as it does not turn me into a DoK.

Phrynia
09-14-2008, 10:30 PM
i dunno, i must be crazy, but i LIKE healbotting. its what drew me to the zealot. i enjoy pure support classes that dont force me to play as some hybrid offensive/defensive character.

Blighted
09-15-2008, 06:45 AM
i dunno, i must be crazy, but i LIKE healbotting. its what drew me to the zealot. i enjoy pure support classes that dont force me to play as some hybrid offensive/defensive character.

Looks like you picked the wrong career, then. =P

Healing as a Zealot's awesome till you get out of T2, that's when DoK starts to dominate the heal-scores. But on the other hand, anyone can play what anyone enjoys. Be it that you enjoy healbotting, then you're free to do that, or whatever you'd like.

I picked the Zealot class cause I enjoy playing offensivly, but I also enjoy being able to shift to a more defensive / support-ish role at the battlefield.

As a Zealot, I can heal those around me, and I can resurrect my friends in the middle of a battle, and apply my ability / protection-increasing spells.
As a Zealot, I can easily swap to a damage-dealing role on the battlefield in a instant. I can apply DOTs (damage over time spells), just as well as I can fire off some direct damage spells.
As a Zealot, I can also play a support role, and debuff my enemies with my spells, and at the same time, I can increase the effects of my allies' abilities, and support them with various spells that easily can turn the tide of the battle, given the right timing!

As a Zealot, I can play support, DPS or a healer. ... Or just all of them at the same time!

It's a great class! It's not underpowered. People that think the class is overpowered, or a great healer got the right idea! Play whatever you want, level however you want.

The class isn't underpowered after Tier 2. The class is balanced! It got it's up and downs, just like any other class, you were never intended to own everyone at healing, DPS or support. You're a combination of all three!

DeathClown
09-15-2008, 09:52 AM
Just want to add:

Spam Flash of Chaos in Chapter 1 is the way to get 1st Place contribution! I haven't tested the other areas yet, but I'm sure it'll be quite similar. FLASH OF CHAOS ANYTHING THAT NEEDS HEALTH ^^ Healbot for the rewards!

Lucretius
09-15-2008, 10:15 AM
I hope that Mythic has the courage to stand their ground against the onslaught of players who think they can rally together to change things like this.

Zealots do not need a mechanic.

Kredios
09-15-2008, 07:10 PM
I hope that Mythic has the courage to stand their ground against the onslaught of players who think they can rally together to change things like this.

Zealots do not need a mechanic.

I hope the same as well. There's no telling really where the game'd end up if Mythic changed everything on a whim due to playerbase whining about every last thing.

Oh wait, yes we do.

Also, quoted for latter truth.

Reaver330
09-16-2008, 04:04 PM
Zealot has great healing but I fear that I am getting bored of this class. It doesn't have anything that makes it really stand out.

Most people I have to remind to use their marks as much as possible otherwise they forget they are even there. I'm also dissapointed that all the rituals are in the mastery trees, was expecting more from these and the harbinger. All I see now is I can just throw 2 HoT's onto one person and shield them if need be. My damage doesn't do much to make it worth using the AP incase I need it for some emergency Flash of Chaos.

Farkhat
09-17-2008, 01:01 AM
I hope that Mythic has the courage to stand their ground against the onslaught of players who think they can rally together to change things like this.

Zealots do not need a mechanic.

Hear hear. Fully agree with ya.

Farkhat
09-17-2008, 01:04 AM
Zealot has great healing but I fear that I am getting bored of this class. It doesn't have anything that makes it really stand out.

Most people I have to remind to use their marks as much as possible otherwise they forget they are even there. I'm also dissapointed that all the rituals are in the mastery trees, was expecting more from these and the harbinger. All I see now is I can just throw 2 HoT's onto one person and shield them if need be. My damage doesn't do much to make it worth using the AP incase I need it for some emergency Flash of Chaos.

Play another then. To the marks: people will learn how to use them and when - come on, its early days!

Sorry to say but you don't seem to play yer zealot to the fullest (shrug).

Reaver330
09-17-2008, 02:21 AM
Play another then. To the marks: people will learn how to use them and when - come on, its early days!

