Dawn of Light Articles

Articles from the Dawn of Light staff and community.

Articles can be submitted by anyone but will need to be approved by a staff member before being publicly shown!



Category: Class guides - Author: viper1805

Retrieved From: http://daocinfo.awardspace.com/guides/class/acolytes/tics/heretic1.htm


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 or Inconnu for the extra resistance.


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.  many have "Right now" reported this several times. Hopefully it’ll be fixed before the next millennium.

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


Heretic's are better at keep defence 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.

Levelling Tricks

If you have a buffbot make a macro (/macro assist /assist heretics_name) then ungroup and focus pull assist with buffbot and stun (stun dose not not count as a hit so a level 50 buffbot can assist a level 5 heretic

Catacombs has very strange pathing issues use these to your advantage you can get more focus pulses in the long they have to run to you

if you have a heretic with monster rezz you can help lower levels gain xp quickly. simple way to do it find a large spawn of blue to yellow con mobs (to the low level toon) get the low level toon die to a mob then monster rezz them they then run through the mobs and the proc will kill then mobs you can help this by adding Damage shield and the shield buff, this only works to certain levels before the amount of xp you lose per death out ways the out of xp you gain. (note: the 1st death for each level cost less than the second and so on). have not done full testing on the levels and ammount of deaths ect but it work effectivly up to level 34 that i can tell (as long as the number of mobs per pull is large enough)

your group has done a big pull and the caster goes down 1st monster them and keep them healed and get them fully buffed one for two things will happen all the mobs will be dead by the time the monster rezz wares off or you will have a fully buffed caster being spamhealed (50% of the time the monster rezz will drop the hp to 1% and the caster will die the other 50% the spam heals will save the caster and the monster rezz will drop and the caster will be on about 40%hp)