Heretic : the shining jewel in camelots crown?

kirennia

Part of the furniture
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Dec 26, 2003
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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 :p 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.

*

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 :p 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.
 

Kagato

Fledgling Freddie
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Have to admit, had chance to try monster rezz for the first time in Eras last night and it was alot of fun :D

Though I think its got a fairly high resist rate, I mostly just noticed pets getting hit alot more frequently then the enemies.

Does anyone know the actual radius and frequency of the pulse?

I think the heretic really needs smart clerics to be most effective. Ones who know to place hand of god on a monster rezzed target to make them effectively invulnerable whilst ticking and survive the 1 hp fall.


Incidently the 4.6 dps damage shield is also very sweet :D
 

kirennia

Part of the furniture
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Dec 26, 2003
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Will test it as soon as I hit 41 (in a couple of hours and let you know about the radius of monster res....although to be fair, I'm not so sure how I'm going to test it yet :D

About the dps sheild, maybe we should ask a wizard who tries to root its target how useful it is :/ Theres another minus point :(
 

eggy

Fledgling Freddie
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kirennia said:
Will test it as soon as I hit 41 (in a couple of hours and let you know about the radius of monster res....although to be fair, I'm not so sure how I'm going to test it yet :D

Haven't RVRed yet, but at the bottom of POC late last night, a wipeout on 10-15 red/purple cons to 50 can be smouldered in 45 seconds with a monster :) Saved the day a few times.
 

Flimgoblin

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kirennia said:
a)Low weaponskill when you get into melee but to be fair, what did you expect : P

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.

Not if you spec melee ;) but then you lose a lot of the good stuff from the rejuv line (still got aoe interrupts but no zombies and no uninterruptable nuke)

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.

E is a pain in the arse - but they don't interrupt the UFR...

F - guarding someone with a small shield seems to work just as well as guarding with a large shield, however for personal defence if you get more than one enemy on you you'll notice your block rate suffer (plus most heretics have a fairly low shield skill anyway due to speccing high in enhance)
 

Skilgannon

Fledgling Freddie
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Jan 22, 2004
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Zombie pulse range is 350 afaik.

Problems for me in RvR so far at low RR is interrupts. Applying the term 'Uninterruptable from range' is a joke. Yes the uninterruptable works with archers and dd's but is interrupted by dots, amnesia, resisted stun+mezz, disease, buff shears and the enemy looking at you in a funny way.

Survivability is very good. I have PD3 atm and with 2k+ hps and 934 AF I can take a hit. One memorable fight recently was with a RR4 shade. I could hardly hit him...think I landed 1 hit with my mace (25 +12 crush) but he died on Dmg Shld + DoT with me at 60% health :)
 

Flimgoblin

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Skilgannon said:
Yes the uninterruptable works with archers and dd's but is interrupted by dots, amnesia, resisted stun+mezz, disease, buff shears and the enemy looking at you in a funny way.

it's only interrupted by:

amnesia, mezz, stun, melee

if anything else is interrupting you it's a bug.
 

Skilgannon

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Flimgoblin said:
it's only interrupted by:

amnesia, mezz, stun, melee

if anything else is interrupting you it's a bug.

I've sent info to TL, as he requested, as I am being interrupted by just about everything bar arrows and dds. Odd thing is that an archer's dot proc doesn't interrupt but a casted dot does. Hopefully they will fix it soon.
 

Flimgoblin

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Skilgannon said:
I've sent info to TL, as he requested, as I am being interrupted by just about everything bar arrows and dds. Odd thing is that an archer's dot proc doesn't interrupt but a casted dot does. Hopefully they will fix it soon.

never had that :( which version of the focus dd is it you're using? (level 36, 42, 48?)
 

Javai

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Never expected to but actually having a blast with a heretic duo + whoever wants to join us in rvr last few days (and I should add we're only 49 atm so missing the best buffs and last aoe dd). At Eras last night we had a couple of group mates queuing up to die so they could charge at the inc Mid zerg as a monster. This would be fantastic if you had the two heretic and 4 group mates since you could have 4 monsters up at any one time :)

I have managed to get decent damage output out of my DDs too, I'm using WP2 atm for crits (which is a nice power saver in pve for levelling up) and managed in a zerg vs zerg open field fight to get to 1k damage on a couple of targets. Nicest I think was the sojurner who thought he was imune to magic but the DD ramps up during his immunity period and got 815 (-400'ish) when it wore off.

I'm low weapon spec (15 crush) but my damage is comparable with my 50 slash paladin once you add in the extra dps from self-buff (that's adding ~ 38 per swing)

The interupts are a huge pain though as are range and los issues. Using the non-interuptable from range helps but its costly power wise, I intend to stack my 'tic with + power items and RAs eventually. At the moment though enemies don't realise its noninteruptable and frequently try to outcast me from towers - they invariably lose (leaving aside base-stun).

This though is my funniest moment in rvr so far: At level 42 I was wandering back into Beno to visit my FoP bot when I was assassinated by a rr6 nightshade. The heretic I duo with rezzed me as a monster and the pulse immediately uncovered the nightshade - I /stick him and chase him around beno until he eventually jumped from the walls and died to next pulse :m00:

Couple of ideas I wanna give a go is to put a BG'er on the heretic so effectively being uninteruptable while the BG is alive (except for stun/mezz etc), the BG'er can also grapple for the heretic while the damage ramps up. Hmm actually my Paladin could do this for my other half...The second idea is a heat debuffing Sorc.
 

