Home > Class Analysis > Mirror WAR – WP v. DoK

Mirror WAR – WP v. DoK

Today we arrive at the last healer pair up for discussion, and also a unique pair. Where the four other healers are ranged, the Warrior Priest (WP) and Disciple of Khaine (DoK) were designed to be melee healers. With this design in mind the WP and DoK were blessed with medium armor, as they were meant to be up in the thick of it with the melee classes. Well, this design over the years has morphed into a creature which is melee in its attacks, but heals at the same range as his healing compatriots. The result has produced a monster, with a class that has the same dps capacity as any other melee dps class, but also can heal itself rather efficiently. Let’s take a closer look at the classes to see how close they are to each other. Both classes operate with a secondary pool of points which is primarily used for their healing abilities (so AP = attacks; secondary pool = heals) and this secondary pool is: Righteous Fury (RF) for WPs and Soul Essence (SE) for DoKs.

Core Abilities

The WP and DoK are armed with a slew of core abilities to aide them in the fight – all primarily focused on the ‘defensive’ role of a healer. We have a resurrect, a detaunt, an AoE knock-back, a cleanse, a channeled conversion from AP to the secondary pool (if the player opts to not melee to regenerate their secondary pool), a shatter enchantment (typically reserved for tanks), and lastly a HoT. The DoK’s cleanse costs more AP, but builds more SE and deals more damage than the WP counterpart, and the DoKs HoT has a higher tool-tip (2330 to the WP’s 2265, both over 15 seconds).

Morales

  • Both classes share their M3 which is an attack that deals 1360 damage to all enemies within 30 feet of the character and staggers them for 9 seconds (Penance/Universal Confusion).
  • For M1 the WP has Divine Aegis which heals the WP for 272 health over 7 seconds (worst HoT in game?) and incresae their armor by 1318 for this time; and for M2 the WP has Divine Replenishment which is a 10 second group buff which will cause all party members to regenerate 50AP every time they use a melee attack.
  • For M1 the DoK has Life’s End which causes the DoK’s group mates to be healed for 50% of the damage the DoK deals for the next 10 seconds, the DoK is not affected by this. For M2 the DoK has Khaine’s Withdrawl which cleanses the entire group of all its afflictions.

Tactics

  • WP
    • Charged Fury – Attacks that build RF now build 10 more RF
    • Divine Petitioning – Supplication (AP>RF conversion) costs 15AP less (from 30AP/s to 15AP/s)
    • Endless Guilt – Weight of Guilt’s snare is increased to 10 seconds and now affects all enemies within 20 feet of your target
    • Exalted Defenses – On defending an attack, your heals are increased by 20% for 10 seconds.
    • Fanaticism – Your chance to critically hit is 10% higher and your chance to parry is 10% higher, but your healing is 20% lower
    • Fueled Fury – On being hit, you have a 25% chance to regain 35RF, cannot proc more than once every 3 seconds.
    • Hastened Divinity – Whenever you critically hit with melee attacks your auto-attack speed is increased by 50% for 10 seconds
    • Shield of Faith – +10% Disrupt
  • DoK
    • Bleed Out – Lacerate (DoT & Toughness debuff), Sanguinary Extension (DoT), and Fell Sacrifice (AoE DoT) have their durations increased by 6 seconds
    • Bound by Blood – Whenever you direct heal an ally, there is a 25% chance you are healed for 25% of the amount healed
    • Fueled Actions – On being hit, you have a 25% chance to regain 35SE, cannot proc more than once every 3 seconds.
    • Khaine’s Blessing – Whenever you critically hit with melee attacks your auto-attack speed is increased by 50% for 10 seconds
    • Khaine’s Imbuement – On being hit, there is a 25% chance your attacker will suffer 513 spirit damage over 9 seconds
    • Murderous Intent – Your chance to critically hit is 10% higher and your chance to parry is 10% higher, but your healing is 20% lower
    • Potent Covenants – Your Covenants have a 15% higher chance to trigger
    • Transferred Focus – Whenever you critically hit an enemy, your defensive target receives 20% direct heals for 10 seconds.

