View Full Version : Harbringers...And They Do...What?
celdiruen
08-01-2007, 03:01 PM
Ok, I have gotten interested in this class and have a couple of question for you peoples :)
What exactly is the mechanic that influences the Zealot's healing, like the shamans Waaagh! for example.
Now about Harbringers. The Zealot puts that ritual or w/e on their target, and then that person can be the target of various harbringers that do some sort of harm to the enemy and some sort of heal/buff/good thing to his allies..right?
Shed some light here, folks.
Crazy ol' dude
08-01-2007, 03:52 PM
Harbringers - you put a Ritual on the ground, then cast Summon Harbringer spell. That spell is -5% stats debuff (not sure on this one*) and its animated as birds flying around the harbringered person. The harbringer itself is a spell which activates the effect of previously placed on the ground Ritual.
So when you put down a ritual, the AP affecting one for example, nothing happens, except everyone can just see a big mark on the ground showing where ritual has been placed. However when you cast Summon Harbringer spell, every enemy in the ritual area when you casted that spell becomes a harbringer bearer (birds flying around their heads), the ritual's effect is activated (in this case it's -20% slower AP regen for every harbringer bearer) and every ally who is near a harbringer bearer will get the positive effect from the ritual (in this case it's +10% faster AP regen).
All the harbringer bearers, besides of ritual's efect, also get -5% to stats cause of having the harbringer debuff on themselves (not sure on this one*)
Of course there are/will be many rituals, with various effects, but the Summon Harbringer always does the same.
The ritual+habringer system i described above is actual system and it's being used at Games Day events.
*The -5% stat debuff was the standard effect of harbringer in old ritual system, i don't know if harbringer's debuff has been changed/removed/whatever, any info on that one will be appreciated :)
As for the mechanic - there's one ritual atm that does damage to harbringer bearers and heals your allies. There won't be healbotting tho, because a Zealot who only heals will be way way less effective than the Zealot who weakens his enemies, damages them and by doing so powers up his allies and throw potions (heals) on them occasionally and that's his system (at least that's how i understand it, but it matches the original description of the career so i guess it's right :p)
I'm sure everything will be clear when info on Marks (and scarecrows) is released, so will be finally able to fully understand the "complex network of interconnected effects and abilities" system the Zealot posseses :)
celdiruen
08-01-2007, 04:13 PM
Harbringers - you put a Ritual on the ground, then cast Summon Harbringer spell. That spell is -5% stats debuff (not sure on this one*) and its animated as birds flying around the harbringered person. The harbringer itself is a spell which activates the effect of previously placed on the ground Ritual.
So when you put down a ritual, the AP affecting one for example, nothing happens, except everyone can just see a big mark on the ground showing where ritual has been placed. However when you cast Summon Harbringer spell, every enemy in the ritual area when you casted that spell becomes a harbringer bearer (birds flying around their heads), the ritual's effect is activated (in this case it's -20% slower AP regen for every harbringer bearer) and every ally who is near a harbringer bearer will get the positive effect from the ritual (in this case it's +10% faster AP regen).
All the harbringer bearers, besides of ritual's efect, also get -5% to stats cause of having the harbringer debuff on themselves (not sure on this one*)
Of course there are/will be many rituals, with various effects, but the Summon Harbringer always does the same.
The ritual+habringer system i described above is actual system and it's being used at Games Day events.
*The -5% stat debuff was the standard effect of harbringer in old ritual system, i don't know if harbringer's debuff has been changed/removed/whatever, any info on that one will be appreciated :)
As for the mechanic - there's one ritual atm that does damage to harbringer bearers and heals your allies. There won't be healbotting tho, because a Zealot who only heals will be way way less effective than the Zealot who weakens his enemies, damages them and by doing so powers up his allies and throw potions (heals) on them occasionally and that's his system (at least that's how i understand it, but it matches the original description of the career so i guess it's right :p)
I'm sure everything will be clear when info on Marks (and scarecrows) is released, so will be finally able to fully understand the "complex network of interconnected effects and abilities" system the Zealot posseses :)
Well that cleared a lot of stuff up. What I meant by the mechanic was, when the Zealot damages a Harbringer Bearer via the Dark Ritual for example, does that increase a bar, similar to Waagh, which in turn makes his heals better?
