Warhammer Online: The New and Improved Meh DoK


The original Meh DoK article is here.

There are some big oversights I made. As I spent more and more time with a great deal of RR80s and some really decent players, I got more and more insight to why I needed to redesign the Meh DoK. Essentially, what I built before is basically the way I always wanted my Warrior Priest, and there in lied the design flaw. I was building the DoK to not only conform to my WP desires, but then I overlooked possible other advantages due to having the blinders by playing the mirror class for so long. Not that it was a bad design, but the point is to always improve. And so I think I greatly have.

Below is my revised article, hope you enjoy!

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Mr. Meh

The Disciple of Khaine is a very versatile class. In many class cases, being able to use the full aspect to anyone of your mastery trees is simply not possible. Either that tree was nerfed, it’s broken, not popular for PvP, or just weak. You can take the mirror to the DoK as an example, the Warrior Priest. By far a very formidable foe and friend. It’s a class that is built to heal a group like it was 2 healers in one and is tough enough to tank about most foes, even in numbers. Give him/her a great weapon however, and they become free renown speed bump to a destruction rapefest.

The Warrior Priest in Comparison

In the past, I’ve built 3 level 40 WPs. One to renown rank 72, one to 45 and another that never surpassed 20. I’ve done quite a bit of studying and experimentation with them. In the end, the WP has all of one great use, mass group heals. With some really high level gear and some pocket items, maybe more. But as for being able to follow another path other than Salvation (full cast heal spec) on a Warrior Priest before the RR70, is a likely way to be greatly appreciated renown to Destruction. In my frustration of not being able to have my Grace (melee heal and effect spec) I went and took some time to try to see if I could with the DoK.

The DoK alone is born with more strength and abilities to kill. As you rank up, knowing your Warrior Priest’s paths backwards by heart, you would notice the great differences. You have blessings that damage an opponent while healing your ally. You have tactics that bless you with amazing striking capability, but yet lack all the defensive tactics granted to the WP. The result is, the Disciple actually has the capability of specializing in anyone of the 3 paths, and probably excel in anyone of them. Ultimately, because of gear and groupings, the Disciple generally only has so many choices before RR80. However they tend to lean to certain focuses depending on the user and really the renown rank of course.

The Young Disciple

Before the DoK can develop into a mature center point, once achieving Tyrant or Warlord gear, the Disciple can feel almost as though it’s a teenager trying to figure out it’s role. Leaving T3, most characters are probably full Devastator. Unfortunately, this armor set gives most players the wrong idea in what they should play as. Up until T4, the melee DPSing fiend known in T3, the DoK was a nightmare for any opponent. A nice boost in strength with a 5% critical bonus, might have put a level 27 Slayer in his place, however even a rank 40 Runepriest can make short work out of a sub40 melee DoK. Despite what the armor may tell you, if the number at your name is under 40, you probably shouldn’t be holding 2 swords. The likelihood that you will get lucky and find other enemies under 40 alone, are slim to none. I personally tried it, just to see. The critics are correct, this setup in T4 is most definitely the notorious FailDoK.

Fortunately, the next armor set, Annihilator is a great example of a useful setup for a premature DoK, the HealDoK. By RR32 and even with unlucky rolls, any DoK can go buy the boots and gloves, get a nice Willpower buff, respec their renown, talismans and mastery into Willpower and Dark Rites. This will however still be a slight struggle, as this DoK is unable to make good use of any tactics. The shield proc tactic requires a heal crit, which most likely a sub40 DoK does not have. And a very useful …. tactic helps regenerate Soul Essence with incoming strikes but you have to atleast 37. Unfortunately, the premature time between RR31 and Rank 40 is a very difficult and un-specialized time for the DoK. Keep watering (grinding in LoTD) it will be short time in comparison to 80.

The HealDoK is what the masses want. You will be liked. You will be bored, but you will be liked. Spamming your group heal will definitely help and grant results. This path does get more useful, and with equipment and RR, the HealDoK is most likely to find the good premades for SCs. The struggle will be gear. For some reason the next two stepping-stones for gear were imbalanced by Mythic. Conqueror is a DPS set, and then Invader is an even better DPS set. It’s Sentinel and Darkpromise that are the heal sets; both of which are only in Dungeons. In all actuality, Mythic should have made the Darkpromise the Invader, so that it was Devastator (DPS) > Annihilator (Heal) > Conqueror (DPS) > Invader (Heal [currently DPS]). And the same should have occurred for the PvE sets. It didn’t though. Thank you, afterthought brilliance. So the time from RR35 to RR 68, if you refuse to do PvE, you will be seriously hurting your improvement as a HealDoK. You will basically remain mediocre, until you finally can squeeze into Warlord, months and months from now. Don’t be too sad, the Warrior Priest has the same gear issue; I was lucky on both of my Priest, I was full Dark Promise within 5 runs (2 to 3 weeks). The point being is, if you see spam in IC, looking for a healer for BB or LV, take it. A shot at even getting 4 pieces (Willpower and Crit bonus at 4) is one you want to take. Warlord is a very far distance away, take what you can get.

