Tasear's Tree House

Tasear's Tree House

Former Class Rep and Community Ambassador

Wednesday, February 15, 2023

The Guard - A tank that anyone can use!

February 15, 2023 0
The Guard - A tank that anyone can use!

 


Logs

- Created

Added, background to talk about self

Added why this build to see if this build is for you

Added How this is designed so you can learn how careful processes to make everything work

Added Skills on Bar 1

Added Skills on Bar 2

Why no Frost staff

Rewrote How's it's Designed

Made Sustain Clearer

Purpose

This build isn't meant to be optimal, but something to allow mistakes and for other people to find easy of tanking while still being effective. It's balance of the top and bottom type of players. I will mention alternatives along the way for people mode the build as their own. For one should not just follow a build but make it their own.

 If you so desire, I welcome you to share your own build, but I have made careful consideration on how I wanted the build to be design. Maybe their flaws, but I do guarantee it's easy and theirs a lot of knowledge to be shared on basics of tanks that aren't widely available for average players. 


Dk Tank "The Guard" Build

How it's Designed? 

Yes rotations are important, but even if you don't do it that you will still be fine with the build. It keeps it simple down to block, shield, taunt, heavy attack. 

The gear choices aren't easy to get, but keep in mind golden vendor on weekly will have monster sets too. You can also do normal version of these dungeons crafted tanks sets. The only thing to keep in mind is watch your resistances on whatever you gear you use before these dungeons.  In regards to completing the dungeons.

Make sure you block spiders, kill any adds that shine blue first (fishes and storm makers). For the other dungeon make sure you interrupt zombies and debuff them....if dps is really that questionable.


Sustain

For sustain lets talk about, because reddit would say I doomed. Resource management is something each tank has to consider on their own. There's many many ways to do. For Dragon Knights the standard way to do it using helping hand passive from class skills This will exchange magicka for stamina. 

In regards to this build, I keep costs low or free with Champion Point Passives, while also keeping amount of magicka based skills low.  To keep costs low, I am obviously an Imperial Race, while using 2 medium Amour pieces, you take account of other passives. For this build you won't always need to block as their shields that are from 14k to 9000 health. So you can build stamina back while heaving attacking and triggering off balance via bashing off balanced opponents. Keeping to the basics, debuff enemy penetration, taunt, and apply gear buffs. It's not that hard to sustain

Now again, I mentioned this isn't a build you always hold block, but want to block the heavy attacks from bosses so you don't go flying and embarrass yourself. So it will be shield, taunt, heavy attack, block heavy attacks. Wanting to keep it simple, you do have enough sustain to block most fights for long period of time without doing anything, but most things won't one shit a tank with 44k health and a shield. Some usual one shots will literally be by passed even if you don't hold block or miss it. 

Lastly Dragon Knights gain resource via a class skill passive when using ultimate. So you want to time your usage of ultimate right if having trouble. In between that there's Tri Portions or other resource potions.


Skills


Bar 1 - Weakening Enchant - Reduce target Weapon Damage by 348 for 5 seconds

So we are already shield stacking via 4 shields, while having a lot of health, and damage migration. This added something on top for you. This works before even taking a hit so it will go above damage reduction what you already have it at.  So you are less likely to die and you can make mistakes in missing other ways to reduce damage. 

Hardened Armor (Morph of Spiked Armor from Draconic Power) 


Release your inner dragon to gain Major Resolve, increasing Physical Resistance and Spell Resistance by 5948 for 20 seconds.

You gain a Damage Shield equal to 15% of your Max Health for 6 seconds.

While active, the armor returns x Flame Damage to any enemy that uses a direct damage attack against you in melee range, scaling off your Physical and Spell Resistance.

You also gain a damage shield for a brief period.

  • With the build that I am using the shield is 14,357 not to mention it adds to resistances to get your over cap. (cap is 33k on each) . This shield is part of shield stacking options I have built into the build to take more hits. Just imagine block migration is at 92 percent (cap is 90)  already then you add shields. It's going to be hard to die.


Igneous Shield (Morph of Obsidian Shield from Earthen Heart Skills)


Call the earth to your defense, granting a damage shield for you and nearby allies that absorbs 3828 damage. Your own damage shield absorbs 9571 damage. This portion of the ability scales off your Max Health.

You also gain Major Mending, increasing your healing done by 16% for 2.5 seconds.

Increased shield strength on self.