Thanks
;)
CNST_Casualty
08-01-2007, 05:41 PM
Harbringers - you put a Ritual on the ground, then cast Summon Harbringer spell. That spell is -5% stats debuff (not sure on this one*) and its animated as birds flying around the harbringered person. The harbringer itself is a spell which activates the effect of previously placed on the ground Ritual.
So when you put down a ritual, the AP affecting one for example, nothing happens, except everyone can just see a big mark on the ground showing where ritual has been placed. However when you cast Summon Harbringer spell, every enemy in the ritual area when you casted that spell becomes a harbringer bearer (birds flying around their heads), the ritual's effect is activated (in this case it's -20% slower AP regen for every harbringer bearer) and every ally who is near a harbringer bearer will get the positive effect from the ritual (in this case it's +10% faster AP regen).
All the harbringer bearers, besides of ritual's efect, also get -5% to stats cause of having the harbringer debuff on themselves (not sure on this one*)
Of course there are/will be many rituals, with various effects, but the Summon Harbringer always does the same.
The ritual+habringer system i described above is actual system and it's being used at Games Day events.
*The -5% stat debuff was the standard effect of harbringer in old ritual system, i don't know if harbringer's debuff has been changed/removed/whatever, any info on that one will be appreciated :)
As for the mechanic - there's one ritual atm that does damage to harbringer bearers and heals your allies. There won't be healbotting tho, because a Zealot who only heals will be way way less effective than the Zealot who weakens his enemies, damages them and by doing so powers up his allies and throw potions (heals) on them occasionally and that's his system (at least that's how i understand it, but it matches the original description of the career so i guess it's right :p)
I'm sure everything will be clear when info on Marks (and scarecrows) is released, so will be finally able to fully understand the "complex network of interconnected effects and abilities" system the Zealot posseses :)
Wow, I had no idea the Zealot was gonna be that cool. This may become my main.
variliar
08-01-2007, 05:56 PM
Well that cleared a lot of stuff up. What I meant by the mechanic was, when the Zealot damages a Harbringer Bearer via the Dark Ritual for example, does that increase a bar, similar to Waagh, which in turn makes his heals better?
Thanks
;)
nope, there is nothing like that. crazy ol'dude said everything wie know about the zealot at the moment
Leontes
08-01-2007, 06:08 PM
We know of something called Marks of Chaos, but we don't know what they do or how they're generated.
These are the best hints I've gotten on these so far:
"Chaos Bearer
Tactic Slots: ?
Description: You regain AP faster for each mark of chaos that you bear
Hastened Instability
Tactic Slots: ?
Description: The cooldowns on abilities granted by your marks of chaos are reduced by 15% but cost more AP"
So, it's very possible that "Marks of Chaos" are our equivalent to Righteous Fury, Waaagh!, etc. We just know next to nothing about them.
Gemini
08-01-2007, 06:24 PM
So, it's very possible that "Marks of Chaos" are our equivalent to Righteous Fury, Waaagh!, etc. We just know next to nothing about them.
I think it is much more likely marks of chaos are spells you cast on allies. This is taken from the official zealot description.
Those glyphs placed on Chaos’s loyal followers are called Marks, and can grant entirely new abilities. Those placed on the Zealot’s enemy are called Harbingers, and cause lasting affliction.
The DR/Harbringer system is our equivelent to WAAAGH!!!, Righteous Fury, and Master Runes.
celdiruen
08-01-2007, 07:17 PM
I think it is much more likely marks of chaos are spells you cast on allies. This is taken from the official zealot description.
The DR/Harbringer system is our equivelent to WAAAGH!!!, Righteous Fury, and Master Runes.
Aha! So i place DR/Harbringer on the ground/on person(s). Then, it deals dmg, and the bar goes up, my heals become stronger and/or faster? Well, thanks for all the help guys, cleared up a hell of a lotta crap for me.