Salvation/Dark Rites

  • This tree for both classes primarily focuses on healing abilities. Overall, the DoK’s abilities have higher tool-tip values. All core and mastery abilities are identical in description and function
    • Of the core abilities both classes have: a group armor buff (Prayer of Absolution ~+511 armor/Covenant of Tenacity +412 armor); a ranged spirit attack (Judgment ~112 spirit damage/Fist of Khaine ~131 spirit damge); a .5s cast heal that costs AP (Divine Mend ~1140 heal/Khaine’s Invigoration ~1164 heal); a .5s cast RF/SE heal + HoT (Divine Aid ~398 +530/9s/Restore Essence ~409+543/9s); and a group heal (Touch of the Divine ~672/Khaine’s Embrace  ~652).
  • All three mastery tactics are identical: a ~1057 group absorb shield for 10 seconds (Divine Light/Soul Shielding); a group HoT (Pious Restoration ~1161/9s / Khaine’s Vigor ~1206/9s); and a 3 second channeled heal that heals all allies within 30 feet every second (Martyr’s Blessing ~340 per second/Khaines’s Refreshment ~405 per second).
  • All three matery tactics are identical: whenever a direct heal critically heals an ally the WP/DoK gains a 475 absorb shield for 30 seconds (Divine Warding/Khaine’s Bounty); a tactic where on heals, the target has a 25% chance to regain 50AP which does not work on the caster (Refreshing Radiance/Restored Motivation); and a tactic which makes the cleanse affect the whole group (Cleansing Power/Efficient Patching).
  • Both M4’s are identical – both Gift of Life (same name for AM rez coincidentally) and Thousand and One Dark Blessings increase the group’s armor by 1518, resistances by 579, and block, dodge, disrupt, and parry by 25% for 10 seconds.

Grace/Sacrifice

  • This mastery tree for both classes focuses on melee attacks which help you or your defensive target. Overall, the DoK’s attacks have higher tool-tip values. Most of the core abilities in this tree are exact mirrors, some quasi-mirrors.
    • For the core abilities we have: a group buff which gives the group-mate a 20% chance to heal themselves, with the WP’s being a flat-rate self heal while the DoK’s is a spirit attack that heals (Prayer of Devotion ~240 heal/Covenant of Vitality ~150 spirit damage>150 heal); an attack that increases the character’s defensive target’s strength, the DoK’s however also lowers the enemy’s strength by the same amount (Sigmar’s Fist +93 strength/Consume Strength +/- 62 strength); a 3 second channeled attack that heals the defensive target for 350% of the damage dealt (Divine Assault ~253 spirit damage/Rend Soul ~266 spirit damage); a melee attack with a flat rate group heal (270 at RR100) and additive 50% group heal based off of damage dealt (Sigmar’s Radiance ~330 damage/Transfer Essence ~350 damage); and a 4 second silence (Vow of Silence ~360 damage/Consume Thought ~380 damage).
  • Two pairs of mastery abilities are quasi-shared, while one pair is different.
    • For the shared abilities we have an attack that modifies parry: Sigmar’s Vision deals 380 damage and increases the parry of the defensive target by 15% for 15 seconds; Warding Strike deals 366 damage and decreases the target’s chance to parry by 10% for 15 seconds. The second ability is a buff placed on a friendly player which upon proccing consumes 20 RF/SE: Sigmar’s Shield is a 20 second buff for which the player affected regains 150 health every time they are hit; Devour Essence is a 10 second buff which deals 133 damage every second to 4 enemies within 10 feet of the affected player, healing the affected player for 50% of the damage dealt.
    • The third ability differs. The WP has Sigmar’s Grace which is a blessing that increases the wounds of the party by +88 for one hour. The DoK has Pillage Essence which is a damaging attack dealing 475 damage and draining 50AP from the target, recovering as much SE as AP was drained.
  • For the mastery tactics two are identical or close enough, while one is not.
    • Both MR3 abilities modify the strength modifying attack: Greave of Sigmar makes Sigmar’s Fist also buff the defensive target’s toughness while debuffing the enemy’s strength and toughness for the same amount; Horrifying Offering makes Consume Strength also cause the enemy to lose 50AP. Both MR11 tactics enhance the melee attack which heals the group for 50% of the damage dealt (Sigmar’s Radiance/Transfer Essence) – the base heal is increased to 423 and the amount healed off of the damage is increased to 75%.
    • At MR7 the WP has Leading the Prayer which whenever Prayer of Devotion procs for a group member, the WP is healed for the same amount. The DoK at MR7 has Gift of Khaine which makes it so that whenever the DoK critically hits with a Path of Sacrifice ability their defensive target gets 60AP – this affect does not work on the character.
  • For M4’s both are the same in essence, but the WP’s is weaker. Both Divine Amazement and Chant of Pain deal 300 damage per second for 4 seconds to all enemies in a radius around the caster, healing the caster for the damage dealt; however, the WP’s Divine Amazement has a 10 foot radius, while the DoK’s Chant of Pain has a 30 foot radius.

