kirennia
Part of the furniture
- Joined
- Dec 26, 2003
- Messages
- 3,857
Note that this is an RvR guide, nothing to do with PvE
* = skip to star for non-pointless spam
Sorry for the roleplay topic title but I've fallen victim after watching the 'Heart of albion' video recently. For arthur and all that
I recently rolled a heretic for 'shits and giggles' not expecting to think the way I do now about them. All was fantastic at lower levels, the whole new class ideals and random pve element whilst I wasn't involved in RvR; until recently when I realised just how decent the character was in PvE and was thinking about their involvement in RvR, both FG based and zerg based.
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Nobody should be a stranger to the heretics blatent usage in tower humping gankage when they can res people into monsters to go and interupt the enemy to kingdom come. This can be an absolute life saver and turn a potential farm into a suicide ritual for hibs/mids. The ae insteant interupt on a 'hand of god' ally is fantastic; I only feel sorry for the hibs/mids in this instance for not having many counters to this.
In full group RvR, the use of the heretic is a LOT less aparent, made very obvious by the lack of invites to groups. The heretic is first and foremost an interupter and helps allies to interupt also.
1)The uninteruptable DD if allowed to ramp up can be very damaging but mostly will stop an enemy from firing their spells. Even if they QC, they will still be interupted in the next cast.
2) the ae DD/snare is very VERY annoying for enemies and unless stopped, will once again become very powerful and potentially devastating for enemies although to be perfectly honest, is much more an interupting tool then it is a dmg dealer.
3)defensive capabilities of a tic are much in comparison with a pre-ToA paladin. Compared with a paladin with full ML levels and Bodyguard etc, a tic in this department is lacking but when you consider they can do all the dmg adding whilst being defensive for a friendly sorc or so, they arent exactly bad. They still have 33% ABS (somewhere between plate/chain) and can have 1k+ in AF as well as hybrid spec hps in the 2k mark.
4)low end buffs are so useful for a group, especially as 90% of heretics spec enh so will have maxed base buffs for the group
5)Why heretics were given both PD and AoM is a mystery however they ARE given it so it should as such be abused. This can reduce the damage of both melee and magic abailites higher up the realm ranks you go.
6)DI is a phenominal ability and can basically act as a group instant heal in case your clerics are in trouble. It can't however heal you so you'd better not activate it whilst being hit on.
7)rr5 ability is silly. It gives all allies which can bind at a keep lord extra magic resistance for 45 seconds which is basically 100% for anyone who has maxed item resists and BaoD 1
It is the current equivalent of the old chanter BaoD which albs used to moan about to no end. I really do have to reitterate the fact that tics ONLY GET THIS RA AT RR5 though, so lower tics wont beneifit from it at all.
8)Monster res is fantastic for casters. The monster ressed will for 45 seconds fart on anyone within the radius (dont know exact range of the radius) and after which, be ressurected to a normal character with 100% enh/power, no res illness and 1hp so as long as your clerics are awake and don't rely on DI, the target will be a normal working char after the farting stops which in a way is as good as a PR3 res.
However now is the time for the downsides so be prepared to be shocked.....
a)Low weaponskill when you get into melee but to be fair, what did you expect : P
b)crush styles have a 2nd in chain stun which unfortunately doesnt land amazingly often when you consider excalibur is one of the top servers in the world with enemies who aren't gimped and thus evade it often.
c)flex styles have low damage and although can land easily and do various interupts, they can't actually land many decent damage styles should you be forced into melee.
d)heals are appauling. If you're asked to be a backup healer in a group then you really shouldn't be in that group because you'll all get wiped by ANY mid/hib group that even has half the skill your group does.
e)DoTs interupt your focus for every tick they land : P This is a ridiculoud nerf which should be adressed by mythic asap because it can potentially destroy the class if you haven't got a VERY good cleric in your group (most clerics haven't got cure poison qbound or on their main qbar)
f)Your sheild is SMALL and you thus don't have nearly the sheild capacity to fully defend someone so they may carry on casting, even if against just one enemy. This also is a thing to consider when casting your own spells.
g)MoC is a completely wasted abaility as it only applies to heals and resurect and not your DD spells. Whether or not this is going to be fixed is down to mythic but as far as I know, barrows still has a fall through bug which has existed since 1.35 patch. : P
h)Your silly little flame bolt effects which come out of your left hand 4 times you get a single tick off are going to get you inteupted VERY often should you use an interuptable spell in RvR. Damn it's annoying.
i)Monster res can be countered by any mid/hib shapeshiftin ability on the target which will of course be hit straight after if the mi9d/hib has any braincells whatsoever so it don't seem so great after all this : (
Really I do mean it when I say could you please correct me if I'm wrong on any of this or if you have any points to add from this I'll be quite happy to add them and start a new thread. Just don't start random flame please : P
Kir.