Now i got to choose between shaman, zealot and engineer..lol.
Ive always played a melee dps as my main...I don't know whats gotten over me these days8)
Gemini
08-01-2007, 07:47 PM
Aha! So i place DR/Harbringer on the ground/on person(s). Then, it deals dmg, and the bar goes up, my heals become stronger and/or faster? Well, thanks for all the help guys, cleared up a hell of a lotta crap for me.
Now i got to choose between shaman, zealot and engineer..lol.
Ive always played a melee dps as my main...I don't know whats gotten over me these days8)
No, no, no, thats not what I meant at all. I just meant it's our gimmick to keep us offensive while still supporting our allies. As far as i can tell, Marks of Chaos are completely independant from our harbringer/DR system.
Crazy ol' dude
08-02-2007, 05:03 AM
As far as i can tell, Marks of Chaos are completely independant from our harbinger/DR system.
Marks are affected by ritual+harbinger system, according to official description:
Those glyphs placed on Chaos’s loyal followers are called Marks, and can grant entirely new abilities. and
Using powerful ritual magic, a Zealot can rob the subject of his Harbinger of life and spirit, draining it away to empower the Marks he has placed upon his allies with extraordinary abilities.From first quote we know that Marks grant "entirely new abilities".
From second quote we know that by damaging the harbinger bearer we "empower the Marks (...) with extraordinary abilities" and that means as we put some Mark on Leggolaz The Chosen, he gets some new ability/abilities, when we damage harbinger bearer:
1) Leggolaz's Mark grants him new and more powerfull abilities proportionally to damage we deal
-OR-
2) ability granted to Leggolaz by his Mark gets more powerfull (or maybe cooldown/ap cost is decreased?) proportionally to damage we deal
If the 1) is true then maybe as we damage the harbinger bearer, our Marked allies will at some point get some kind of selfheal ability (among the other abilities), they'll be able to use it when they need it and when they do - it disappears and is at their disposal again when we deal enough damage to harbigner bearer(s). Or when they use it, it gets on a long cooldown, but that cooldown gets decreased proportinally to damage we deal (more damage to harbinger bearers - faster allies can heal themselves again). This will absolutely slaughter any effective healbotting possibility of Zealot career, and that's what Mythic aims for i think :p
2) is selfexplanatory
And that's my understanding of how "complex network of interconnected effects and abilities" will work :p The Marks thing is all speculations so far
Need more info on Marks badly :( i hope guys from The Waaagh will enlighten Zealots soon
Aha! So i place DR/Harbinger on the ground/on person(s). Then, it deals dmg, and the bar goes up, my heals become stronger and/or faster? Well, thanks for all the help guys, cleared up a hell of a lotta crap for me.No, there's no bar, and probably there won't be any. There's only one Ritual which damages/heals, rest are affecting various other things such as AP regeneration rate and armor value. As you damage harbringer bearer(s), you power up your allies marks in some way, it doesn't affect your heals (probably, 'cause as i said we need to wait for more info to be sure on this)
EDIT: Lol at the post below :D and Changed all "harbringer" to "harbinger" in the name of proper spelling
Estebar
08-02-2007, 05:36 AM
Will people stop putting in that extra "r" already? It's HARBINGER.
har·bin·ger /ˈhɑrbɪndʒər/ Pronunciation Key - Show Spelled Pronunciation[hahr-bin-jer] Pronunciation Key - Show IPA Pronunciation
–noun
1. a person who goes ahead and makes known the approach of another; herald.
2. anything that foreshadows a future event; omen; sign: Frost is a harbinger of winter.
3. a person sent in advance of troops, a royal train, etc., to provide or secure lodgings and other accommodations.
–verb (used with object) 4. to act as harbinger to; herald the coming of.