Wrath/Torture

  • This mastery tree for both classes focuses on damaging effects that weaken the enemy. Overall, the DoK’s abilities have higher tool-tip values.
    • Both classes have: a group buff that gives group-members a 20% chance to deal additional spirit damage per attack, however the DoK’s also has a 20% snare/9s on it whenever it procs (Prayer of Righteousness ~180 spirit damage/Covenant of Celerity ~150 spirit damage); a core attack (Bludgeon ~336 damage/Cleave Soul ~350 damage); a 50-foot AoE cleave which costs AP but restores 15 RF/SE per target hit (Smite ~274/Essence Lash ~284); an attack with a 40% snare/6s if the target is under an affliction (Weight of Guild  ~360 damage/Flay ~380 damage); and an attack with a DoT and survivability debuff (Castigation ~244+350/10s and a -62 initiative debuff/Lacerate ~254+370/10s and a -93 toughness debuff).
  • The MR5 and MR9 mastery abilities are different for the WP and DoK. The MR13 ability for both classes is a damaging attack that deals more damage if the target is below 50% health (Hammer of Sigmar ~322 or 577 if the target is below 50% health/Wracking Agony ~352 or 597 if the target is below 50% health).
    • At MR5 the WP has Soulfire which is a 30-foot cone that deals 510 spirit damage over 9 seconds (56.6 dmg/s) to all enemies hit. At MR9 the WP has Absence of Faith which decreases the target’s incoming heals by 25% for 10 seconds.
    • At MR5 the DoK has Sanguinary Extension which deals 400 damage and if the target is crippled deals an additional 250 damage over 15 seconds (16.6 dmg/s). At MR9 the DoK has Fell Sacrifice which is a 30-foot cone that deals 872 damage over 24 seconds (36.3 dmg/s) to all enemies hit. Technically one can say both the 30-foot DoTs are almost identical.
  • For mastery tactics both MR3 tactics increase the base damage of the group buffs by 120 spirit damage (Divine Justice/Bloodthirst) and both MR7 tactics make the detaunts 30-foot AoE detaunts (which use to be core tactics).
    • At MR11 the WP has Guilty Soul which when any ability from the Path of Wrath critically hits, the target suffers and additional 495 spirit damage over 9 seconds (55 dmg/s) and the WP’s defensive target is healed for this. The DoK at MR11 has Curse of Khaine which on melee crits reduces the target’s incoming heals by 50% for 5 seconds.
  • For M4’s the WP has Avatar of Sigmar which increases all the stats, except wounds, of his group by +93 for 10 seconds. The DoK’s Vision of Torment deals 2709 damage to their target over 7 seconds and stops their morale gain.

Conclusion

With the data on the table we can begin to see how close the DoK and the WP are. Almost from the begining the DoK is given the impression of being more melee-oriented, while the WP is so to a lesser degree. Core abilities aside since they are all exact mirrors we take the analysis to the different tools each class has. However, before we begin the discussion of tactics, morales, and abilities, we cannot overlook the primary difference between the DoK and WP – their offensive weapons. The DoK is clad with two swords while the WP has a great-hammer. The difference between these two combat-styles is immediate – dual-wield classes have an innate 10% parry buff, while great-weapon classes have an innate 10% block-strikethrough buff; dual-wield classes have a much higher auto-attack (which helps in ProcHammer), while great-weapon classes have a lower auto-attack though it hits harder. View this as you will, but the facts are simple, a WP will never match the DPS potential of an equally geared DoK. Ergo, melee DoKs are far more viable than melee WPs.

Taking a look at the core morales we can see that at M1 the DoK has a melee oriented morale, while the WP has a horrible HoT (38.8hp/s… I’m confident a level 1 healer can perform better) with an armor buff – the first of many ‘defensive’ oriented tools for the WP. For M2 the WP has a splendid AP regen for his group on melee attacks (lower utility in groups of RDPS and casters), and the DoK has a group cleanse – initially intended to counter the WP’s group cleanse tactic, but now the DoK has the morale AND the tactic to do the same job. Kicking the struggle of morales up a notch to the M4’s, we see that both ‘healing’ tree M4’s are the same (a recent change, before which the WP’s M4 paled in comparison to 1k1); going to the melee support tree we see identical morales with the exception that the DoKs has a 20 foot larger radius – you can’t call that fair, and in the melee offensive tree the WP has a stats buff which is pretty potent while the DoK has an attack and morale stopper which is actually offensive. It’s hard to say who wins the morale-struggle, with it being so split I’d say the DoK has the offensive advantage while the WP has the defensive advantage, a common trend.