Ilienwyn

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Skilgannon said:
Survivability is very good. I have PD3 atm and with 2k+ hps and 934 AF I can take a hit. One memorable fight recently was with a RR4 shade. I could hardly hit him...think I landed 1 hit with my mace (25 +12 crush) but he died on Dmg Shld + DoT with me at 60% health :)


rofl mate, that should really be funny.


Some Questions from me:
- Is it always hard to hit people in melee with so low weapon skill? I expect it will be more difficult with crush as Heretic will ahve lower weaponskill with crush than flex. Personally,going flex and Snakecharmer :)
- Wonder if Snakecharmer 10lvl ability can work along with normal heretic absorb and/or damage shield. Anyone tried it? :)
- Any good items people advise getting for tic? Don't know caster items so well and there are still some items that have intelligence and not acuity. :( So far thinking of GoV, Snakecharmer, Scallars and Gem of Lost Memories for my tic, any other suggestions?
 

Skilgannon

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Ilienwyn said:
rofl mate, that should really be funny.


Some Questions from me:
- Is it always hard to hit people in melee with so low weapon skill? I expect it will be more difficult with crush as Heretic will ahve lower weaponskill with crush than flex. Personally,going flex and Snakecharmer :)
- Wonder if Snakecharmer 10lvl ability can work along with normal heretic absorb and/or damage shield. Anyone tried it? :)
- Any good items people advise getting for tic? Don't know caster items so well and there are still some items that have intelligence and not acuity. :( So far thinking of GoV, Snakecharmer, Scallars and Gem of Lost Memories for my tic, any other suggestions?

I am struggling to land hits in melee but hopefully that will improve as I haven't done ToA yet and my weaponskill is appaling. Only slightly above 1k :( so Flex has higher WS

but...

The lvl10 Snakecharmer apparently doesn't work with 'tics. VWs got it changed to suit them so there is cause for hope I suppose.

Still looking but one essential to have in inventory and swap out for buffing is Stardrop.
 

Tay

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Having tons of fun with my 47 heretic atm, in fact so much that I'm struggling to go and finish off leveling him.

Monster res has saved many a keep fights so far in my short RVR career, was running with 4 friends the other night in a 3 heretic/lowbie mincer group and had a whale of a time, the mincer kept running in to the NME and then yelling GIVZ FECKIN MONSTER NOW......

I think she enjoyed it a bit too much tho..thus far, unless things get better at 48-50 this would seem to be the saving grace of the heretic, the Monster rez will break a few keep stalemates I suspect.

I have killed mids/hibs without too many problems in open warfare but the spells need plenty of time to wind up, more often than not I have some tank beating my face in after 3-4 resists (oddly the first tick usually hits) , you just know that 3-4 secs later you were gonna hit them for 1k plus dmg but even if he/she runs you gotta start again.

AOE is fun, some mids/hibs have not yet figured out how to combat it as the first instinct seem to be try to run :)

Still having fun with it and only a few nights of RVR behind me and its still interesting to play.

Melee, what can ya say if you wanna hurt somebody you gotta spec in it, I'm staying flex for the time being, simply because I'm not entirly sure going melee is going to increase my enjoyment of the class, I have an Armsman & Infil that I dont enjoy playing anymore.
 

Ilienwyn

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Skilgannon said:
I am struggling to land hits in melee but hopefully that will improve as I haven't done ToA yet and my weaponskill is appaling. Only slightly above 1k :( so Flex has higher WS

but...

The lvl10 Snakecharmer apparently doesn't work with 'tics. VWs got it changed to suit them so there is cause for hope I suppose.

Still looking but one essential to have in inventory and swap out for buffing is Stardrop.


Yeah, already have a Star I use for that. Problem is with having an arty at that position and the timers it will reset (Mythic nerfed the "timer ticking while having in inventory"). So will probably try find something else for buffing I guess.

I was afraid about that issue with Snakecharmer but considering how many times 10lvl ability was changed there is always hope.

I went flex for a few reasons. Firstly the illusion that having played a reaver will give me enough experience to use flex. Then it is the better weaponskill as Heretics have much better dex than str unbuffed but soloing would require some item with dex/quick charges to fill in the lack of that buff. Also not believing that a Heretic can actually pull 2 continuous styles so easily...:(
 

Skilgannon

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I am considering levelling a second heretic with 50 Flex and 50 Enhance as they are so easy to level in catas. High Rejuv, live in Frontlines post 40 and then respec at 50.

50F/50E/7R with rest shield would make for an awesome assist tank. Be worth trying I think.

Banelord, 2k+ hits, 1k AF, interrupts, PD+AoM, BAOD, Fanaticism, DI, MoP and MoB.

Hmmm. Thinking about it I might roll one when I get home :)
 

Kagato

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kirennia said:
About the dps sheild, maybe we should ask a wizard who tries to root its target how useful it is :/ Theres another minus point :(

Like I give a damn about those cloth clad pansies :flame:

Seriously though, the extra damage, specially against dual wielders, far out weighs the bad points :D
 

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