--------------------------------------------------------------------------------
[Origin: 1125–75; late ME herbenger, nasalized var. of ME herbegere, dissimilated var. of OF herberg(i)ere host, equiv. to herberg(ier) to shelter (< Gmc; see harbor) + -iere -er2]
—Synonyms 2. herald, forerunner, precursor, portent, indication.
celdiruen
08-02-2007, 06:57 AM
Will people stop putting in that extra "r" already? It's HARBINGER.
har·bin·ger /ˈhɑrbɪndʒər/ Pronunciation Key - Show Spelled Pronunciation[hahr-bin-jer] Pronunciation Key - Show IPA Pronunciation
–noun
1. a person who goes ahead and makes known the approach of another; herald.
2. anything that foreshadows a future event; omen; sign: Frost is a harbinger of winter.
3. a person sent in advance of troops, a royal train, etc., to provide or secure lodgings and other accommodations.
–verb (used with object) 4. to act as harbinger to; herald the coming of.
--------------------------------------------------------------------------------
[Origin: 1125–75; late ME herbenger, nasalized var. of ME herbegere, dissimilated var. of OF herberg(i)ere host, equiv. to herberg(ier) to shelter (< Gmc; see harbor) + -iere -er2]
—Synonyms 2. herald, forerunner, precursor, portent, indication.
Ok Ok...I got it now...lol. There is no bar that goes up as you deal damage, a la waaagh. Instead, while your harbringers set to work they empower the marks, thus making them stronger. :p
*Edit* Dont know why I quoted that thread..
Malvos
08-02-2007, 08:23 AM
Ok Ok...I got it now...lol. There is no bar that goes up as you deal damage, a la waaagh. Instead, while your harbringers set to work they empower the marks, thus making them stronger. :p
*Edit* Dont know why I quoted that thread..
.. and yet you still spelled it wrong. Pure comedy GOLD.
celdiruen
08-02-2007, 09:17 AM
.. and yet you still spelled it wrong. Pure comedy GOLD.
Im gonna spell it the way I wanna spell it..which happens to be Harbringers. So, I really dont care. Kkthxbaibai
*Edit* Anyway, it sounds better
CNST_Casualty
08-02-2007, 09:51 AM
*Edit* Anyway, it sounds better
No, it sounds wrong.
celdiruen
08-02-2007, 11:50 AM
No, it sounds wrong.
Stop bashing me, I'll call it w/e I want...
"Bringer" sounds better than "Binger"
Axxar
08-02-2007, 02:18 PM
Stop this nonsense and bring your tank some har already.
celdiruen
08-02-2007, 03:03 PM
Stop this nonsense and bring your tank some har already.
Here../heal, /cookie..now go kill something. Anyway, I'll report you to Almighty Tzeentch if you don't get murderous and find a homestead to raze. Go away, Chosen :P
Estebar
08-02-2007, 05:32 PM
Stop bashing me, I'll call it w/e I want...
"Bringer" sounds better than "Binger" But when you put the "Har" on the front of it, there's no such word as "Harbringer", and I've already provided a dictionary definition of what a Harbinger is.
Let's not turn this into another "Rouge" (Rogue)/ "Orge" (Ogre)/ "Choas" (Chaos) annoyance.
celdiruen
08-02-2007, 06:20 PM
But when you put the "Har" on the front of it, there's no such word as "Harbringer", and I've already provided a dictionary definition of what a Harbinger is.
Let's not turn this into another "Rouge" (Rogue)/ "Orge" (Ogre)/ "Choas" (Chaos) annoyance.
I'm not trying to. I just got used to calling it that and can't stop.
Leontes
08-03-2007, 10:18 AM
Are you pronouncing it right?
Har-binjjer? Because it's definitely not Har-bringer.
celdiruen
08-03-2007, 12:01 PM
Are you pronouncing it right?
Har-binjjer? Because it's definitely not Har-bringer.
Buddy, friggin' forget it. I asked a question, the question got answered, I thanked the people, everyone happy. The way I pronounce/spell whatever I want stays the way I want it.
Not to be a , but yeah you can pronounce whatever you want however you want, that is true. But that doesn't make you not wrong, that just makes you stubborn.
Is your real name Frank? If it is would you mind if I just called you Fraaaaaaaaank all the time?
