Introducing the Zealot
Zealots are a healing career that relies on other group members to survive, while in turn keeping those group members alive through their powerful heals. Armor equipment is even less effective than your arch nemesis, the Witch Hunter, so no heavy steel plate outfits here. Keep to the back of the group and keep your tank alive and you'll be loved by all... except the enemy, of course."The Ruinous Powers have many gifts to offer their mortal followers and enemies alike - some of them quite terrible, but some of them powerful indeed. Zealots are among the most devout of the followers of the gods of Chaos, and as such it is they who are called upon to convey the will of the powers to their minions. It is Zealots who mark the followers of their patron deity, and who are charged with spreading their faith to the vulnerable and needy masses. They are not the subtle cultist, but the zealous preachers, and they offer open obedience to their dark masters."
Zealot's are really scary when confronted, and all-together extremely intimidating on the battlefield, not that it helps them much when the enemy wants to target you, being a healer and all. You'll come equipped with a simple dagger, a somewhat outlandish type of outfit, a dead look on your face, perhaps some missing hair on your head, and my favorite of the Zealot, the ability to carry around a skull!
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Key Strengths: Heals self, heals group, resurrects
Key Weaknesses: Cloth "armor", few offensive capabilities, always a primary target in combat
Zealots are all about healing the group, as well as reviving those that may have fallen during combat. Their arch enemy, the Witch Hunter has a similar role in Order, as I wrote about in the first Career Guide. They definitely are not built for offensive tactics, so don't look at your spell line as the opportunity to charge into battle, even though you have some fairly decent offensive spells to work with. These spells are mainly for backup and emergencies purposes while healing your group.
The statistics a Zealot will be using are Intelligence, Willpower, and Wounds. You will be healing your group a lot, so Willpower definitely comes into play here. This statistic is much like Piety in Dark Age of Camelot and several other MMOs. On the offensive side you'll be using a lot of Intelligence to ensure those magical attacks hit home with force. Wounds is more of a buff, as it will help you to increase your health which allows you to survive on the battlefield for longer periods.
The following are some of the important heal spells you'll want to remember. While I list below everything else, these are the one's your group will shout out when the going gets rough... "Heal me, cast Flash of Chaos, hurry up, I'm going down!"
All "x" notations for skills mean the statistic will shift depending upon your level
Flash of Chaos
Description: A burst of chaos that restores x health to an ally.
Warp Reality
Description: Inflicts x Corporeal damage over 15 seconds.
Elixir of Dark Blessings
Description: Heals your target for x health. This is a fragile spell, and will always be set back by a large amount if you are damaged while casting it.
Dark Medicine
Description: Restores x life to an ally, and then restores an additional x health over 9 seconds.
Dust of Pandemonium
Description: All group members within 150 feet of you are healed by x.
Divine Favor
Description: A strong heal that will restore x health to your target.
Eye of Sheerian
Description: Your entire group is healed for x health over 9 seconds.
Tzeentch Shall Remake You
Description: Only usable on other players. Tzeentch dislikes losing a pawn so soon. Your target is resurrected within 20% health so that Tzeentch may continue his game.
The Zealot is actually quite fun to play in a solo capacity, but is only really successful in PvE environments. Going alone by yourself in a PvP environment will probably net you disaster. Play a little bit of group combat to get an idea on how awesome your character's potential is, when properly defended by other group members. Then do a little solo PvP and see what happens.
In either case, much like your arch nemesis, the Witch Hunter, it is important you keep yourself a moving target so the enemy has a harder time locking onto you. This is a standard tactic with most careers, but it is especially important with the Zealot as you can't take very many hits. Learn to move around while healing and buffing your group, but don't move around so much that you leave your group so a Warrior Priest or some other offensive Order character can take you out.
HEAL! That is what a Zealot is all about, it is really that simple. While you have skills like "Marks" that buff your group, and skills like Mark of the Vortex to buff yourself, healing and resurrecting are your specialties. Ensure protection from group members and then heal ones in need, with resurrection spells to bring back to life those that ran away as you tried to heal them...