Every so often you will run into a DPSDoK. He/she kills things and fast. They are also wearing full Invader/Sovereign/Tyrant. And have lots of nice talismans and then lots of renown points too. Some are able to run solo on the lakes like a Witch Hunter/Elf, and then some are just supported well by their groups. However, unless in a strong team that knows them, the DPSDoK quickly turns into a FailDoK again if in PuGs against intelligent enemies. Healers just naturally don’t heal other healers for some reason. And then same will be applied to you if you run to far out, despite your gear.

There is also the LOLDoK. The LOLDoK, can take many forms, but mostly is an arrangement of both trying to be melee and cast heals at the same time. Maybe it was the bonuses on the Conqueror set, maybe it is that it succeeded once, or maybe it was the paint chips, but every so often you will inspect a DoK that has two blades, a mixture of gear with both Strength and Willpower slotted. You can watch them run up to the enemy casting HoTs, smack a tank a couple of times, and then spam two sets of group heals, then smack the tank again. Most might think this is the FailDoK, but it is actually the LOLDoK. They will live a little bit longer, and provide about 7 seconds of laughter to any other DoK that witnesses it. Hence the LOLDoK.

In my current struggle, I have full Invader and am currently trying to pound out the Darkpromise to tide me over to Warlord. Even having Superior Wards, I still take every opportunity to run Blood and Bile for Sentinel. Finishing either PvE set can be fast if extremely lucky, but I have heard of nightmares of players never seeing a single piece in over 2 dozen runs. By then, you will be in Warlord, you might as well take a chance at having half Sentinel/Darkpromise if anything. And that is my goal. Until that time, since Renown rank 43, I have developed a new DoK formula I like to call the MehDoK. It is basically a complete combination of a DPS, Heal, LoL and Fail DoK all in one.

The Meh Disciple

For those that have read the prior article, I’ve highlighted what I changed.

Basically, what I found is that you live 3 lives in your pre-RR80 T4 mold. You need renown, and lots of it. So you are mostly doing RvR. As frustrating as it can be, Open RvR still provides the most renown when you can zone lock and be there for all the objective takes. The second part to your life is Dungeons. You want and need that heal gear to better advance those sets. The third is SCs. It probably won’t rule your life, but SC weapons are still nice. The problem with the Masteries is, that you want Dark Rites for the SCs, Sacrifice for the Dungeons and then Torture for the ORvR. That’s a lot of respecing. I re-developed The Meh spec so that I can do all 3, respectively.

If you specialize, you can’t really find a life doing whatever you want. If you go full heals, you can’t go run out in the lakes alone and score giant Renown on solo kills. If you go full DPS up the Torture tree, you can go solo, but your life in finding dungeon runs or premades will be most difficult.

You can start your MehDoK by the time you are RR45 and able to now fit in your Conqueror set.  There are 4 things that you need to have to have a MehDoK:

Renown in Toughness and Heal Crit (Renown tactics for Skirmish and Scenarios)
Mastery in full 15 Points in Dark Rites (no abilities nor tactics purchased) with 7 to 9 Points in Torture (Buy the Bloodthirst Tactic) 
You need a healset gear (Sentinel/DarkPromise with some Annihilator/Warlord)
And a DPS set (Conqueror/Invader)

The Heal Setup (Dark Rites)

You can’t have 2 swords all the time. Eventually you going to be one of 2 or 3 healers in an SC, and your melee heals are going to get everyone killed. As well, in Keep and City Defenses, melee heals are just hard to keep up, you’ll do better just being a normal healer. And then again, not too many premades are looking for melee heals, a chalice will get you in to the good. Plus it’s where the big RPs are. This has become my main setup, as my life evolves around SCs. To do so I keep a full 15 points in the Dark Rites path. No abilities purchased; mainly because, the only ability you need is the Group Heal. The Morals are kind of okay, just not worth it in my opinion. A shield proc and a the moral bonus are nice, don’t get me wrong; I just have something else in mind.