  • Take the note,  shield strength is based on the build. So on point this skill is important as it shields us and allies while also gives us significant amount of stamina via helping hands a passive. So this skills keeps us alive, helps allies while also helping us sustain. Not to mention you can shield stack it with other builds.


Pierce Armor (Morph of Puncture from One Hander and Shield)

Thrust your weapon with disciplined precision at an enemy, dealing x Physical Damage and taunting them to attack you for 15 seconds.

Also inflicts Minor Breach and Major Breach on the enemy, reducing Physical Resistance and Spell Resistance by 2974 and 5948 for 15 seconds.

Also afflicts the enemy Minor Breach, further reducing the enemy's Resistances.

  • So I picked this skill cause you need a taunt, and you need to debuff enemies. It's the basic of tanks. The morph can go either way, but I went with more penetration debuff as you can get minor protection elsewhere if you really wanted too . 

Heroic Slash (Morph of Low Slash from One Hander and Shield)

Surprise enemy with a deep lunge, dealing 1925 Physical Damage and afflicting them with Minor Maim, reducing their damage done by 5% for 12 seconds.

You gain Minor Heroism, granting you 1 Ultimate every 1.5 seconds for 12 seconds.

You gain Minor Heroism, increasing your Ultimate generation.

  • Heroic slash I went with because you could also use talon on occasion and ultimate generation helps you sustain (you gain resources back when you use ultimate) , but also can help save allies lives or increase damage depending what's used or slotted. 

Defensive Stance (Morph of Defensive Posture from One Hander and Shield)

Bolster your defenses, gaining a damage shield that absorbs up to 13,899

damage for 6 seconds. The Damage Shield scales off 30% of your Maximum Health.

You reflect the next harmful Direct Damage projectile cast at you. This effect can occur once per cast.

While you have a shield equipped, the amount of damage you can block is increased by 10% and the cost of blocking is reduced by 10%.

While slotted, you reduce the cost of block and increase the amount of damage you can block.

  • Now defensive stance, I liked both morphs but I wanted to really be tanky tank so I went with this one. The other morph keep me alive when healers made me think of vote to kick button, at last there was other ways to keep self alive as I got more cp, shields (x4) , and used green dragon blood + altar.  Block migration buffed is at 92 percent so I needed to get past cap. Also again cost reductions are just nice so easy resource management
    • You can use  Revealing Flare instead here though it will increase costs slightly. You will also only have this defense on one bar.  


Bar 2 - Crushing - Reduce target's Armor by 1622 for 5 seconds

This adds on debuffs that reduce Armor so in total 1622 + 3541 (crimson oath) + 8922 (Pierced Amour) = 14,085 debuff on enemies. So this is just pure support group dps potential especially with randoms...

 

Overflowing Altar (Morph of Blood Altar from Undaunted)

Conjure a fountain of blood to apply Minor Lifesteal to enemies in the area, healing you and your allies for 600 Health every 1 second when damaging them.

Allies can also activate the Blood Feast synergy to heal themselves for 65% of their Max Health.

The synergy heals allies for more. Reduces the cost as the ability ranks up.

  • This gives your self more healing and gives your allies an synergy with a big heal, along with passive healing. You can use this for flex spot for anything else you want or need though.


Green Dragon Blood (Morph of Dragon Blood from Draconic Power)

Draw on your draconic blood to heal for 33% of your missing Health. 

You also gain Major Fortitude and Major Endurance and Minor Vitality, increasing Health Recovery and Stamina Recovery by 30% and healing received by 8% for 23 seconds.

You also gain Major Endurance and Minor Vitality.

  • I tried vigor but this just works better for those "my healer forgot about me moments or my healer is dead". While the healer is alive, this along increases heals you get from them. It's going to also boos your stamina and health recovery.


Inner Rage (Morph of Fiery Grip from Ardent Flame)

Ignite the fires of hate in an enemy's heart, dealing 411 Magic Damage and forcing them to attack you for 15 seconds.

A ranged ally targeting the taunted enemy can activate the Radiate synergy, dealing 795 Magic Damage to them over 3 seconds then an additional 795 Magic Damage to them and other nearby enemies.

The synergy will now always apply to the target, instead of having a chance.

  • For 3 more weeks this skill will be needed on Dragon Knight Tanks. Still other tanks will need this as it's a magicka range taunt and other option is stamina based. On topic DK or Dragon Knight Tanks, use this as  range taunt against enemies that don't move with chains or ones you need to get closer. 


Unrelenting Grip (Morph of Inner Fire from Undaunted)

Launch a fiery chain to grasp and pull an enemy to you, dealing 567 Flame Damage.

