Okay....so this discussion is likely to get heated - no pun intended!
But on a serious note, the recent heavy nerf of Psi Tether brings about reason to open this discussion about the problems and needs for the zealot class.
First and foremost, Zealot is probably the most easiest hindered class, you break a limb it slows me down, you afflict with any hindrance all combat stops. There's no passives, and breaks are slow. A group of teradrim golems could break limbs quicker then a Zealot.
So below I'm going to list the skills that have problems and are currently pretty useless and/or not useful enough.Disclaimer: The classes I mention below is from personal combat experience, not to bash one class or the other.Disable:
It's unclear what can be disabled and what cannot. It's a fantastic skill to use in combat because it's currently Zealot only potential hindering technique
outside of breaks. I've disabled blackout - useful, cripple - useful, luminary dazzle - useful, even archivist madness - useful. But...if I can disable all of the above skills, why can't I disable suggest for Syssin? Is madness as important to archivist as suggest to syssin? Or even kai cripple as important to monk as it is to Syssin. That's just one example -I haven't had the chance to test every class, but from what I've noticed not being able to disable some key not core skills to slow down opponents hurts Zealot. Doublestab no - suggest yes.
Also disable is preventable if you keep clarity up.Proposed Solution:
Open suggest and/or weaving to being disabled. Also the ability for disable to work against passive mobs. Slowing or stopping them during the duration of disable.Quick disclaimer: None of the above disables are OP, because I've lost against each of these classes even with disabling, so claiming it's OP without using the class is a moot point.Rebuke:
This is one of the only chances of Zealot being able to protect limbs. Fend is just like parry, but can be broken passively with stun from Teradrim - which opens Zealot up to everything, not to mention that Rebuke doesn't stay as a defense if you use your chains. This is a problem because Zealot are forced to choose between slow paced breaks or defense. And most classes don't have to choose between defense or attack like Zealot do. Because every curing skill is active and penalizes your attributes, so furthering stopping offense like Swagger. I can swagger 5 times till have I to run, but, with the new introduction of Psi Tether nerfs, now - I may have to run away not being able to attack because I tried to prevent you from giving me paralysis. Proposed Solution:
Allow rebuke to stay up and not drop when using hackles. Just put it on cooldown to reset. And if it has to last for a certain amount of time after reset before the hackles fall to rest or something that works too. Zealot are proposed with more penalties to offense then any other class. I.E "Do you want to stay alive? Then don't attack."Heelrush:
Allow Heelrush is one of the strongest breaking methods for Zealot, but it's hindered by using hackles. This is one of the only skills that actually can get breaks efficiently. Slow but high damage. Proposed Solution:
Allow heelrush to be done in tandem with hackles. Maybe not zenith, but at least hackles.Palmforce Strike:
Remove same limitations above allow to be used with hackles and Zenith, without being broken.Direblow
Remove same limitations as Palmforce Strike. Doesn't stop deepwound when using hackles and zenith. Deepwound addressed below w/ Rive.Pendulum:
Pendulum is a great skill, but the biggest problem is it shifts all limb damage, so an opponent can accidentally cure limb damage even after pendulum, which makes it only usable in early fights - but the problem is using it early, the opponent doesn't have enough limb pressure to make it worth the EQ cost. Hence slowing down combat.Proposed Solution:
Change pendulum to be able to direct which limb the damage will shift too, without changing other breaks. Also, give pendulum the opportunity to shift to head or torso perhaps, but 50% of the damage on head or torso.Welt:
Welts currently aren't working correctly. Only one hackles hit is counting for limb damage, the help file says Welt stays as long as that limb keeps getting hit - but hackles only damages once, I think this is a bug and should be looked at.Rive:
Way too weak to be useful. Could be another kill route with deepwound, but rive is way too weak to be useful. 65 Bleeding every 6.5 seconds when Rive is used is too slow. Perhaps Rive and deepwound could work different, where if they have it, each Rive compounds after the other.Psi Tether
Damage on Psi Tether should not be an issue - Zealot putting pressure on opponents should be apart of the combat. Not sure why damage was nerfed so heavily. Furthermore Zealot induced tether breaks to cause unconsciousness was annoying for opponents, but didn't create an advantage, because I couldn't get an attack off before they woke up anyway. Outside of another tether, so...it actually doesn't give any advantage because, your restoration is catching you up. It only hurts if you fall wayyyy behind. So unconsciousness is annoying, but not changing the results of the fight. The 4 second uncon did not allow me to get an attack in outside of a new tether, plus your restoration doesn't stop during uncon. Proposed Solution:
Increasing Zealot induced to 2.5 seconds instead of 4. Keeping opponent induced at 3.5 but put damage back to normal.Suncloak:
Why have this drop? All it does is makes look me not possible.Proposed Solution:
Permanent defense for fun RP purposes.Exudation:
Exudation the time it takes to absorb / cure afflictions from your opponent to later wield the orb and throw it at them. 3 seconds for 1 hidden aff, is not worth it. Curing an opponent to later use 3 seconds to give them one hidden aff.Proposed Solution:
A really cool solution would be make this passive. Kind of like how Teradrim can break parry passively and break legs and cause extreme bruising torso head damage etc. And btw out limb damage a zealot. Perhaps! Exudation can work on a cooldown and when afflictions hit the Zealot - give us the ability to exudate ourselves into an orb with multiple afflictions that will then slowly afflict your opponent passively. This could be done by exudating ourselves or infusing the cinderkin with the orb, and have the cinderkin have a chance at giving those afflictions. Also I suggest orb getting a different syntax because I have a lot of orbs in my inventory.Conclusion:
I doubt all of these can be implemented but throwing out a few of the problems and solutions above so we can come to a better build for Zealot. As an authority on the subject I wanted to give me two cents, I think opinions from people that actually use the class are most valuable - because of the firsthand experience. Not to count out people that want to see the class nerfed etc, but as a new class I suggest the peanut gallery reserve comments and vehement opinions until they know what they're talking about. Thanks.
I don't have all the answers, so if you have a suggestion, feel free to add it!