Basically, you’ll also need an entire Heal set of equipment in your bag, for quick adjustments. This can be a combination of Annihilator, Sentinel, Dark Promise, or Warlord. But then you’ll aslo want the Heal Cloak and Jewelry from LOTD. And then of course atleast a Purple Chalice. The LOTD is the easiest one to find, plus it has 2 talisman slots, can use LOTD talis and has a great 30 Willpower already in it’s base stats. I personally also keep the Warlord Insignia Toughness Wound Sword and then the Invader Chalice for 2% heal crit. The equipment should be slotted with a heavy focus on toughness/armor/wounds. I preferably like toughness, but I also keep Wounds in 2 spots. As for my armor combination, I use 5 piece Warlord (helm, belt, jewelry, gloves, shoulders), 2 pc Dark Promise (boots and chest), then 2 pc Heal Glyphs, and then LOTD heal cloak with matching jewelry. The slots are combined with Armor/Toughness. Previously, I ran an 2pc Annihilator/ 3pc Conqueror /Sentinel Shoulder setup with Wounds/Armor.

I keep two tactic setups ready to go for this setup. For PvP, I use the following:

Discipline (Boost in your Willpower – No brainer)
Fueled Actions (Generates SE when you get hit 25%)
Potent Covenants (Makes your covenants proc 15% more often)
Bloodthirst (Increases damage from the Covenant of Celerity)

I primarily have this setup at all times. The reason being is my life is in the cities and scenarios. And even in the Open Skirmish basically involves my constant and immediate danger to the front lines. I can only really heal well with the group heal, and the 100 foot radius is not really 100 feet. You need to be close, and if you hang back, a WH is going to get you. You are safer near a guard.

The idea is you run about, group healing with spot heals outside the group, while taking a good bit a damage. This is the reason you focus you talismans and renown in toughness/armor/wounds, so that you can take a beating. Plus you want the beating, it gives you Soul Essence now that you have Fueled Actions slotted. As for the other 2 slots focused on procing Celerity, they are well worth it. You end up adding a ton of DPS to your group. You essentially are giving them an addition 350 Spirit Damage hit every 3 strikes. That’s pretty amazing. If you have some DoT based DPS, you just made their day, so long as they stay near you.

So now you are a tough beast, a moster group healer, and a DPS addition to your group. That’s an amazing win.

There are arguments that say the Potent Covenants does not work on the group. In an effort to either prove it wrong and right, I did some checks with another DoK on some Keep Doors and shared our combat logs after 5 minutes of autoattacking the door, with me having the tactic and being the owner of the covenant cast, and him not having either on. In spot checks f the results, I most certainly was striking for about 35%, and he was getting  near the same. Until proven wrong, I stand beside it working for the group. Not that I have gone digging for a full analysis lately though.

I have another setup, when either I won’t get the guard, or I don’t have a confident group. This is the play it safe setup.

Discipline (Boost in your Willpower – No brainer)
Fueled Actions (Generates SE when you get hit 25%)
Terrifying Aura (AoE spreads your detaunt)
Dark Blessings (Increases Incoming Heals by 10%)

Spam your Terrifying Detaunt every 15 seconds on possible attackers, and you’ll find that you can heal through just about anything. The key is to detaunt them, before they even hit you. I slot Dark Blessings, just because I like to play in close to the chest. I want Fueled Action procs on my SE pool. So basically run about just slightly behind Tanks, cycling HoTs, Group Heals, and Detaunts hoping to at least take on some fire.

The other heal setup I have is for Dungeons. And I use this the least, as melee is the way to go. There are just some bosses its worth having a chalice out for. Not often, but they exist. ToVL 1st boss and 3rd boss is a good example of needing to be able to switch back and forth. For this I have these Tactics:

Discipline (Boost in your Willpower – No brainer)
Subtlety (25% less Hate)
Transferred Focus (boost 20% better incoming heals to your defensive target every time you crit an enemy)
Khaine’s Imbuement (25% chance to DoT for Spirit Damage)

Sometimes you need to stand back, and then other times you just need more group heals, but still need to hit. Hitting NPCs still generates SE, so you might as well make those hits worth it in between spamming group heals. Some may ask, if you unslotted your Melee Crit Armor, why have Transferred Focus back in the slots? Because you still get crits even without a focus in it. That’s a great deal, you’ll still spark the 20% heal bonus on the tank, and that’s always a big plus.

The DPS Melee Setup (Torture)

The next setup you have for the MehDoK is the DPS Melee Setup, you’re best specialization for Dungeons or solo renown gain. This requires your full Conqueror or Invader setup, with 2 swords , and DPS cloak with DPS jewelry.