One of the keys to keeping heals flowing is to select your best heal spell to them while occasionally using Cordials and miscellaneous other heals to other group members as needed. Don't forget to heal yourself as needed! If you go down, the whole group is in jeopardy. This is really simple if you are in a small group fighting simple monsters and not other players. If this is the case then use your Cordial spell on the lead puller, and then any Damage Over Time spells or Flash of Chaos for a heal or two as needed. Careful with using Elixir of Dark too much as it does cause aggro and you don't want the target shifting to you!
As with most magic types you receive very little equipment in the beginning to protect yourself. A simple shirt is about all you get in the beginning, a dagger, and a charm that really doesn't do a darn thing. As far as gaining any more armor throughout your leveling, don't count on it. Cloth is your only protection, so you'll be pounded on the battlefield badly if your friends aren't there to protect you. The last physical item is a simple dagger for offensive purposes when your magic fails you (which it won't, as it's purely awesome).
Whenever purchasing or acquiring armor and weapons you will want to focus on these three key statistics that will help to boost your skills and abilities:
The basic weapon of choice for a Zealot is not a pistol like your arch nemesis, but a powerful magic spell, Scourge, that does a decent amount of damage as opposed to the Witch Hunter's comparative offensive spells. It is a spell that will be with you for a long time in your career so get to know when to use it. To back up this spell when you're in heated combat is a heal spell, Flash of Chaos, to save you from times of close death.
When ranking up you receive your normal Core abilities such as Flash of Chaos and Scourge, but also special abilities known as Mastery and Renown abilities. All Zealots learn the same abilities up to Rank 10, so it's fairly easy on deciding what to pick at this point. After Rank 10 there are several branches of abilities to choose from that help you to customize your Zealot into a more specialized role depending upon your interests, thus the label Masteries for these special abilities.
Much like your arch nemesis from Order, the Witch Hunter, you gain a long-range skill at level one called Scourge. This is an excellent pull and attention grabber type of spell, but unlike the weak pistol the Witch Hunter receives, your Scourge spell is quite effective for your entire career. If your damage spell isn't penetrating the enemies armor fast enough and they're hitting on you pretty hard, use Flash of Chaos to get in a couple of good heals to keep you alive.
Like the other careers, the Zealot has three different Mastery paths to choose from. There is a limit of 15 point to spend in any given path, starting with your first point at Rank 11. You receive 25 points over your career up to the maximum Rank of 40, so there is some leeway in what you wish to specialize in. I do recommend specializing as much as you can in one Mastery. I've played way too many games where "Jack-of-all-trades" just didn't cut it. Here are the three paths and the CORE abilities the paths enhance:
The Path of Alchemy is the Zealot's primary healing mastery. A specialist in Alchemy will become a mighty healer, capable of mending the most grievous wounds and ensuring that Tzeentch's armies live to see their enemies fall before them. While a player who selects this mastery may not necessarily gain the most powerful offensive capabilities, they will have absolutely no problems finding allies to protect them and do their bidding.
The Path of Rituals is focused on warping the entire balance of power across a battlefield, skewing the fight to bring about the inevitable triumph of Tzeentch's followers. They are just as proficient at enhancing their allies as they are at stunting their enemies - and, in fact, can do both at the same time.
The Path of Witchcraft is for a Zealot who chooses to make himself into a talon of Tzeentch, reaching out to slaughter his enemies through magical attacks. These manifest themselves as deadly portents of chaos. Flocks of shrieking ravens may fall upon a Zealot's foe to consume their flesh, or strange demonic manifestations may appear out of thin air to lash at his foes.
There are CORE Morale abilities and Zealot specific Morale abilities. Morale is almost more like a resource, that builds during combat, especially when you actively fight. The more you fight the more Morale you get. There are 4 ranks of morale, 25%, 50%, 75% and 100%, each getting increasingly powerful. You can use a Morale ability once a minute, and once you use it, your morale will be drained, so use them wisely.
Your first Morale ability is obtained at Rank 8, Divine Favor, a useful Instant Heal. There are four ranks of Morale for a Zealot, with one ability you can equip at any given time for each of the Ranks. As mentioned above, each Rank becomes increasingly more powerful. Core Morale abilities come up every four Ranks, starting with Divine Favor.
