M0rw47h wrote: Mon Jul 20, 2026 11:50 am
live4treasure wrote: Mon Jul 20, 2026 7:18 am
M0rw47h wrote: Sun Jul 19, 2026 3:58 pm
We already have many abilities disabled by not having equipped Tome/Chalice or Shield
...but I would trade ability to rez in combat for charge anytime for easier chasing, escaping, peeling as oRvR is mostly about mobility.
If by ORvR you mean playing in a warband environment, the charge will do nothing for you. In fact your ability to rez is an infinitely more powerful tool at your disposal. If for some reason you think otherwise, there is a 90% chance that you are not playing in good warbands with good leaders.
oRvR for me is all kind of groups, 2-3/6/12/24.
Everyone know rez on dps is vaulable, because it makes easier to recover, as healers can continue focusing on keeping people alive. However, being completly dependant on tanks to Lead the Charge sucks hairy Grungni ballz and WB play isn't all oRvR... and even then I'd rather take dps RP/Z for that, as they got both can have 35% AoE heal debuff tactic (or 50% lifetap working with AoE abilities, so healing for lots), 600+ AoE armor debuff combined with 200+ Elemental/Corp debuff and mostly likely you don't need ST group in oRvR WB, so why bother with dps WP/DoK?
Ask yourself, if you prefer your mDPS to do in a kite group:
a) rez people
b) actualy have same mobility as every other mDPS so you can kite
If for some reason you think option A is better than B, then I've no words as everyone knows: dying isn't an option.
Imho if you're min maxing your oRvR group/WB composition, then you should probably NOT pick DPS DoK/WP in their current state.
Agreed! DPS DoK and WP are both mediocre dps in a warband, and even more so in other types of groups. However, the reason they are mediocre has literally nothing to do with having or not having a charge. The reason is because they do not have aoe burst damage and instead rely on sustained pressure to score kills. DoK's aoe pressure is lower than WP's because WP has guilty soul. WP's pressure is enough to be viable in a warband, but not to be optimal.
That they are mediocre in warbands is perfectly fine, because they excel in other environments. And mind you, viable still means playable. As for the rest, I mean. I have a better question for you; if you are a 2-3-6-12 man group in ORVR that wants to kite and tries to essentially zergsurf or flank, while staying safe, why would you bring an MDPS, let alone a DoK or WP? In such groups an MDPS is only there if they have a specific kind of utility, such as being able to stealth upon a target and use stealth to get away safely, or they have a pull, or they have Mara's ranged morale or some other kind of very specific utility, the purpose of which is to create the opportunity to land a kill in a chaotic environment where there may have been none. That's the real reason you would prefer an RP/Z, but you'd probably prefer an RP/Z, or DPS AM/SHAM, or any other kind of RDPS over an MDPS regardless. A charge will do absolutely nothing to fix this, and if this is the logic we're operating by, I expect that even in a world where these healers had a charge, the very same people asking for a charge would be on the forum complaining about something else. Their complaints would probably be something like: "Why isn't my DoK a Mara?! Why isn't my WP a WL?! My friendgroup still prefers those classes over my MDPS healer! Terrible game design!"
Even if we pretend to ignore that these classes are a the top of the game in the type of content they specialize in. What's the point, then? Why not cut the middle man and play the class your friend group asks for, then? Or if you've got the guts for it, just make your own group, where you can play what you want? Why is it the dev teams problem, and not your problem to solve? It doesn't quite make sense for me.