Sorry to say but you don't seem to play yer zealot to the fullest (shrug).

Give tips please rather than saying, and to be blunt..to l2p. I don't think I'm the best going and I am happy to accept critisism from those who are willing to tell me. Explain to me where I could be going wrong that is making this class a little dull for me.

Menthalion
09-17-2008, 03:22 AM
This thread contains ancient information.
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Menthalion
09-17-2008, 03:52 AM
Give tips please rather than saying, and to be blunt..to l2p. I don't think I'm the best going and I am happy to accept critisism from those who are willing to tell me. Explain to me where I could be going wrong that is making this class a little dull for me.

It's a feel thing, I guess... I love the dynamics of the Zealot, with lots of insta powers it makes me able to be mobile on the battlefront, heal, buff, debuff and do damage, almost constantly on the move. I love to help out in small ways, but everywhere at the same time.

Heals are on par with Shaman, damage is way less. Theoretically, the Shaman would be the better class. However, I find the Zealot to be the more active of the two. Sometimes there's little use in discussing why you don't like a class. Likewise, learning to play is not the way people are going to have more fun with one. If you don't like it, try out another, it might fit you more for more arcane reasons than you can plan for, calculate on or discuss about.

Fact is that the Zealot on paper is worse off than RP or Shaman, and could use a bit of buffing.

Daric
09-17-2008, 04:02 AM
I really think that we need a medium cast time heal, like 1.5s cast that should heal for a bit under half of what EoDB does. I've failed to keep people up so many times, because waiting 3 seconds for EoDB causes them to die before it casts, and Flash does pretty poor HPS so I can't keep them up that way. Also I think Veil should have a shorter CD, 15s would probably be ok.

Fudged
09-17-2008, 04:40 AM
I really think that we need a medium cast time heal, like 1.5s cast that should heal for a bit under half of what EoDB does. I've failed to keep people up so many times, because waiting 3 seconds for EoDB causes them to die before it casts, and Flash does pretty poor HPS so I can't keep them up that way. Also I think Veil should have a shorter CD, 15s would probably be ok.

i've only had that problem if i was caught in a surprise, like let's say someone quickly running into a hero mob and taking loads of damage. but if i was prepared i never really had that problem. I always put up Dark Medicine and Tzeentch Cordial before my tank runs in. And then i just do timed heals. Start casing a EoDB, and interrupt it if my tank doesn't loose any heal, and just go on that. Then occationally just jumping around throwing HOTs to people, and just in case there's always the Morale, Divine Favor :)

hope this helps, it might be abit obvious since i have a feeling you know what you're doing :P

Daric
09-17-2008, 04:51 AM
i've only had that problem if i was caught in a surprise, like let's say someone quickly running into a hero mob and taking loads of damage. but if i was prepared i never really had that problem. I always put up Dark Medicine and Tzeentch Cordial before my tank runs in. And then i just do timed heals. Start casing a EoDB, and interrupt it if my tank doesn't loose any heal, and just go on that. Then occationally just jumping around throwing HOTs to people, and just in case there's always the Morale, Divine Favor :)

hope this helps, it might be abit obvious since i have a feeling you know what you're doing :P
Thanks for the tips mate, the waiting to let EoDB go is a good one, I already do this but probably not as much as I should. This is the first time I've rolled a healer as my main so I'm still getting to grips with it really.

I don't really find it as much of a problem with tanks though, as usually any burst incoming on them is managable. I find it much more of a problem when healing DPS/healer careers.

Fudged
09-17-2008, 05:02 AM
Thanks for the tips mate, the waiting to let EoDB go is a good one, I already do this but probably not as much as I should. This is the first time I've rolled a healer as my main so I'm still getting to grips with it really.

I don't really find it as much of a problem with tanks though, as usually any burst incoming on them is managable. I find it much more of a problem when healing DPS/healer careers.

haha yea, if the DPS classes sometimes catches aggro on a Hero, i agree that can be abit of a problem :P but usually i only heal them, like with a HOT or something if i have time, otherwise i primary want to stick my focus on the tank, or atleast make sure he has shield/and both HOTs up before i switch targets to the others :p

hehe, might catch you online on Eltharion ;)