Once you get your Masteries built up to the highest they will go, there is an additional Morale ability available. The trick is knowing which one you will be able to use, as unfortunately you are stuck with only being able to use one Mastery Morale ability because you can only master one complete line of Mastery abilities. You simply don't have enough to get two or all three lines to the top to get two or three Mastery Morale abilities.
Tactics are much like Morale abilities, but in a much more passive way. With Morale abilities you have to fight and be in a fight to gain something out of them, with Tactics all you have to do is simply equip a Tactic and the effects of that Tactic are instant, whether you're in combat or not. There are three kinds of Tactics: Army, Race, and Career Tactics. Simply read further for information on what Tactics a Zealot uses, equip them and you're good to go!
There are four regular Tactic slots, with a total of six Tactic slots available to you at Rank 40. You start out with only one slot though at Rank 1, much like Morale abilities. The first Tactic comes in at Rank 11, just a few Ranks after your first Morale ability. Remember that Tactics are always with you as long as they are equipped, so always equip one! Since level 11 provides you with just one, it's an easy choice at this point.
Renown is meant for Morale and Tactic abilities. The difference here is that they are more of a RvR focused experience system, as opposed to a basic PvE experience system. PvE experience and Renown experience, if you can think of experience in two separate forms this will help you in understanding Renown.
As you gain Renown you gain points to spend, which may be used to increase statistics, crit rates, healing rates especially for the Zealot, and Renown Tactics as well. An excellent Renown Tactic is 'For Glory!', giving you 5% more Renown in Scenarios! It's like the Diablo 2 rare item find charms that give you more experience just by equipping them.
Ranks 1-10 are all about your Core abilities, as you will only receive one relatively useless Morale ability at rank 8. Flash of Chaos and Scourge are your friends at Rank 1, but carry you through all these ranks and beyond, even with newer abilities.
Rank 1
Ranks 11-20 is where things really get interesting, as you have a plethora of abilities to choose from, especially those focused on group heals and enhancements. You'll also become MUCH more involved in PvP and RvR combat at this point as a result.
Rank 11
Mastery training also begins in this Tier, but you won't be using this too much until after Rank 20. It also is a much more customizable system that tailors more to your specific play style, which we'll outline a few of in the next tiers.
At least that's how I see Masteries developing, as I'm only into the low 20's for my Zealot (and my Witch Hunter yet), so more updates to this guide and the Witch Hunter's will be forthcoming soon!
Unknown at this time, contact us with information or feel free to fill it in here!
Unknown at this time, contact us with information or feel free to fill it in here!
Rank | Ability | Path | Cost | Range | Type | Delay | Duration | Cooldown | Description |
1 | Scourge | Alchemy | 25 | 100 | Magic Attack | 2s | - | - | Power lashes out and inflicts x Corporeal damage. |
1 | Flash of Chaos | Alchemy | 30 | 150 | Heat | - | - | - | A burst of chaos that restores x health to an ally. |
2 | Warp Reality | Witchcraft | 30 | 100 | Magic Attack-Hex | - | 15s | - | Inflicts x Corporeal damage over 15 seconds. |
3 | Tzeentch's Cordial | Core | 30 | 150 | HoT - Bless | - | 15s | - | Heals your target for x over 15 seconds. |
4 | Mark of Daemonic Fury | Alchemy | 25 | Buff | Mark Buff - Bless | - | 60m | - | Increases a group member's Strength and Intelligence by 2. The bearer of this Mark may also activate it like an ability to inflict x Corporeal damage. A player may only bear a single Mark at a time, and all of your Marks will fade if you die. |
5 | Tzeentch's Cry | Alchemy | 35 | 100 | Magic Attack | - | - | 5s | A quick bolt of power that deals x Corporeal damage. |