Also grants you Major Expedition, increasing your Movement Speed by 30% for 4 seconds.

If the target cannot be pulled, you restore 100% of the ability's cost as Magicka.

This attack cannot be dodged or reflected.

If the target cannot be pulled, you are refunded the Magicka cost.

  • This will soon also taunt in 3 weeks, but for now it helps pull in range adds that don't move via inner rage. It's also important to note, that you can use this make speed debuff from cp passive mean nothing. Also enough left over for your to slightly move faster towards things, such as cloud rest final boss when it moves. Overall, it will help you get in position faster along with pull things to you. 


Razor Caltrops (Morph of Caltrops from Alliance War)

Hurl an exploding ball of caltrops that scatter over the target area, dealing 70 Physical Damage every 1 second and reducing Movement Speed by 50%.

Enemies who take damage from the caltrops have Major Fracture applied to them, reducing their Physical Resistance by 5280 for 4 seconds.

Applies Major Fracture to damaged enemies.

  • Use This is better then Talons as it's far cheaper to sustain, last longer, and bigger radius.  Use talons though for things that do damage through amour like in fang lair on last boss with the green beetles. 

FAQ

Why no Frost Staff

I had thought about it for long and hard. I do realize there's a lot of support options using the frost staff. My famous sorc healer is always using it. 

So first off I want to take a step and say I wanted something more traditional and simple. The Magicka costs can add up if you want everything offered using frost staff. Instead you could chain enemies while shielding allies.  You still have have to do as you proc gear sets, and make sure all the things that will one shot allies is without your control. 


I am sure it's feasible, buts it will be a lot harder to save teammates for wipes. You will be watching a lot of things more then you need to. This is where mistakes will be easier to make. Mistakes on a tank can wipe the team so it's just easier to design it to be more forgiving. I might try it again sometime with another edition of guide but for now it's just not worth it. 


Tuesday, April 26, 2022

PTS Update 34: Healer Notes - Week 2

April 26, 2022 0
PTS Update 34: Healer Notes - Week 2

 


Overview

A quick update for this week. Got some interesting love for an odd set. I suppose one could combine the two sets for ultimate healer (get it?). If nothing else it's love to a style of healer we haven't seen in gameplay for a long time.


  • The following item sets now scale based on Ultimate Spent instead of Ultimate Cost:
    • Lamia’s Song
    • Pillager’s Profit
Notes:

This is a slight buff to the two sets, so overspending will not harm the sets' potential. 

Sunday, April 24, 2022

PTS Update 34: Healer Notes

April 24, 2022 0
PTS Update 34: Healer Notes

 



Overview:

It's an interesting patch for healers. There are a lot of changes for wardens to take note of this time. Would defiantly not have a group without a warden with all these changes now. The other takeaway is off balance is important again and status effects will help allies differently. No major set changes for meta, but some fun ones to try. 


Change Log

  • Tremoscale has been removed. This change will have to be investigated further for tanks, not healers. My apologizes, for the confusion
  • Type of information on staves
  • Clarification on necro status in raid groups
  • Added more information on set changes while commenting on disputing points of view
  • Changed information on warden changes and nightblade
  • Fixed numerous typos
  • Added "Change Log" placeholder for future weeks. 
  • Added more information on sorc changes

Week 2 Changes

  • The following item sets now scale based on Ultimate Spent instead of Ultimate Cost:
    • Lamia’s Song
    • Pillager’s Profit
Week 3 Changes

  • TBA

Week 4 Changes

  • TBA
Week 5 Changes

  • TBA
Week 6 Changes
  • TBA

Special Note

  • Blessing of High Isle – Light
    • 2 – Adds 1096 Maximum Magicka
    • 3 – Adds 129 Magicka Recovery
    • 4 – Adds 1096 Maximum Magicka
    • 5 – When you are healed while in combat, increase your Weapon and Spell Damage by 369 for 5 seconds.

Notes:

Had to mention a set that procs out getting heals. An interesting trend that I hope ZOS continues. 


  • The following item sets now scale based on Ultimate Spent instead of Ultimate Cost:
    • Lamia’s Song
    • Pillager’s Profit
Notes:

This is a slight buff to the two sets, so overspending will not harm the sets' potential. 

Champion Points


Warfare
  • Added the following stars to the Extended Might Constellation:
    • Exploiter (Returning): Increases your damage done against Off-Balance enemies by 2% per stage. 5 stages, 10 points per stage.
    • Force of Nature (New): Increases your Offensive Penetration by 900 for each status effect your target has. 1 stage, 50 points.

