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J'ai pensé que ce sujet, paru sur le forum de wardb, pourrait aider beaucoup de personnes à faire leur choix de carrière.
L'auteur de l'article est Left. Introduction This thread is a continuation of the old Zealot/Shaman comparison thread. I decided to move to a new thread because I needed more initial posts in order to effectively flesh out the whole comparison guide, and to avoid scrolling through a huge wall of text every time I make an edit. Please use this thread, not the old one, for continuing discussion. ------------------------------------- By now I'm more or less sick of all the shaman vs. zealot threads and comments. They range from "Shamans are overpowered zealots suck QQ buff us" to "Things are fine" to "ZOMG I'm teh awesome look at how much I can outheal everyone by!" Plus, there are "we got nerfed/gimped buff us plz" type threads on both the shaman and the zealot forums. The majority of these posts/threads give circumstantial evidence and/or scenario healing screenshots in an attempt to make the point. I'm not interested in that. Thus, I decided to create a REAL comparison thread. I'm less interested in how the classes are currently played, and more interested in the abilities themselves. The abilities demonstrate the true potential of the classes, in my opinion. Thus, since I play a zealot and my wife is rolling a shaman, I'm going to make an effort to create some sort of objective comparison between the classes, at least as they are now. It should give us a better idea of any disparities. It may take me a couple days to compile this thing completely, so be patient. Important Notes 1] When you hover a spell to view it, be sure that you are comparing the two spells at the same character rank. Sometimes WarDB's auto-generated tooltip displays a different rank than rank 40. 2] Some spells seem to be "stuck" in WarDB (part or all of the number doesn't change with rank). Dark Medicine is one of these; there may be others. Please be aware of these two issues when comparing numbers across spells. Part 1: Healing Healing Actions (Only base actions, not mastery actions, are covered in this list.) [Zealot] Flash of Chaos / [Shaman] No Equivalent [Zealot] Tzeentch's Cordial / [Shaman] 'Ey, Quit Bleedin' [Zealot] Dark Medicine / [Shaman] Gork'll Fix It [Zealot] Elixir of Dark Blessings / [Shaman] Bigger, Better, An' Greener [Zealot] No Equivalent / [Shaman] Bleed Fer' Me [Zealot] Veil of Chaos / [Shaman] Don' Feel Nuthin [Zealot] Dust of Pandemonium / [Shaman] Gather Round [Zealot] Leaping Alteration / [Shaman] No Equivalent Comments: In everything but name, almost all healing abilities of Zealots and Shamans are exactly the same, down to the range, action point cost, and base amount healed. However, there are two notable heals that Zealots have which shamans don't: Flash of Chaos, a low through-put, low efficiency, instant cast direct heal; and Leaping Alteration, a target capped, AOE heal over time. Shamans, on the other hand, get a relatively strong life drain in Bleed 'Fer Me. The only other actual difference between the classes is in the shield: the Shaman shield is, up front, more powerful than the Zealot version. It has a longer range and absorbs almost twice as much damage. The only downside I found is that apparently it is limited to group members only (or was at one point in time, anyway). However, Revian notes below that at high values of Willpower, the Zealot shield can actually catch up in terms of overall effectiveness. This is because the heal portion of the Zealot shield scales as per an instant cast heal, but the shield portion of the two shields does not scale. Thus, the Zealot shield can absorb more effective damage post ~650 willpower. (Thanks to Reivan for the information; I'm taking his/her word for it.) Basically, out of the box, Zealots and Shamans are equally powerful healers. Zealots are a tad more versatile, and frankly I think Leaping Alteration is probably the coolest heal in the game. However, Shamans have a life drain DoT. (Zealots also have a life drain direct damage, but it requires 9 ranks into Alchemy to obtain and is a 2 second cast.) The differences start to show up in masteries and class mechanics, which I will cover in detail below (later!). However, basically what it comes down to is that (1) a Shaman who chooses to do damage can boost his healing significantly, while a Zealot who chooses to do damage doesn't boost his healing at all; and (2) a Shaman, if he chooses, can spec to increase the power of all of his healing spells in a single mastery path, while a Zealot can only choose one or two (out of three) categories of heals to boost. It should also be noted that speccing Mork gives Shamans access to a powerful heal/buff called Do Sumfin Useful. So far, advantage Shaman. While the Zealot has marginally more versatility and mobility, the Shaman can use mastery and class mechanics to boost their healing abilites significantly over that of the Zealot and still throw out decent damage via their life drain and their Mork/Gork mechanic. A healing Zealot (and what other kind is there really currently?) will deal little to no damage, while a healing Shaman can still dish it out in between the heals. Healing Morale Abilities Many morale abilities are the same across all the healing careers: [Zealot] Divine Favor / [Shaman] Divine Favor [Zealot] Rampaging Siphon / [Shaman] Rampaging Siphon [Zealot] Steal Life / [Shaman] Steal Life [Zealot] Alter Fate / [Shaman] Alter Fate However, there are a few career-specific healing morale abilities: [Zealot] Eye of Sheerian / [Shaman] Breath of Mork [Zealot] Tzeentch's Shielding (15 Alchemy) / [Shaman] Feelz No Pain (15 Mork) Obviously, the base morale abilities are equivalent in every way. The career-specific level 2 morale abilities are different, but seem fairly well balanced. The Shaman version heals slightly more per target and has the capacity to hit more targets (if they are clustered up within 30 feet), but is ranged limited and more situation specific. The Zealot version is a little more universally useful in terms of range, but is limited to groupmates only. It doesn't seem to have a range limit, amazingly. (I wonder how far away it can work?) The level 4 morale abilities (both of which require 15 points in a mastery path) seem different but fairly well balanced as well. One shields and gives action points, the other heals (for a bit less) and reduces damage. Scaling issues could make the Zealot (shielding) version inferior in terms of damage cancelation, but the 250 action points per party member is still fairly powerful in the heat of battle. Healing Tactics It is a good bit more difficult to compare tactics side-by-side, as they don't parallel each other as well as abilities do. So, I think the better way to do this is to just list them. For this section, I'll try to include all tactics that increase healing output, but not necessarily tactics related to healing that add other damage or utility. Those will be covered elsewhere. Both: Discipline Restorative Burst Shaman Only: Green Cleanin' Pass It On (11 Mork) Extra Special Mushrooms Zealot Only: Chaotic Force Warping the Spirit Changer's Touch (11 Alchemy) Transference (11 Witchcraft) Tzeentch's Grip (11 Dark Rites) Blessing of Chaos Drink Deeply By Tzeentch's Will! Here is where the Zealot really starts to shine in healing versatility. Whatever your healing spells of choice, there are tactics for you. I personally love Tzeentch's Cordial, which means that Drink Deeply is attractive as a tactic. Any of the three mastery tactics are really pretty good; which is most effective will probably be pretty situational. Two are life drains, which I feel is really in the spirit of the class. If you like direct heals, there are more critical-based healing tactics than you can fit in your slots, so go crazy. Blessing of Chaos is especially nice. Shaman's just don't get as much versatility here, it appears. They best they have is a 10% increased crit chance to their direct heals, which isn't much. Pass It On is neat, but may not really be that effective at a 25% chance. Advantage Zealot. |
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