ChosenOne
08-14-2007, 12:01 AM
Quite simple, harbringers bring a negative affect upon its target depending upon what dark ritual area they are in. You put a mark on your allies and they receive an opposite reaction to the harbringer. For example if you have a damaging ritual up in the area the harbringer bearer loses health. The Mark wearer then gains health based on that damage. If you have a negative stats ritual up the harbringer bearer loses those stats, and the mark wear Gains them.
Pretty nice huh?
The zealots direct spells do not rely on this system, it just seems they are not as powerful. Such as their heals, doubt they are as powerful as a waagh empowered heal from a shaman.
variliar
08-14-2007, 03:50 AM
Quite simple, harbringers bring a negative affect upon its target depending upon what dark ritual area they are in. You put a mark on your allies and they receive an opposite reaction to the harbringer. For example if you have a damaging ritual up in the area the harbringer bearer loses health. The Mark wearer then gains health based on that damage. If you have a negative stats ritual up the harbringer bearer loses those stats, and the mark wear Gains them.
Pretty nice huh?
The zealots direct spells do not rely on this system, it just seems they are not as powerful. Such as their heals, doubt they are as powerful as a waagh empowered heal from a shaman.
This is not confirmed. Mythic is changing the system all the time. We do not really know how it works. A few weeks ago it seemed that the harbinger/ritual mechanic was seperate from the marks of chaos. We just have to wait and maybe the Zealot RvR video will show us, how it works at the moment.
silex
08-14-2007, 09:10 AM
The Shaman's WAAAAGH no longer even gives them better heals, according to a recent change. It just gives them free heals now.
Elgareth
08-15-2007, 05:34 AM
The Shaman's WAAAAGH no longer even gives them better heals, according to a recent change. It just gives them free heals now.
Which, sort of, increases the effectiveness of those Heals towards infinite ^_^
While the whole system sounds nice and all... I'm afraid that Shamans might become simply better healers, thus making them the better choice for PvE...
Buffs/Debuffs are nice and all, but if you can't keep your Mates alive because your heals simply suck, than that's a bit...sad :-|
silex
08-15-2007, 06:35 AM
Which, sort of, increases the effectiveness of those Heals towards infinite ^_^
While the whole system sounds nice and all... I'm afraid that Shamans might become simply better healers, thus making them the better choice for PvE...
Buffs/Debuffs are nice and all, but if you can't keep your Mates alive because your heals simply suck, than that's a bit...sad :-|
Perhaps, but there is no increased heal effectiveness that I can see. The new system simply allows Shamans to possibly conserve more AP over time. The system basically rewards Shamans now by allowing AP spent on DPS to serve double duty. For example, if the system gives 1 free heal for every 1 nuke (which would be pretty generous):
Zealot Scenario #1: Heal, Heal
Result: 2 Heals applied at the speed of 2 spells for the cost of 2 spells
Shaman Scenario #1: Heal, Heal
Result: 2 Heals applied at the speed of 2 spells for the cost of 2 spells
No difference there. The difference is when this happens:
Zealot Scenario #2: Nuke, Heal
Result: 1 Heal applied at the speed of 2 spells for the cost of 2 spells, with a nuke tacked on
Shaman Scenario #2: Nuke, Free Heal
Result: 1 Heal applied at the speed of 2 spells for the cost of 1 spell, with a nuke tacked on
There's no boost to straight heal effectiveness that I can see. The only difference is the amount of AP burnt up after casting nuke spells (or anything else that generates WAAAAGH!).
BenzeneSucker
08-15-2007, 09:30 AM
it seems as though rituals can buff and debuff independent of harbingers now, by the looks of the newest video. perhaps harbingers now amplify rituals?