Notes:

It will be complicated again for tanks and healers who use frost and lighting staves again. I go into this more in a different article, but chances are high you can just use another class still or bash if in small groups, while better for tanks to frost blockade major of the time as a healer in trials or larger groups. 

This means any double resto healer will be at a disadvantage in the potential to support allies. Also bye-bye to inferno stave who used it for more DPS. Something to be said... about how the resto staff is weaker in support than Destro staves though...

On point with the ability to give status effects, necro will be the most popular class in raid setups. Mind you not saying necro will be the most popular class. Healer wise nightblade has it the easiest, but overall all the classes except templar have a fair chance at giving status effects to allies. Check the other article for more information

Sets


  • Order’s Wrath
    • 2 – Adds 657 Critical Chance
    • 3 – Adds 129 Weapons and Spell Damage
    • 4 – Adds 657 Critical Chance
    • 5 – Adds 943 Critical Chance
    • 5 – Increases your Critical Damage and Critical Healing by 8%
Notes: 

It's been a while since had a nice basic set to use on a healer. This will be an option for leveling up as a healer in PvE or PVP. Not the best set, but a nice staple starter one to begin journeys. 

  • Serpent’s Disdain
    • 2 – Adds 1096 Maximum Stamina
    • 3 – Adds 1206 Maximum Health
    • 4 – Adds 1096 Maximum Magicka
    • 5 – Increase the duration of Status Effects you apply by 16 seconds.
Notes: 

Not a traditional set, but could be interesting for stamina healers (weirdos :p)  out there. Also with status effect changes, it could have its usage out there.

  • Pillager’s Profit – Light
    • 2 – Adds 4% Healing Done
    • 3 – Gain Minor Aegis at all times, reducing your damage taken from Dungeon, Trial, and Arena Monsters by 5%.
    • 4 – Adds 1096 Maximum Magicka
    • 5 – Adds 129 Magicka Recovery (Perfected only)
    • 5 – Casting an Ultimate ability while in combat grants 28% of the cost as Ultimate to up to 11 group members within 12 meters. Group members can only be affected by this set every 25 seconds.
Notes:

I am not sure how practical this set will actually be in combat, but sure will be fun to use. Side note, this seems to be a happy addition to healer after reading comments on different platforms. 

  • Pearlescent Ward – Heavy
    • 2 – Adds 1206 Maximum Health
    • 3 – Gain Minor Aegis at all times, reducing your damage taken from Dungeon, Trial, and Arena Monsters by 5%.
    • 4 – Adds 4% Healing Taken
    • 5 – Gains 1206 Maximum Health (Perfected only)
    • 5 - Grants you and up to 11 other group members Pearlescent Ward. Pearlescent Ward increases Weapon and Spell Damage by up to 180 based on the number of group members that are alive. Pearlescent Ward increases damage reduction from non-player enemies out of 66% based on the number of group members that are dead.
Notes:

Sometimes healers end up with tanks sets. So I  can see this set on either healer on tanks depending on the situation. It's a nice set to adapt to situations that might happen in fights.

  • Elemental Catalyst: This set’s visual effects are now only visible to the wearer and enemies, to reduce the massive amount of battlefield clutter it could add to group encounters.
Notes: 

For the rare healers using it, know that the visual went poof for others.
  • Mora’s Whispers
    • 1 – Gain up to 1528 Critical Chance and 10% increased Inspiration, Alliance Rank, Alliance skill, and monster kill experience based off how many books of Shalidor's Library have been collected.
Notes:

A niche set to give healers more critical which is a benefit for PvE or PvP healers. Also, it gives an XP buff so easy set to use when leveling up. xD Can stack it with the set "Ring of Mara" for perfect speed of leveling up. Early on, this will be of greater use to healers to get XP gain, or healers who use random normals to level up will get 10 to 20 percent buff. You will sacrifice group support, but >.> they said they didn't need a healer anyways...  

P.S Don't forget Heartland Conqueror in setup for leveling as it's greater XP gain while the set is on weapons.

Classes

Dragon Knight

  • Ardent Flame
    • Fiery Breath
      • Engulfing Flames (morph): Reduced the Flame Damage taken bonus on this morph to a maximum of 6%, down from 10%. The total sum of Weapon and Spell Damage needed to reach the cap remains the same.
Notes: 

As always worst healer class gets weaker. This will be DPS skill for now on with very very rare usage on healers as the buff will be super minor on healers.