* = skip to star for non-pointless spam
Sorry for the roleplay topic title but I've fallen victim after watching the 'Heart of albion' video recently. For arthur and all that
*
Nobody should be a stranger to the heretics blatent usage in tower humping gankage when they can res people into monsters to go and interupt the enemy to kingdom come. This can be an absolute life saver and turn a potential farm into a suicide ritual for hibs/mids. The ae insteant interupt on a 'hand of god' ally is fantastic; I only feel sorry for the hibs/mids in this instance for not having many counters to this.
In full group RvR, the use of the heretic is a LOT less aparent, made very obvious by the lack of invites to groups. The heretic is first and foremost an interupter and helps allies to interupt also.
1)The uninteruptable DD if allowed to ramp up can be very damaging but mostly will stop an enemy from firing their spells. Even if they QC, they will still be interupted in the next cast.
2) the ae DD/snare is very VERY annoying for enemies and unless stopped, will once again become very powerful and potentially devastating for enemies although to be perfectly honest, is much more an interupting tool then it is a dmg dealer.
3)defensive capabilities of a tic are much in comparison with a pre-ToA paladin. Compared with a paladin with full ML levels and Bodyguard etc, a tic in this department is lacking but when you consider they can do all the dmg adding whilst being defensive for a friendly sorc or so, they arent exactly bad. They still have 33% ABS (somewhere between plate/chain) and can have 1k+ in AF as well as hybrid spec hps in the 2k mark.
4)low end buffs are so useful for a group, especially as 90% of heretics spec enh so will have maxed base buffs for the group
5)Why heretics were given both PD and AoM is a mystery however they ARE given it so it should as such be abused. This can reduce the damage of both melee and magic abailites higher up the realm ranks you go.
6)DI is a phenominal ability and can basically act as a group instant heal in case your clerics are in trouble. It can't however heal you so you'd better not activate it whilst being hit on.
7)rr5 ability is silly. It gives all allies which can bind at a keep lord extra magic resistance for 45 seconds which is basically 100% for anyone who has maxed item resists and BaoD 1
8)Monster res is fantastic for casters. The monster ressed will for 45 seconds fart on anyone within the radius (dont know exact range of the radius) and after which, be ressurected to a normal character with 100% enh/power, no res illness and 1hp so as long as your clerics are awake and don't rely on DI, the target will be a normal working char after the farting stops which in a way is as good as a PR3 res.
However now is the time for the downsides so be prepared to be shocked.....
a)Low weaponskill when you get into melee but to be fair, what did you expect : P
b)crush styles have a 2nd in chain stun which unfortunately doesnt land amazingly often when you consider excalibur is one of the top servers in the world with enemies who aren't gimped and thus evade it often.
c)flex styles have low damage and although can land easily and do various interupts, they can't actually land many decent damage styles should you be forced into melee.
d)heals are appauling. If you're asked to be a backup healer in a group then you really shouldn't be in that group because you'll all get wiped by ANY mid/hib group that even has half the skill your group does.
e)DoTs interupt your focus for every tick they land : P This is a ridiculoud nerf which should be adressed by mythic asap because it can potentially destroy the class if you haven't got a VERY good cleric in your group (most clerics haven't got cure poison qbound or on their main qbar)
f)Your sheild is SMALL and you thus don't have nearly the sheild capacity to fully defend someone so they may carry on casting, even if against just one enemy. This also is a thing to consider when casting your own spells.
g)MoC is a completely wasted abaility as it only applies to heals and resurect and not your DD spells. Whether or not this is going to be fixed is down to mythic but as far as I know, barrows still has a fall through bug which has existed since 1.35 patch. : P
h)Your silly little flame bolt effects which come out of your left hand 4 times you get a single tick off are going to get you inteupted VERY often should you use an interuptable spell in RvR. Damn it's annoying.
i)Monster res can be countered by any mid/hib shapeshiftin ability on the target which will of course be hit straight after if the mi9d/hib has any braincells whatsoever so it don't seem so great after all this : (
Really I do mean it when I say could you please correct me if I'm wrong on any of this or if you have any points to add from this I'll be quite happy to add them and start a new thread. Just don't start random flame please : P
Kir.