BadTouch
08-25-2007, 03:03 PM
i still dont understand why mythic would classify zealots as a "healing" class... we have 1 healing spell/ritual from what I have read... i love the new idea of more damage on harbinger the more your allies benefit... though we need more than 1 healing spell in order to be of any use as a healer
sounds almost as if we are a dps class who heals not a healing class that dpses.
edit: it seems we have more healing spells than i antisipated, but it definetly wont be easy to master our class from the variety of spells we can cast... definetly going to be us on our toes =D takes skill to be a zealot!
i still dont understand why mythic would classify zealots as a "healing" class... we have 1 healing spell/ritual from what I have read... i love the new idea of more damage on harbinger the more your allies benefit... though we need more than 1 healing spell in order to be of any use as a healer
sounds almost as if we are a dps class who heals not a healing class that dpses.
edit: it seems we have more healing spells than i antisipated, but it definetly wont be easy to master our class from the variety of spells we can cast... definetly going to be us on our toes =D takes skill to be a zealot!
Actually there no "healing classes." Every class is DPS. There are no healing classes but there classes that can heal.
Gemini
08-26-2007, 08:32 PM
Actually there no "healing classes." Every class is DPS. There are no healing classes but there classes that can heal.
Fine, support classes. There are no dedicated healer classes, but if you think you can join a group as a support class and not be asked to support your team, you are gonna be sorely dissapointed. That's like a Black Orc joining a group, and when the combat starts, he refuses to use any of tankinkg abilities. People would be very unhappy with him, and probably ditch the group for one with someone that knows their role. Support classes don't only heal/buff/whatever, but they will be expected to do that among their other abilities.
Bonkey
11-03-2007, 03:31 PM
Harbringers - you put a Ritual on the ground, then cast Summon Harbringer spell. That spell is -5% stats debuff (not sure on this one*) and its animated as birds flying around the harbringered person. The harbringer itself is a spell which activates the effect of previously placed on the ground Ritual.
So when you put down a ritual, the AP affecting one for example, nothing happens, except everyone can just see a big mark on the ground showing where ritual has been placed. However when you cast Summon Harbringer spell, every enemy in the ritual area when you casted that spell becomes a harbringer bearer (birds flying around their heads), the ritual's effect is activated (in this case it's -20% slower AP regen for every harbringer bearer) and every ally who is near a harbringer bearer will get the positive effect from the ritual (in this case it's +10% faster AP regen).
Um... it seems like Order players are going to see you putting the ritual down and avoid it. I see how that could make the Zealot a difficult class to play. Also running into middle of the fray to put a harbinger ritual down sounds like a suicide move to me, depending on how much survivability Zealots will have.
Scerce
11-04-2007, 09:53 PM
Um... it seems like Order players are going to see you putting the ritual down and avoid it. I see how that could make the Zealot a difficult class to play.
In some ways. But you could use it to your advantage. For one thing, if the enemy wants to beat your team, they have to attack you and your allies. So long as the ritual is placed on/around the people they have to attack anyway, they may just bite the bullet and charge on in.
I don't think the ritual circles will be so dangerous that people avoid them like the plague, but you might be able to use them to sort of funnel enemies into areas that are advantageous to you. Dropping somewhere and getting enemies to scatter (temporarily slowing their attacks or slowing their own advance, etc)
Also running into middle of the fray to put a harbinger ritual down sounds like a suicide move to me, depending on how much survivability Zealots will have.
I hear they have a large range, so you probably don't have to actually cross over your own front lines to target your enemies' melee characters. Mid- to long-range enemies might be tougher, but who knows. As for survivability, all I can hope for is that Mythic's vague promise (Support archetype being the second most heavily armored) holds true. Of course, healers will probably still be assist-trained when they can be, so we'll have to wait and see how that all works out.
Dastion
11-09-2007, 04:59 AM
The misspelling of harbinger is a very common one, no need to get in such a fuss over it. At first glance to someone unfamiliar with the word it DOES look like "harbringer" especially in the sense that it is used "the bringer of ill fortune, ect". It's not quite along the lines of "rouge" where it's just a simple case of ignorance. And he has a point, "harbringer of doom" sounds better than "harbinger of doom" the "ben-jir" bit of it is a bit odd. (fyi, i do pronounce it harbinger, i just happen to see his point... though not really why he'd insist on still using the incorrect spelling/pronounciation)
Anyhow, enough about silly words. The description of how rituals work seems different than the impression I had gotten from reading war-resource.com and watching videos. But, I didn't get a chance to play one at E4A (Even though WAR was the only good thing there). My impression was that the harbinger spell was a debuff you could cast on an enemy, and then you had rituals you could cast on said harbinger that caused debuffs to him and buffs to your allies.
