by Arieselli

NOTE: This guide was built on the different paths of the Heretic. I will share my thoughts about each one as we get to each section.

CREATION:

Only Inconnu, Briton and Avalonians may walk the Heretic's Path and each have their own different strengths and weaknesses.

The Inconnu are short; thus harder to target in RvR.  Here are their base stats:

Strength: 50
Constitution: 60
Dexterity: 70
Quickness: 50
Intelligence: 70
Piety: 60
Empathy: 60
Charisma: 60
Resistances: 2% Crush - 3% Thrust - 5% Heat - 5% Spirit

The Britons are the solid, middle race of Albion.  Here are their base stats:

Strength: 60
Constitution: 60
Dexterity: 60
Quickness: 60
Intelligence: 60
Piety: 60
Empathy: 60
Charisma: 60
Resistances: 2% Crush - 3% Slash - 5% Matter

And Avalonians are the delicate caster race or are easily identifiable as a caster from a distance.  Here are their stats:

Strength: 45
Constitution: 45
Dexterity: 60
Quickness: 70
Intelligence: 80
Piety: 60
Empathy: 60
Charisma: 60
Resistances: 2% Crush - 3% Slash - 5% Matter

Over all the best choice is Briton but some have chosen the Inconnu for the extra resistance.


PALADIN TYPES:

Being a new class there is much speculation on the "right" way to spec a Heretic; from going full Rejuvenation and shield, to going full Enhancement and full Flexible.  Here are some common examples being toss around by the Heretics out there.

42 Shield
50 flex
36 enhance
16 rejuv
With this one you get the 6 second shield slam, Leviathan that procs a 153 cold damage based spell when you attack from behind the target.  You get decent self buffs and basic nuking ability and your heals, though you get one at 46 and 47 the variance on them is going to be enormous.

50 Rejuv
50 Enhance
21 Flex
19 Shield
Best of the nukes and great healing for one who can't get higher heals, best self buffs, high enough flex for the detaunt.  And a shield style for after you block.

42 rejuv
43 enhance
39 crush/flex
26 shield
This one gives you pretty good healing, nuking spells, second highest buffs, the ability to reach 50 with your weapon with bonuses, and pretty good shield skill with bonuses and items.

42 Rejuv
41 Enhance
24 Flex
42 Shield
This is the spec I am aiming for.  Originally I was going to go higher in Rejuv but I changed my mind to add some flex skill. In the end, I'll be pretty good healing and nukes, second highest buffs, high enough flex
for the detaunt and with bonuses and items it'll be decent weapon damage.  Plus the 6 second shield slam.

There are other specs but the first three are the most favoured and the last one is what I personally am choosing to go.

ROLES IN THE GROUP:

It mainly depends how you are specced. 

If you go full rejuv or something like that you can act as main healer for a group, yes even with base line heals.  Or play group caster.  A full caster group loves you since you can do damage and snare the mob on incoming and you have the versatility to AOE if you want or fight or start healing.

Going the route of an enhancement and crush/flexible weapon skill will bring you up for the spot of secondary tank.  No, this class cannot handle being main tank.  Cloth armour has no absorbsion and those buffs don't match plate or chain.  If you want to be a main tank try a Reaver or a Paladin.  But you'll being able to stun the target or do positional styles based on your choice of weapon that will have useful effects.  If you go this route do not forget you have heal spells that can save your Cleric or main healer power after a fight or after they run out of power.

WHAT TO HUNT:

Thanks to Catacombs you have your choice now to go solo in a task "instance" dungeon.  A dungeon that is created specifically for you or your party, though warning all members of your party MUST be in the level range for that task "instance" dungeon. Or you can go the old-fashioned route and hunt in the old world dungeons or explore the abandoned mines or the other zones in Catacombs.  When you solo if you are not specced in a melee weapon, it's best to use your snare/DD spell and pull from the farthest distance you can.  Yes it is possible in those "instance" dungeons but please note there are many bugs yet on
line-of-sight issues.  Even if you are standing DIRECTLY in front of the mob, you cannot target it for a spell.  I've appealed this several times. Hopefully it'll be fixed for Christmas. 

If you are melee-specced Heretic just go up to the mob and attack and if you have some Rejuv and have the instants they'll be helpful.

RVR:

Now over the past week since the Heretic has come out I've heard complaints of how bad they are in RvR.  But on the other hand I've heard stories how some have killed yellow Mids in 3 tics of their main focus spell. Personally I think we're going to better at keep defense where we can focus and train our attention on a target or group with our spells.  Then step back and heal ourselves or the group.  Also being able to rez will be helpful especially using the monster rez which causes the person ressed to be full health and power and run around like a monster with an AOE damage spell for 30 seconds.  But the drawback is the person ends up with 1% health after it is over and is most likely dead again. Also we get styles we can use on doors and enemy siege weaponry just like the other tanks though please do not forget you are only in cloth armour. But unlike casters, who also wear cloth armour, we get to spec in shield. So if a stealthier pops you and you have shield training you can stun them and run off to either heal yourself or start nuking them from a distance.

CRAFTS:

Heretics are allowed to take up a few different tradeskills.  Such as:

Alchemy - this is probably the most useful after you hit 50.  I believe this class will ALWAYS need power pots since our spells take a lot of power. Also you can make your own breathing pots and dyes.  Not to mention tinctures and all the other goodies.

Tailoring - being after to craft your own armour is always useful.  Also ACers are always looking for a tailor who can craft the leather undersiding to plate and chain.

Weaponcrafting- being able to craft your own weapons is always useful as well.  Considering we have a choice on training in flexible, crush or shield or two or a little of all three.

ARTIFACTS:

At the time this guide was written it was reported that Heretics cannot activate Battler or Malice.  Here is the list so far of what Heretics have been able to activate:

Nailah's Robe
Cloudsong
Band of Stars
Snatcher Bracer
Scepter of the Meritorious
Jacina's Sash
Snakecharmers whip - Does not level in any Catacombs zones (according to delve)
Orions Belt - We get the choice of Friar or Caster Version. Does not level in any Catacombs zones (according to delve)
Gem of Lost Memories - We get the choice of Tank or Caster version. Does not level in any Catacombs zones (according to delve)
Egg of Youth
Dreamsphere
Kalare's necklace
Aten's Shield

In the end it doesn't matter if you have the most uber Heretic out there.  Just play how you like to play and whoever tells you differently tell them to keep their thoughts to themselves politely.  Though sometimes I have done so impolitely but that's between me and them.  Also I hope this guide was helpful and I look forward to updating it as I progress in my Heretic ways.   If you have any questions please send an e-mail to: Arieselli@wolf-web.com or you can PM Arieselli on Albion/Percival.

Good luck and have fun!
Heretic Arieselli
Proud Member of Clan of Xylanders



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