Switching over to the core tactics we see the WP have tactics affecting his RF generation, his healing output when he defends, a disrupt, and a snare. The DoK on the other hand has a tactic to increase the duration of his DoTs, a spirit DoT on attacking, an increased chance for Covenants to trigger (two of which are spirit procs), a ‘on heal of ally, you can get healed for 25% of the heal’ and a ‘on crit your defensive target gets more heals’. Four out of five of the DoK’s non-shared tactics are offensive oriented. Of the shared tactics, two play into further enhancing the offensive play of the dual-wield DoK – an AA haste and increased crit/parry. While these two tactics would put the WP on par with the DoK if the WP had them only, they don’t because if both classes have these tactics slotted then the WP still loses. A WP with these tactics is on par with a DoK who does not have these tactics, equal? If you try to argue that a great-weapon has higher dps values, then I direct you to all the numbers taken from RR100 characters – on almost every account the DoK’s tool-tips are higher, both for healing and damaging abilities.

Moving onto the mastery trees, we skip over the healing tree since it is identical ability for ability and tactic for tactic. The melee support tree is virtually the same for core abilities with the exception that the DoK’s strength modifier also lowers the enemy’s strength while the WP’s only does so with a tactic. Also in this tree the DoK has two tactics and an ability which modify the enemy’s AP or their defensive target’s AP; the WP has no AP modification. The WP’s Sigmar’s Shield focuses  dealing a paltry heal when damage is taken, while the DoK’s Devour Essence focuses on dealing damage and healing for half the damage dealt – again DoK is offensive while WP is defensive. Looking at the melee tree we again have almost all the abilities mirrored with the exception of: the WP’s initiative debuff while the DoK has a toughness debuff; and the DoK’s additional snare proc on their group buff. Going to the mastery abilities of these trees I can’t say either of the four unique abilities are particularly lucrative, with 3 weak DoTs and a 25% incoming heal debuff – a heal debuff which is out-done by the DoK’s tactic that debuffs incoming heals by 50%, while in its place the WP has a tactic that is a weak DoT turned into HoT.

Compared to other healers, the DoK and WP excel, there is no question about that. But this alas is a comparison of the DoK to the WP, not of the DoK and WP to the other healers. In terms of this the DoK easily outdoes the WP in terms of DPS. It has more abilities and tactics built around dealing damage while on the contrary the WP has more abilities and tactics geared towards healing. Given the higher tool-tip values a DoK could compete and match a WP perhaps in healing values, but in terms of long term sustainability in combat, the WP could last longer with the right tactics slotted. Are the WP and DoK mirrors? On paper they are. However, the DoK can excel at both DPS and healing while the WP can only truly excel at healing. Before someone cites a RR100 WP out-dpsing everyone, please keep in mind this is a comparison between the WP and the DoK, both equally geared, in which case I would still proclaim the DoK the victor. Also I will note that I find it utterly ridiculous that the stats for the DPS set for WPs/DoKs are exactly the same as the stats for melee DPS classes – a healer should NOT have the same stats as melee classes, why there has been no outcry for this I cannot fathom. As healers their offensive stats should be lower. Medium Robe does NOT equal Medium Armor.

Categories: Class Analysis Tags:
  1. Tysonis/Tsuaksu
    April 10, 2011 at 6:53 PM

    I like the swiss army knife, very good representation.

  2. April 11, 2011 at 10:29 AM

    There’s already much crying on the forums about how OP DPS gear for healers is. I personally love the versatility of the DoK and I’d rather have the WP buffed than the DoK nerfed. Besides, disciples would always win in the looks department;)

    • April 11, 2011 at 3:50 PM

      Their dps comes at no cost however. If their dps meant their healing was utterly un-realistic, THEN I would agree with it, but that is not the case. A DoK can pull out incredible dps AND healing numbers which is not fair by any means. The nerf to their group heals was a step in the wrong direction really. Although I agree that the group heals were too potent, nothing was done about their dps, which is a greater problem.

  3. Dilek
    April 11, 2011 at 2:25 PM

    Very true, Arch. Warrior Priests are kind of dowdy. Perhaps there is a middle ground on the buff/nerf equation. I don’t know. As a career Arch Mage, I hate to think of being made entirely obsolete but WP supremacy and yet I think it would be nice if they had more versatility. I am more of a big picture person than a details person when it comes to WAR, however, so I let the smart folks like Eka and all y’all work this stuff out. I just come here for the pictures.. which are awesome! =)

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