As far as healing goes, they will be perfectly capable of healing. You really don't NEED more than a few types of heals. a normal heal, an instant heal with a CD, and a group heal generally cover it... and I believe that some healers are getting HoTs as well (based on war-resource). Yes, you WILL be expected to heal while pvping in between laying down rituals. Your rituals help, but your JOB will still be to keep people alive, and by debuffing enemies you make it that much harder for them to kill your allies, resulting in an easier job of healing.
Kozai
11-09-2007, 01:43 PM
Yes, you WILL be expected to heal while pvping in between laying down rituals. Your rituals help, but your JOB will still be to keep people alive, and by debuffing enemies you make it that much harder for them to kill your allies, resulting in an easier job of healing.
My 'JOB' eh? My job is to have fun, so I'll be playing as an offensive zealot though one that'll be quite happy to through seem heals occasionly. Tbh mainly when the enemy get's alittle irritating too ME. And even if the others are cursing me for not healing for the most part, I can guarantee that as soon as that heal hit - the player'll stick to me like glue.
Bit like a crack addict really... heallllss more healllls i help you just give me my fix. Yessss let the zealot do his thing... if i stick close he'll help me... yes i'll be able too kill more if i help this n00b just give me my heallllss' And though they may keep the n00b calling up they'll still cling to my robes. (They do it in wow, i imagine this trend will continue)
The other thing that'll spur me to heal - rudeness. The twit that does the 'IT'S YOUR JOB' bit a little too much. If that happens i'll make a point of healing all the players around him but leave him to die.
Hmm and pve - total healbot. Boring role for a boring part of the game - do it quick, get the gear and back to my fun.
Yes I'll have to PuG it all most likely as the big guilds will want their pet healbot but ^&% em.
Loekii
11-09-2007, 01:55 PM
Now does the effect only last so long as the targets are in the ritual circle -- ie is it a 'trap', or a area effect?
If a HE runs into a ritual circle, is affected, but then leaves the circle, is the HE Still afflicted by the harbinger?
Gemini
11-09-2007, 02:40 PM
Now does the effect only last so long as the targets are in the ritual circle -- ie is it a 'trap', or a area effect?
If a HE runs into a ritual circle, is affected, but then leaves the circle, is the HE Still afflicted by the harbinger?
I say with this fair but not absolute certainty that it only lasts as long as the enemy is in the ritual circle.
Cinnamonator
11-12-2007, 01:59 PM
My 'JOB' eh? My job is to have fun, so I'll be playing as an offensive zealot though one that'll be quite happy to through seem heals occasionly. Tbh mainly when the enemy get's alittle irritating too ME. And even if the others are cursing me for not healing for the most part, I can guarantee that as soon as that heal hit - the player'll stick to me like glue.
Bit like a crack addict really... heallllss more healllls i help you just give me my fix. Yessss let the zealot do his thing... if i stick close he'll help me... yes i'll be able too kill more if i help this n00b just give me my heallllss' And though they may keep the n00b calling up they'll still cling to my robes. (They do it in wow, i imagine this trend will continue)
The other thing that'll spur me to heal - rudeness. The twit that does the 'IT'S YOUR JOB' bit a little too much. If that happens i'll make a point of healing all the players around him but leave him to die.
Hmm and pve - total healbot. Boring role for a boring part of the game - do it quick, get the gear and back to my fun.
Yes I'll have to PuG it all most likely as the big guilds will want their pet healbot but ^&% em.
The Zealot is appealing to me because of exactly the point you illustrate: versatility.