  • Earthen Heart
    • Obsidian Shield
      • Fragmented Shield (morph): Increased the duration of Major Mending granted from this morph to 6.667 seconds at the base, up from 5 seconds. Don’t worry though, it’ll reach a nice whole number when you have your Eternal Mountain passive maxed out.
Notes:

 A slight buff to healing, but mind you it's the same buff from resto staff.

Necromancer 

  • Death Scythe
    • Ruinous Scythe (morph):
      • This morph now deals Bleed Damage, rather than Physical.
      • This morph now applies the Hemorrhaging status effect on damage dealt.
      • This morph now sets all enemies Off Balance on hit, rather than every 3rd cast.
Notes: 

It's an interesting change, that gives one of the rare sources of bleed damage which status effect gives minor mangle. Mind you lost physical status effect so no minor breach via status effect, but it's easier to get that one elsewhere while bleed is much rarer. Likely to be on tanks, but easily can go on healers too. Especially with off-balance being much easier to proc. (Take note off-balance matters again as mentioned above)

Nightblade

  • Teleport Strike
    • Ambush (morph):
      • Increased the duration of Empower granted from this morph to 10 seconds, up from 3.
      • This morph now also grants Minor Berserk for its duration.
Notes.

This will give a healer more raw HPS if they aren't using combat prayer. Not the best decision for a  healer meta, but a choice nevertheless.


Shadow
  • Path of Darkness
    • Refreshing Path (morph): This morph now also grants Minor Endurance and Intellect for 4 seconds each tick.
Notes:

Defiantly going to put that skill on the map. The skill will give 3 buffs now while also healing.


Siphoning
  • Drain Power: Increased the duration of Major Brutality and Sorcery granted from this ability and its morphs to 30 seconds, up from 20, to make up for the fact that they require a target to gain these effects.
    • Power Extraction (morph): This morph now also grants the caster Minor Courage for 30 seconds upon dealing damage.
Notes:

tsk too bad it doesn't give allies minor courage too xD, still more rare damage buffs increase healing skills, especially on nightblade class.


Sorcerer 

  • Crystal Weapon (morph): This morph now causes your next two Light or Heavy Attacks to deal bonus damage, up from 1. There is a small cooldown on this to avoid the ability to instantly proc both, though!
Notes:

This will double the duration of penetration debuff with a slight delay, it will still make this more usable for healers and tanks now. So not just DPS using it the best.

P.S So this was tested before making these notes. While having all the passives, the first cast is 5-sec duration with a delay then another 5 secs of the debuff

  • Daedric Summoning
    • Summon Storm Atronach
      • Summon Charged Atronach (morph): This morph’s Area of Effect damage now always applies the Concussed status effect.
Notes:

It's a nice change, but only on an ultimate as such it's still odd that warden and nightblade have a better chance to proc shock status effect than Sorcerer class with an entire skill line on it...


  • Energy Overload (morph): This morph now restores up to 1200 Magicka and Stamina, rather than up to 1192 Magicka. The restore now happens any time you use the Light or Heavy Attacks, rather than only when they deal damage.
Notes:

If sustain on a healer ever matters this could be an interesting skill

Templar

  • Restoring Light
    • Rite of Passage
      • Practiced Incantation (morph): This morph now allows you to move at a reduced rate while channeling it, rather than being unable to move at all.
Notes:

This makes this skill a bit easier to use in dynamic gameplay.

Warden



  • Animal Companions
    • Feral Guardian
      • Wild Guardian (morph):
        • This morph now deals 10% more damage, up from 5%, to ensure it deals similar damage to Eternal Guardian when you take the Piercing Magic passive.
        • This morph now converts the damage to Bleed Damage
Notes:

While likely to be on DPS more than healer or tank, if you really wanted to can do something fun with the bear who can go around causing "Minor Mangle" to opponents, assuming apply status effect changes properly.

  • Scorch
    • Deep Fissure (morph): This morph now also applies Minor Breach to enemies hit for the duration.
Notes:

Not very likely to be on a healer, but another support to use if ever in the need.

  • Healing Seed
    • Corrupting Pollen (morph): This morph now also applies Minor Cowardice to enemies in the area, to help it gain some viability in PvE areas.
Notes: 

This will give the warden a full setup for damage reduction while not losing in typical offensive support for healers. Take note, that this skill is far easier to use than the nightblade counterpart.



Frost Armor
  • Expansive Frost Cloak (morph): Expanded the radius of this morph to 36 meters, up from 2
Notes:

This will make it easier to use in gameplay. So easier to protect allies.