6 | Veil of Chaos | Witchcraft | 35 | 100 | Magic - Bless | - | 10s | 20s | For the next 10 seconds, your target will absorb up to x damage. When the effect fades they will regain 24 health. |
7 | Chaotic Blur | Core | 20 | 100 | Detaunt | - | 15s | 15s | Detaunts targets attack power by 50% for 15 seconds. If you attack anyone that you have Detaunted, the effect will immediately end. |
7 | Rite of Agony | Dark Rites | 40 | PBAE | Magic Attack | 2s | - | - | Pains washes over enemies within 30 feet of you, inflicting x Corporeal damage. |
8 | Elixir of Dark Blessings | Alchemy | 45 | 150 | Heal | 3s | - | - | Heals your target for x health. This is a fragile spell, and will always be set back by a large amount if you are damaged while casting it. |
9 | Harbinger of Doom | Core | 20 | 100 | Debuff | - | 1m | - | Calls down a Harbinger of Doom upon your enemy. While afflicted by the Harbinger, the target's Corporeal resist will be reduced by x for the first 10 seconds. x for the next 10 seconds, and x for the remaining 40 seconds. |
9 | Mark of the Vortex | Dark Rites | 25 | Buff | Mark Buff - Bless | - | 60m | - | Increases all your groupmember's resistances by 6. The bearer of this Mark may activate it to inflict x Corporeal damage over 9 seconds to all targets within 30 feet. A player may only bear a single Mark at a time, and all of your Marks will fade if you die. |
10 | Tzeentch Shall Remake You | Core | 20 | 100 | Resurrection | 3s | - | 6s | Only usable on other players. Tzeentch dislikes losing a pawn so soon. Your target is resurrected with 20% health so that Tzeentch may continue his game. |
10 | Dark Medicine | Witchcraft | 55 | 150 | Heal - Bless | 1s | 9s | - | Restores x life to an ally, and then restores an additional x health over 9 seconds. |
12 | Mark of the Spell Destroyer | Witchcraft | 25 | Buff | Mark Buff - Bless | - | 60s | - | Increases a group member's Initiative and Willpower by 2. The bearer of this Mark may activate it like an ability to inflict x Corporeal damage over 9 seconds. A player may only bear a single Mark at a time, and all of your Marks will fade if you die. |
14 | Leaping Alteration | Dark Rites | 45 | 150 | Heal - Bless | 1s | 9s | 10s | A bolt of healing energy which instantly leaps to allies within 30 feet of the last affected, restoring x health over 9 seconds. This effect will only pass through each target once, and will affect up to 6 allies. |
16 | Glimpse of Chaos | Core | 25 | 150 | Magic Attack | - | - | 5s | Target must be Cursed or Hexed. One Curse or Hex is removed by the Chaos. |
18 | Demon Spittle | Dark Rites | 45 | CAE | Magic - Hex | - | - | 5s | Spews a vile mixture over everything 65 feet in front of you, dealing x Corporeal damage over 9 seconds to all opponents. |
20 | Dust of Pandemonium | Dark Rites | 60 | 150 | Group Heal | 3s | - | - | All group members within 150 feet of you are healed by x. |
25 | Breath of Tzeentch | Core | 40 | PBAE | Crowd Control | - | 10s | 60s | All opponents within 30 feet of you are knocked back, and monsters are knocked down for 2 seconds. |
30 | Daemonic Fortitude | Alchemy | 35 | 100 | Buff - Bless | - | 1m | 3m | Increases target's Wounds by 4 for 60 seconds and then heals the recipient for the amount increased. |
40 | Declare Anathema | Core | Free | Self | Escape | - | 2s | 30s | Knocks your target down as you leap backwards, jumping away from them. |
35 | Tzeentch's Lash | Witchcraft | 30 | 100 | Magic - Hex | 1s | 5s | 30s | Inflicts x Corporeal damage over 5 seconds and silences the target, preventing them from using magic. |
40 | Mark of Remaking | Core | 25 | 100 | Mark Buff - Bless | - | 60m | - | The group member bearing this Mark can resurrect themselves if killed in the next 10 minutes. In addition, the bearer's Toughness is increased by x for 1 hour. A player may only bear a single Mark at a time. |
Rank | Ability | Path | Cost | Range | Type | Delay | Duration | Cooldown | Description |