Looking at a preliminary list of abilities: http://www.war-resource.com/careers/zealot.php#abilities = Listed Abilities
We can see that the Zealot has many different and some very powerful abilities. Just as there are many ways to build the same class in an MMO, for example WoW, I expect to see many different kind of Zealots.
If a person finds joy in playing a Healbot, I'm absolutely certain that there will be gear that promotes healing and defensive skills. The player can buy all the healing abilities he desires, seeing as each heal, even the basic "flash heal" has it's own pros over the more powerful abilities.
I'm sure though that there will also be offensive Zealots that buy up every offensive ability possible. Magus seem to be the nuke class for Chaos, but looking at the list, Zealots may even wind up being a bit more dangerous due to their crowd control, debuff, and mass damage abilities.
These are the two extremes of the spectrum, but in my opinion the most dangerous Zealot will be the Zealot that strategically dips his fingers into all disciplines: Heal, Damage, and Support. It will be the players that have a system designed to systematically debuff enemies, buff allies, root out and neutralize enemy tanks/nukes, and then go about killing that are going to be dangerous.
Dastion
11-15-2007, 02:40 AM
So maybe "Job" wasn't hte best term, I should have said, "role".
Here's the deal, you can't compare healing classes to WoW healing classes. In WoW you can be a Shadow Priest and people will still kiss your as long as you're willing to throw on the healing set ever so often and heal them through their PuG. If you want to compare healing classes, compare them to DAoC to get a more direct comparison.
In DAoC, the main healing classes usually had their own damage spec. Druids had "Nature" (gave them pets, AoE Roots, Insta-Cast Single and AoE Roots, and DoTs), Clerics had "Smite" (gave them nukes and maybe a stun, im not sure.) Healers (yes, a class called "Healer") didn't really have a damage spec, but they did have crazy CC.
I played a Druid as my first character, and I prefered to go mostly Nature for the big pets, AoE Roots, and Insta-Cast roots. The DoTs were really just a plus. I did put enough into the healing line for some decent heals though, and I only had enough points in the buffing tree to get the most basic of the special buffs. Did people boot me from groups for not being a pure healer? Hell no, no one really cared as long as I knew how to play my "role". In parties I healed first and worried about DPS later. I didn't sit there and Spam DoTs or sick my pet on people. I healed. No, I wasn't a healbot. That's like calling a tank a tankbot or a DPS a dpsbot. It's redundant. I supported my party with the best of my abilities. Even if I'd specced full nature I would have come nowhere near being able to compete as a DPS, and if I told a group I planned to DPS and heal when I felt like it I wouldn't get a party..they knew they might as well give my spot to a DPS class since they were much better at it.
However, my spec allowed me to do things pure healing specced druids could not do. I would throw my pet at the enemy's healer or an enemy caster (especially if they were on me). Because in DAoC it is extremely difficult to cast if being hit, in fact, it's practically impossible unless you're lucky. I also used my AoE roots to stop melee enemies after the initial mezzes were cast, and I had my insta-cast roots incase someone decided to start meleeing me so that I couldn't cast. And, of course, there were certain times (like keep seiges) that i didn't need to worry about healign so much so I was free to spam DoTs and root enemies so that my fellow casters could own them before they could run to cover.
So yes, you will definitely be able to do other things. My point is that if you plan on playing any of the support careers as a DPS class that lets you heal yourself and plan on throwing a hissyfit whenever anyone has the audacity to expect you to heal them then you're not going to have a good time. You'll say phrases like, "stop telling me how to play my class" and "Oh? It's my JOB is it?" pretty often. And you'll act shocked when the tank you failed to heal later says, "Oh, but if I used my taunts and knockbacks to get enemies off you that takes away from my DPS".
**However, important note, nubs who charge in without thinking and expect you to have precognitive abilities to predict their stupidity and therefore be prepared to throw them massive amounts of heals as they get are exempt from any of the above. Granted that in WAR you can see all ally health bars, so it's not as bad as WoW, but no matter how good a healer you are some people just deserve to die(over and over again).
vBulletin® v3.8.1, Copyright ©2000-2010, Jelsoft Enterprises Ltd.