  • Sleet Storm
    • Northern Storm (morph): This morph now grants 300 Weapon and Spell Damage for up to 30 seconds after casting, rather than up to 15% Max Magicka for 30 seconds. This should help the Ultimate be more impactful across play styles.
Notes:

What a strange change, but I can see this being used when you want to protect allies better. It will help allies be protected more because for a short duration it will improve your raw healing power (spell damage improves healing power no matter the skill). In particular, will have stronger usage on "veteran trial hard modes". 

Disclaimer: This information on changes is taken from PTS Patch Notes which can be found here

Comment below if you see an error or disagree with something? I would like to hear your thoughts.


Monday, April 18, 2022

Update 34: PTS Force of Nature (Champion point change)

April 18, 2022 0
Update 34: PTS Force of Nature (Champion point change)

 


  • Force of Nature (New): Increases your Offensive Penetration by 900 for each status effect your target has. 1 stage, 50 points.

Overview:


I wanted to do a special posting on this status because it's gaming changing. I am not sure who wins here, but if I was a templar main...I would seriously complain. In those regards, I can't help but think nightblade is the clear winner here.

Mind you this is only a problem is small gameplay support like dungeons or battlegrounds. In trials, this will be made up with other classes easily. Also a lot of times crushing shock balances it out.



Warden


It's start here, while warden gets hemorrhaging this patch. It's hard to give away both ultimate slots especially in a trial setting. Though regards to cost it's better, then what necromancer gains with it. As such hard to say who wins there, but bar slots I will give it to necro to do this.

Obviously, Wardens have better chances at chilled. As such they don't have to use impulse nor a glyph to do fancy things with status effects. At last concussion became important this patch so glyphs with shock on wardens will be needed or just a lighting staff again. Hard to say if warden wins with it's ability to chill being more on common on tank, but not a lost for them at least in dungeon gameplay as can off balance without another skill that also Sundered and gives a chance for bleed aka hemorrhaging  damage.

Now thinking more, glyph wise on resto staff warden healer can  cause overcharge, poison, burn, or disease effect. So we will give 1 point to the tally here. If in some world you find room can also proc burning status effect with crushing shock


Warden will be best at giving hemorrhaging over other classes. While Chilled and Concussion changes are too easy to get in group along with burning. 

So 1 point.


Sorcerer

It's very nirce we get concussion on atro now. It' makes so much sense. Also the right time as this means this skill will now give 900 pen to allies via status effect. It will be always useful to use! I would go on more, but that's for elsewhere.  Now the other thing, this class has going for it is best case of sundered on a healer. Using crystal weapon is cheap, high proc chance while giving sustain to self, and group pen and class group buff. 

While not a perfect chance, sorc has good chance to proc concussion via twilight or atro for uptime. So they too can still use ice staff and bash for off balance. Not as good as warden off balance, but still unless we look at costs. It's not to bad. So can use chilled. 

Unlike Warden though we can working other chances that concussion uptime will be fine via class skills. We can then use a 2 different status effect glyphs on. Lets say for overcharged as it's also saves a bar slot with magicka steal and disease. Then if you can find the space on bar slots you can have crushing shock for burning while also making up for any lacking concussion uptime.


While duration is short Sorc will be best at giving concussion to smaller groups and sundered anytime. So 2 points. 

Necromancer


Unlike the other classes except templar, Necro suffers when it comes to using stamina skills. They have harder ways to make up the sustain issues with using stamina skills. Not impossible, but something to consider.

While not as good as Wardens, necros will have a skill that off balances while also applying hemorrhaging at equal chance. So they can easily use frost staff on healer if they want still. Though better then warden they have chances to apply shock damage elsewhere though not on a typical healer or support skill. Still we will give the point for concussion and chilled.

They have some more obvious skills to apply chilled. There's ultimate and aoe breach with synergy option (pick this one). While picking stamina flesh atro you will get diseased chance. There's some skills that apply poison while not obvious support skill. It's option for healers who want more damage in content will still helping groups.

Strangest thing necro might be best on flame staff and shock glyph to get them  burning and concussion status effect. Then add overcharged for more fun on resto staff. 

Lastly there's one skill in class kit to proc sundered, but proc is too long to be considered even with all buff you to increase chance. 


There's a lot of potential here, but some numbers need to be crunched. Overall necro will be best at giving poison, and disease. With potential for ice staff and shock glyph along with a way to off balance. Still a lot of room to adapt to group needs. I wouldn't be without a necro here.