x5 | Ritual of Innervation | Alchemy | 25 | 80 | Ritual Buff | 1s | 30s | 30s | A frenzied, 30 seconds long ritual that affects all group members within 65 feet, granting them a 20% chance to regain 50 Action Points every attack. |
x9 | Boon of Tzeentch | Alchemy | 30 | 100 | Magic | 2s | - | - | Requires an active Harbinger of Doom. Drains 39 health from your bearer of Harbinger, funneling the amount drained into your defensive target. |
x13 | Aethyric Shock | Alchemy | 35 | 100 | Magic | - | 3s | 20s | Overwhelms your opponent with power, inflicting 45 and stunning them for 3 seconds. |
x5 | Ritual of Superiority | Witchcraft | 25 | 80 | Ritual Buff | 1s | 30s | 30s | A Ritual of dominance that lasts for 30 seconds, granting group members in the radius a 20% chance when taking damage to activate a shield that will absorb 50 damage for up to 10 seconds. Will not trigger more than once every 2 seconds. |
x9 | Storm of Ravens | Witchcraft | 10/.5s | 100 | Magic | - | 3s | 11s | Requires an active Harbinger of Doom. You concentrate on the bearer of your Harbinger and inflict 12 Corporeal damage every half second for 6 seconds. |
x13 | Mirror of Madness | Witchcraft | 40 | 100 | Magic - Hex | 2s | 10s | 10s | Cures your target for 10 seconds so that whenever they cast a heal, it inflicts 73 Corporeal damage to them. |
x5 | Ritual of Lunacy | Dark Rites | 25 | 80 | Ritual Buff | 1x | 30s | 30s | A dark Ritual lasting 30 seconds that infuses your group with the souls of the fallen, restoring 20 health every 3 seconds to those within 65 feet of the Ritual. |
x9 | Chaotic Agitation | Dark Rites | 25/2s | 80 | Magic Attack | - | 9s | 16s | Requires an active Harbinger of Doom. You channel dark forces into the holder of your harbinger and all targets within 20 fee of them, dealing 33 every second for up to 6 seconds. |
x13 | Wind of Insanity | Dark Rites | 7/s | PBAE | Magic Attack | - | 6s | 16s | You call up ferocious winds for up to 6 seconds that inflict 15 damage every second to targets within 30 feet of you. The fierce winds will knock back players a short distance and knock down monsters for 2 seconds. |
Rank | Ability | MRank | Range | Duration | Description |
8 | Divine Favor | 1 | 150 | - | A strong heal that will restore x health to your target. |
12 | Rampaging Siphon | 2 | PBAE | - | Deals x damage to all enemies within 30 feet, and heals your entire group for the full amount of the damage dealt. |
16 | Steal Life | 1 | 100 | 9s | Your target suffers x damage over 9 seconds, and you are healed for a half of the damage dealt. |
20 | Focused Mind | 2 | Self | 10s | For the next 10 seconds, you will remove and ignore any silencing, disarming, rooting, snaring effects and your abilities will build 50% faster and may not be set back. |
24 | Divine Protection | 3 | Group | 10s | Everyone in your group is surrounded by a protective shield, which will absorb a large amount of damage from melee abilities. |
28 | Tzeentch's Talon | 1 | 100 | 15s | Reduces your target's armor by x and all resistances by x for 15 seconds. |
32 | Eye of Sheerian | 2 | Group | 9s | Your entire group is healed for x health over 9 seconds. |
36 | Suppressing the Fragile Unbelievers | 3 | 100 | 7s | Your silence disbelievers and inflict x damage over 7 seconds within 30 feet around you. |
40 | Alter Fate | 4 | PBAE | 9s | Resurrects all group mates within 30 feet. Anyone who is brought back from the dead will also be healed for x over 9 seconds, and they will deal 20% more damage for 10 seconds. |
Rank | Path | Ability | MRank | Range | Duration | Description |
x15 | Tzeentch's Shielding | Alchemy | 4 | Group | 20s | Your group is granted x Action Points, and for 20 seconds everyone will absorb up to x damage. |
x15 | Tzeentch's Scream | Witchcraft | 4 | 100 | - | Knocks back all targets within 30 feet of you, dealing x damage. |
x15 | Windblock | Dark Rites | 4 | 100 | 10s | Inflicts x damage to all targets within 10 feet of you, making heals 50% less effective on them for 10 seconds. |
Rank | Ability | Description |