In my personal case, its full Invader, all in Weapon Skill/some Strength Talismans except for the boots that have Odjira (PvP, I have another set with STR for Dungeons) and the gloves that have Kamenra. I use the Purple Cloak you can get from Rank 5 keep purple bags, it has 3% crit. Then I also have 1 Onslaught Rings for an extra 2% crit, but then I have 3 glyphs that provide 4% parry and another 108 melee. And to top it, I’ve been fortunate with picking up 2 Warlord Purple Bag Sword, not only providing an extra 120 strength and 60 WS, but then another 4% crit. I’ll admit, this was a really fortunate setup I have. Warlord purple weapons, friends that run ToVL that they just give me talis, I’m a privileged dude. Though you may not be able to get all the same, you should at least get what you can. The middle wing in BS will give you an amazing sword, it has 4% crit. Go grind it with some friends. And LOTD WC grinding will provide you decent jewelry along with making decent Talismans to replace Odjira and Kamenra.

Basically, the places where you will enjoy this setup is mostly in Open RvR solo. But specifically now with the AAO, you can just stalk paths for zones the enemy zerg is trying to lock. 1 kill on a noob now equals like 5K renown. Keep takes, Objectives, and yes, Dungeons and even SCs (with good teams, rare though). I find the two biggest issues with any DPS DoK is: One, getting to your opponent on time since ranged are pounding you like a boxing bag with snares; or Two, the simple fact you just run out of AP if you are pounding on something receiving heals. The Invader set really helps with the AP issue, and the Kanemra is a great boost to just being able to keep fighting. If you can successfully reach your target (Odjira in your boots should fix that) and remembering that you can cleanse snares, you probably can heal through about what ever you want with Soul Rend and Consume Essense, not to mention any WE, Choppas or Tanks that led you in. Hopefully you didn’t run in first, and were at least smart enough to travel behind a more threatening foe.

There are two tactic setups I like to have ready in when in Melee. The first I use when I want to go make mad renown all by my lonesome:

Divine Fury (boost hits by 25%, but reduces direct heals by 20%)
Murderous Intent (boost all crits by 10% [melee, heal, ranged, magic] and parry by 10%, with a 20% penalty on direct heals)
Potent Covenants (Makes your covenants proc 15% more often)
Bloodthirst (Increases damage from the Covenant of Celerity)

Keep in mind, it’s direct heals, not melee heals, that are getting reduced. Yes, your spam group heal is failing by 40% less, but melee heals (Rend Soul) are valued on your hit and now are getting heavily bolstered. They just mirror the value of your strike (in Rend Souls case, 350% of your hit). By the way, melee heals can’t be Debuffed for Outgoing heals, they are still effected by Incoming though as an FYI.

For Dungeons, I like to have the tactics setup in which I just replace Murderous Intent with Subtlety. Unless of course the Main Tank is Guarding you like they should, to give them more agro due to the massive agro you will cause. If you are guarded, still take out Murderous Intent, but slot in Khaine’s Imbuement (Procs Spirit DoT 25% of hits for 9 seconds). You don’t need parry anymore, and you have more than enough crit to proc what you need. Keep in mind also that your direct heals are only reduced by 20% now, not by 40%. 20% allows you to easily throw group heals again. If you really want to be the pivotal force, get the DPS Chalice from the Insignias. That way you get you DPS still with the Melee Crit, but now you get 8+ SE feeding you too.

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This is my new Meh DoK in a nut shell. It has served me well so far. It’s versatile, it’s effective and most importantly it’s got the Meh seal of approval. Will this be my setup always? No, in fact, while writing this article (both the first and latest) over the past month or so, I have respec’d 18 more times, trying out full Dark Rites, full Sacrifice, Full Torture and another combination of Sacrifice and Torture. In the end, to be able to do any one the 3 (RvR, SCs, Dungeon) without respec’ing each time, I end up specing this way. Since Dungeons have been a little light, I have been currently full spec’d in the Dark Rights tree with all the feature, trying to figure out suggestions to balancing this class.

On that note. There are rumors about the group heal getting nerfed and the class being re-balanced, whether that’s a nerf or just to be a re-distribution of OP to another effect, we don’t know. Point is, if you are reading this article 6 months from now in 2011, none of the above maybe true anymore.

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One thought on “Warhammer Online: The New and Improved Meh DoK

  1. Pingback: 2010 in review « Mr. Meh's Supplication

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