Correction: After review Necromancer can apply overcharged with totem.

Edit: After review Hemoorrhaging, posionare what necro is best at. You will have to go out of way from typical healer gameplay to use it.

Nightblade


Hard to say is it necro or nightblade the winner here?  Overall, nightblade has easy ways to apply overcharged, sundered, and disease damage. We can make up chilled and concussion with staff and glyph. Also another glyph that's not burning or overcharged on resto. 

Notable that nightblade can off balance and sunder at same time.

We can ingore chilled and concussion issue with staff and glyphs along with way to off balance from nightblade. What they have way over others is easiest way to overcharge and sundered while Disease is on skill so we will give Nightblade 

3 points.



Dragon Knight


For obvious reasons dk has best usage of burning status effect, and one the better uses of sundered too. Would compare to warden as best, sorc, templar and nightblade equally as good here while necro being worst proc of it. 

Poison while possible will be harder to proc on then on necro for status effect. Poison has double chance to proc on necro over dk here.

So we will give dk 1 point plus a node that they have so so way to off balance that is better than templar and no way for sorc class.

Templar


There's a lot of ways to proc magicka damage, so chances are higher then ever other class to get overcharged, except nightblade. Sundered get be proced with jabs and also get another group support tool with it so not too bad.

There's just a lot of ways to proc overcharged now and sundered is is better on warden, sorc, and even nightblade in how it helps group.

I give Templar 0 points

Thursday, February 17, 2022

PTS Healer Notes

February 17, 2022 0
PTS Healer Notes

Overview

    Overall a very meaty patch for healers. There's a lot of sets to consider. Not all of these sets are the best but defiantly added some interesting input. Got 3 top of line monster sets this patch that will make most healer interested. There's another monster helm that will be used on pvp healers. On that note we got Transmutation and spell cure into one new set, so a must for pvp healers.

Now class wise, templar and warden got some balanced between each other so they don't outdo each other. Necromancer got some bug fixes making it so they can use olo better. Dragon Knight, I am still digesting this change, but engulfing flames going to really hard to keep it on tank. Now sure if it really helps healers, but gives a chance for other classes of tanks. Another set mimicking necro ultimate will give a chance to spice of diversity between both supports kinds of supports of tank and healers.

Overall a exciting patch that I believe there will be something for any kind a of healer (even stamina). 

- For anyone testing on pts would nice to hear more Coral Aerie set and it's effectiveness. 

Classes

Warden


  • Green Balance
    • Fungal Growth: Increased the healing of this ability and its morphs by 12.5% to meet the Area of Effect burst heal standards. Its cost remains the same since is covers significantly less area than the others.
    • Healing Seed:
      • Made some back-end improvements to this ability and its morphs to improve performance.
      • Fixed an issue where the synergy granted from this ability and its morphs, Harvest, was not playing visual or sound effects.
        • Corrupting Pollen (morph): This ability now prioritizes lowest health enemies with Major Defile. Ragweed season is coming.
    • Lotus Flower:
      • Reduced the cost of this ability and its morphs to 1350, down from 2970.
      • The base ability now grants Major Prophecy and Savagery while active.
        • Green Lotus (morph): This morph now increases the number of targets healed to 2, up from 1. It also increases the healing of the Light Attack portion to 1500, up from 1320, and the Heavy Attack portion to 4500, up from 3960, at rank 4.
        • Lotus Blossom (morph): This morph now increases the duration of the effects to 60 seconds at rank 4, up from 20.
    • Nature’s Grasp: Reduced the healing from this ability and the Nature’s Embrace morph by 10%.
      • Bursting Vines (morph): Reduced the healing from this morph by 25% to ensure it is not stronger than other burst heal abilities, such as Rushed Ceremony.
  • Ice Armor
    • Ice Fortress (morph): Increased the duration of this morph to 25 seconds, up from 24, for slightly easier alignment of ability timers.

Notes: Warden will have a boost in hps... that makes me question why healer with highest hps got buffs. What really is interesting someone finally looked at lotus flower (>...> while forgetting about living vines sucky targeting). This really might be something to consider using now over radiating regeneration.  For those having trouble without a easy targeting burst heal this could be the answer, thus saving a slot over healing ward.

Dragon Knight

Ardent Flame

  • Fiery Breath
    • Engulfing Flames (morph): This morph’s bonus damage taken now scales with a mixture of your Weapon and Spell Damage, rather than Spell Damage and Max Magicka. The cap is reached when your combined Weapon and Spell Damage is over 9000!
Notes: A lot of sets now give spell and weapon damage, so I think this might finally give a chance for dps and healer more. 


