Nameless wrote:So yea zealot/wp bring buffs
1. heal increase buff
2. stats buffs
3. wounds buff
4. rituals
5. self ress
6. armor buff
some of these buffs comes from multiply different souces aka morals, tactics, skills
I'm not saying they don't have buffs, just that most of them are useless
1. Heal Increase: fantastic and mandatory tactic. Without this you would have trouble justifying taking a Zealot/RP.
2a. Stats (resistances): identical to shammy group buff, worse than chosen/black orc buff. Can be severed (blessing)
2b. Stats (bs/int/str): it's baseline buff is 50. I think every other bs/int/str buff (ability or potion) beats it. Can be severed (blessing)
2c. Stats (wil/init): often the best option due to the other buffs being covered. sadly due to how initiative works the crit chance reduction tails off pretty quick. Can be severed (blessing).
2. Also let's remember that the Zealot can only hand one of these buffs out per target.
3. Wounds: single target but lasts for 60 seconds. Has a 3 minute cooldown (lol). And yes, it can be severed.
4. Rituals: you generally have access to one, if any. One is a basically a group HoT with poor scaling that can never crit, one is a damage absorb up the tree that nobody goes up and the third is an AP gain (could be good). I'm not sure how the devs implemented it here but on the career builder the Zealot one can only proc AP when an attack is used while the RP one is any ability. Good news is that they can't be severed!
5. Res and Toughness: this is the same ability. 80 toughness, amazing

. Has a 10m cooldown and yep, can be severed. It also competes with the other three stat buffs.
6. Armour: when it procs it's great, but it's a tactic that has a 25% chance to proc from a HoT tick. It will however compete with the armour potion (I think at max it beats the potion by 150 armour). The -10% bypass is nice though. On a selfish note the RP gets a bit more use out of it than the Zealot as the RP can stack armour easier due to the racial tactic.
Zealot/RP is the only non-pet class that can have it's supposed mechanic (the marks/runes) removed by other players. You can't reason with an IB, you can't extinguish the BW, you can't stop the SM from dancing, etc, but you can happily remove the Zealot/RP's "mechanic", assuming the Zealot/RP bothers to use it at all. Sometimes I put the marks up just as a buffer for sever blessing so it doesn't instantly remove something more useful

. And in RoR, the second part of the mechanic (granted abilities) don't exist, although it's not like they were used in AoR to begin with...
As for the debuffs: ranged silence, ranged stagger, -50% incoming heals on crit (IIRC this is unremovable too - have to wait for it to expire), PBAoE corp debuff (better than Chosen), PBAoE armour debuff, constant PBAoE punts (granted some of those are only on the Zealot). That's spread out over tactics and abilities, some mastery some core.