11 | Warped Flesh | Any time you are attacked, there is a 25% chance that you will absorb up to 35 damage. This effect will not trigger more than once every 3 seconds. |
13 | Divine Fury | You deal 25% more damage, but all of your healing becomes 20% less effective. |
15 | Endless Gifts | Abilities granted through your Marks of Chaos will now have a 30 second cool down. |
17 | Tzeentch's Warding | Increases your Elemental resistance by 6. |
19 | Discipline | Increases your Willpower by 4. |
21 | Warping The Spirit | Whenever the bearer of your Harbinger dies, you gain 100 action points and are healed for 21. |
23 | Backlash | Any time you are attacked, there is a 25% chance that you will lash out for 20 damage over 5 seconds to anyone who hits you. |
25 | Subtlety | All of your heals will cause enemy monsters to hate you 25% less than normal. |
27 | Scourged Warping | Warp Reality will now deal 15% more damage, and every tick of damage has 20% chance of making the next Scourge cast within 10 seconds instant cast. |
29 | Restorative Burst | Any time one of your direct healing effects critically heals an ally, you will regain 160 Action Points over 3 seconds. |
31 | Blessing of Chaos | Critical heals will Bless your target for 10 seconds, increasing the power of any heals used on them by 25%. |
33 | Empowered Alteration | Leaping Alteration will also restore 48 Action Points over 9 seconds. |
35 | By Tzeentch's Will! | Critical direct heals will increase your morale by 200. This effect will not trigger more than once every 3 seconds. |
37 | Drink Deeply | Tzeentch's Cordial will now heal an additional 24 health after the effect ends. |
39 | Waves of Chaos | Rituals will now pulse damage to all targets within 20 feet every 3 seconds based on Mastery level of the Ritual. |
Rank | Ability | Description |
Alchemy x3 | Chaotic Force | The Critical chance on Tzeentch's Cry. Scourge and Flash of Chaos is raised by 15%. |
Alchemy x7 | Manipulation | Any time you directly heal someone, there is a 25% chance your offensive target will take damage equal to 25% of the healed value. |
Alchemy x11 | Changer's Touch | Whenever you deal Corporeal damage to the bearer of your Harbinger your defensive target will be healed for 25% of the damage. |
Witchcraft x3 | Lashing Waves | Tzeentch's Lash will now strike all opponents within 20 feet of your initial target. |
Witchcraft x7 | Tzeentch's Refreshment | Direct heals have a 25% chance to grant your target 50 AP, but will not restore AP to yourself. |
Witchcraft x11 | Transference | Your harbinger will deal 15 damage every 5 seconds and heal your defensive target for the damage done. |
Dark Rites x3 | Sweeping Disgorgement | Demon Spittle grows ever more corrosive and now also reduces Armor by 24 and Corporeal resistance by 9. |
Dark Rites x7 | Swirling Vortex | Mark of the Vortex's granted ability will now hit all enemies within 40 feet of the caster, and will last for 15 seconds. |
Dark Rites x11 | Tzeentch's Grip | Any time the bearer of your Harbinger is struck, there is a 25% chance that your allied attacker will be healed for 12 over 3 seconds. |
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Zealot Official Lore
"He is Tzeentch! The Changer of Ways! The Raven God! The Lord of Mutation! He is the master of all that changes, and the changer of all that remains! His will is Chaos, and all the creatures of Chaos are but fleeting thoughts in his vast mind!"
- Drang The Preacher, Zealot
The Ruinous Powers have many gifts to offer their mortal followers and enemies alike - some of them quite terrible, but some of them powerful indeed. Zealots are among the most devout of the followers of the gods of Chaos, and as such it is they who are called upon to convey the will of the powers to their minions. It is Zealots who mark the followers of their patron deity, and who are charged with spreading their faith to the vulnerable and needy masses. They are not the subtle cultist, but the zealous preachers, and they offer open obedience to their dark masters.
Don't forget to visit the Zealot Overview article for basic information on the Zealot!