zealot's oath.... what is the point?
Does the energy shield profit from hp flasks then? I dont know if flask effects are actualy counted as "health regen"
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Suppose you have a hybrid life/energy shield build. Let's say half and half. During a battle, ES is reduced first. Since ES normally only replenishes out of battle and you can't use flasks to restore, you won't be able to heal anything until your life starts being depleted, meaning less than half survivability. So all of your life regen only matters until you are a lot closer to death.
Now if you have zealots oath, that life regen works on ES, so you are getting the benefit of the regen when you take your first damage in a battle, giving significantly more survivability. |
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" Actually, as a few others have stated, Zealot's Oath isn't really "designed" to synergize with CI at all. I had a long discussion about the fact that Templar's (as designed, look at their starting area) were heavily flawed and objectively the worst class to play...unless you had some plan like Summoner, CI/Reaver melee, etc. The reason for this was, Templar is centered around Armor/ES "tanking" for survival. The problem with that, and the fact that that type of templar is likely centered around melee elemental strikes (the "standard" Templar if you will, based on easy/access passive nodes and skill gem rewards) is that if you are in melee, Energy Shield is the WORST possible defensive measure you could imagine. ES doesn't regenerate while you are in melee taking hits (like you are supposed to do). Therefore, every point of your gear that goes towards ES is utterly wasted once it is depleted in that fight. So if you have 500 armor, 200 life, and 100 ES; you have 100 points of defense that are useless in a fight after they are gone...so why would you bother taking ES armor instead of just armor armor? That would give you 600 (probably more like 750 as ES takes it's toll heavy in item budget) armor that use always useful. I was curious if GGG was aware of such a glaring flaw in their Templar character concept. Apparently they are as smart/good as they have proven themselves to be time and time again. Love you guys, keep up the great work. EDIT " No, flasks are "recovery" and are not effected by this Keystone (official GGG post somewhere about it). Last edited by Bitharne#3421 on Jan 24, 2013, 2:03:12 PM
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Assuming this wiki is correct, you gain 50% stun resistance while your energy shield is active. Most characters lose that stun resistance as soon as their energy shield is depleted and don't regain it until they get out of combat, but Zealot's Oath allows a character to maintain that stun resistance in combat.
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I remember hearing that this keystone was added to offset the CI nerf, but all the life regen passives are placed rather oddly if you want to use them with CI + Zealot's Oath. The nearest one is the Templar's, and you need to take a health% node to get to it. The others are too far away for a CI character to bother.
So is it worth it just for life regen from gear? |
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If someone puts CI on a unique then CI item + ZO + all life regen passives might be a viable build
Otherwise at the moment ZO just seems to be a supplementary passive to give Templars more survivability |
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I am considering playing around with ZO and a Righteous Fire build. I believe if you can get the right proportion of health -> energy shield -> fire resistance you could probably maintain this skill indefinitely as a damage aura. I started to try and crunch some numbers on it and it looks doable.
IGN: Annassassin
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" I believe flasks are a recovery effect (so not included). I'd hope so anyway. Otherwise Zealot's Oath and Ghost Reaver would mean you end out with a dead character (eventually) and can only port back to town to heal. IGN: Annassassin
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