The Zealot was not the first class I created and tried out. But, of 31 levels it has grown on me. This is the closest thing in War that you will get to a healbot (on Destruction anyway).
I use the 4 ability bar setup and place my abilities as such:
In the upper left bar I place my damage spells. In the upper right are my healing spells. Lower left are my buffs and a few misc. things and the lower right is more misc. things. How you want to place them is up to you.
Leveling a zealot can be a somewhat tough experience. It is best done with the aid of a tank or a mdps. Just sit back, toss a few healing spells and the occasional dmg spell. But, if you must do without, a zealot is not entirely incapable of solo killing mobs. Just blast them with scourge and Tzeentches Cry and keep warp reality up, and once you get it put a harbringer on them. Flash of chaos is a decent healing spell and should do well to patch yourself up after a fight.
Important stats: Your two most important stats are Willpower (increases Healing and chance to disrupt spells) and Intelligence (increases spell damage and reduces chance to be disrupted). Below these two are toughness , Initiative, and wounds. Try to get a good mix of these stats on you gear. Don't go too int/will heavy or you'll get killed quicker than you would like to believe.
Note: Keep two sets of gear. One set for soloing and one set for healing. Mix and match these sets if you aren't main healer in a group. Also, try to get willpower gear with some toughness on it. With the right tactics and gear I can get my willpower up to 605.
Now tactics. Your tactics are invaluable, especially Warping the Spirit for solo killing. When you are out on your own doing quests, noting is as good to have as Warping the Spirit. What it does is heal you for about 100 health and restore 100 AP when your harbringer dies. This is the best tactic for pve. I currently use Warping the Spirit, Backlash (Has a 25% chance of doing a 100-something damage over 5 seconds to anyone who attacks you.), and Divine Fury (25% more damage for 20% less effective heals). My healing tactic set is Discipline (increases Willpower by 4 * (current level)), Subtlety (if healing for non-pvp) , Blessings of Chaos ( Blesses anyone I crit heal for 10 seconds making all heals 20% more effective), and Warping the Spirit (just toss a harbringer onto a dying enemy and get 100 AP free). Other nice tactics are Endless Gifts (decreases the cooldown timer on the abilities granted from your Marks by half) and a few of the ones from the mastery paths.
Now, Mastery. Which Mastery path you take depends on your style of playing. Alchemy is good for immediate results, Witchcraft good for those you wish to kill or heal over time, and Dark Rites for group healing and killing. I've been a pure alchemy zealot since I got mastery points. I tried witchcraft for a bit, but didn't like the time it took to kill a single enemy. I have yet to try Dark Rites, but I may wait until I hit 40 to do that. Alchemy is nice for one ability: Boon of Tzeentch. This is a great ability for both soloing and grouping. It takes around 300-something health from your Harbringer and gives it to your defensive target (or you if you are soloing). It is very useful when soloing and keeping a barely hit tank topped off. The one ability that looks interesting in Dark Rites is the ritual of lunacy, which heals all groupmates within 65 feet a decent amount every 3 seconds for 30 seconds. Very nice for keep taking.
In closing, let me say this: This is the first healing class I have ever touched in an mmo. I have played WoW, Guild Wars, Hellgate: London (which didn't have a healing class) and few korean ones and never played a healer. I didn't like mana and thought them too weak. War has shown me healers that can kick ass and save tanks.
Thank You,
Chrabet.
I use the 4 ability bar setup and place my abilities as such:
In the upper left bar I place my damage spells. In the upper right are my healing spells. Lower left are my buffs and a few misc. things and the lower right is more misc. things. How you want to place them is up to you.
Leveling a zealot can be a somewhat tough experience. It is best done with the aid of a tank or a mdps. Just sit back, toss a few healing spells and the occasional dmg spell. But, if you must do without, a zealot is not entirely incapable of solo killing mobs. Just blast them with scourge and Tzeentches Cry and keep warp reality up, and once you get it put a harbringer on them. Flash of chaos is a decent healing spell and should do well to patch yourself up after a fight.
Important stats: Your two most important stats are Willpower (increases Healing and chance to disrupt spells) and Intelligence (increases spell damage and reduces chance to be disrupted). Below these two are toughness , Initiative, and wounds. Try to get a good mix of these stats on you gear. Don't go too int/will heavy or you'll get killed quicker than you would like to believe.
Note: Keep two sets of gear. One set for soloing and one set for healing. Mix and match these sets if you aren't main healer in a group. Also, try to get willpower gear with some toughness on it. With the right tactics and gear I can get my willpower up to 605.
Now tactics. Your tactics are invaluable, especially Warping the Spirit for solo killing. When you are out on your own doing quests, noting is as good to have as Warping the Spirit. What it does is heal you for about 100 health and restore 100 AP when your harbringer dies. This is the best tactic for pve. I currently use Warping the Spirit, Backlash (Has a 25% chance of doing a 100-something damage over 5 seconds to anyone who attacks you.), and Divine Fury (25% more damage for 20% less effective heals). My healing tactic set is Discipline (increases Willpower by 4 * (current level)), Subtlety (if healing for non-pvp) , Blessings of Chaos ( Blesses anyone I crit heal for 10 seconds making all heals 20% more effective), and Warping the Spirit (just toss a harbringer onto a dying enemy and get 100 AP free). Other nice tactics are Endless Gifts (decreases the cooldown timer on the abilities granted from your Marks by half) and a few of the ones from the mastery paths.
Now, Mastery. Which Mastery path you take depends on your style of playing. Alchemy is good for immediate results, Witchcraft good for those you wish to kill or heal over time, and Dark Rites for group healing and killing. I've been a pure alchemy zealot since I got mastery points. I tried witchcraft for a bit, but didn't like the time it took to kill a single enemy. I have yet to try Dark Rites, but I may wait until I hit 40 to do that. Alchemy is nice for one ability: Boon of Tzeentch. This is a great ability for both soloing and grouping. It takes around 300-something health from your Harbringer and gives it to your defensive target (or you if you are soloing). It is very useful when soloing and keeping a barely hit tank topped off. The one ability that looks interesting in Dark Rites is the ritual of lunacy, which heals all groupmates within 65 feet a decent amount every 3 seconds for 30 seconds. Very nice for keep taking.
In closing, let me say this: This is the first healing class I have ever touched in an mmo. I have played WoW, Guild Wars, Hellgate: London (which didn't have a healing class) and few korean ones and never played a healer. I didn't like mana and thought them too weak. War has shown me healers that can kick ass and save tanks.
Thank You,
Chrabet.
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