Necromancer


Living Death
  • Restoring Tether (morph):
    • Fixed an issue where this ability and its morphs’ ally healing were considered single target instead of Area of Effect in some cases.
    • The heal from all of these abilities and their tooltips will now properly be tracked as Area of Effect
Nightblade
  • Shadow
    • Path of Darkness: Made some back-end improvements to this ability and its morphs to improve performance.
      • Refreshing Path (morph): This ability now heals 1 less time over its duration as a result of the back-end adjustments mentioned above, but its total healing has been increased to ensure no changes in overall power have been made.
  • Siphoning
    • Strife: Increased the damage of this ability and the Funnel Health morph by 5.6%.
Notes: Slight buff in healing output

Skills

  • Restoration Staff
    • Blessing of Protection:
      • This ability and its morphs now follow the Area of Effect burst heal standards, and as such, have increased the cost to 4860, up from 3510.
      • Increased the healing done from Blessing of Protection and Combat Prayer by approximately 36% and the duration of their effects to 10 seconds, up from 8.
        • Blessing of Restoration (morph):
          • Increased the healing done from this morph by 12.5%.
          • Increased the duration of the buffs provided to 20 seconds, up from 16.
    • Steadfast Ward
      • Ward Ally (morph): This morph now reduces in cost as the ability ranks up, rather than increasing in shield size by 1.1% per rank.

  • Notes: Guess sustain might matter a little bit more.... still not conviced to ever using healing springs... so moving on

    Sets

    Notes: I will be venturing into imperial city next patch ...often. Besides that surely, nobody will have trouble finding a healer for new dungeons. So much to offered.

    Kargaeda – Monster Mask

    • 1 – Adds 731 Maximum Magicka
    • 1 – Adds 731 Maximum Stamina
    • 2 – On dealing damage with a Heavy Attack, create a whirlwind that slowly moves forward for 8 seconds, growing by 3 meters every 3 seconds. Enemies within the whirlwind takes Shock Damage and Physical Damage every second. Allies within the whirlwind reduce their Magicka and Stamina costs by 10%. This effect can occur once every 20 seconds and the damage scales off the higher of your Weapon and Spell Dama

    Notes: We all know blades is popular monster set. While it needs to be tested this could be comparable alternative for people. I will reduce costs before you actually need it. 

    Coral Aerie

    • Maligalig’s Maelstrom - Light
      • 2 – Adds 1096 Maximum Magicka
      • 3 – Adds 4% Healing Done
      • 4 – Adds 129 Weapon and Spell Damage
      • 5 – On overhealing yourself or a group member with a Direct Heal, apply Maligalig’s Maelstrom to the target for 6 seconds that deals Shock Damage to enemies within 7 meters. This damage is based on 33% of the overhealed amount, up to 3300. This effect can occur once every 10 seconds.
    Notes: I heard mixed things on the set, but it's a nice solution to poor pug dungeons. Also it's adds to the niche another set to healers who like to dps 

    • Turning Tide - Heavy
      • 2 – Adds 1206 Maximum Health
      • 3 – Adds 1096 Maximum Stamina
      • 4 – Adds 1206 Maximum Health
      • 5 – After successfully blocking, you gain Flowing Water for 10 seconds, causing your next Bash attack to deal Magic Damage to up to 6 enemies in a 10 meter line, and apply Major Vulnerability for 10 seconds, increasing their damage taken by 10%. This effect can occur once every 15 seconds and scales off your Max Health.
    Notes: We got healers using sax, so I will add this here. This will absolutely be used in trials. Bashing though will leave this a greater chance to be on tanks in front end, but if healers really wanted it's possible to use this set too.

    • Nazaray – Monster Mask
      • 1 – Adds 1206 Maximum Health
      • 2 – When you use an Ultimate ability, the closest 6 enemies within 12 meters have all Major Debuffs, and Minor Debuffs applied to them extended by 1 second per 25 Ultimate spent. This effect will not apply to Damage Beams or Damage Tethers. This effect can occur once every 20 seconds per target.
    Major Cowardice Reduces Weapon Damage and Spell Damage by 430
    Major Defile Reduces Healing Received and Health Recovery by 16%
    Major Maim Reduces damage done by 10%
    Major Maim Reduces damage done by 10%
    Major Lifesteal Heals ? Health every second for you and allies who damage the target
    Major Mangle Reduces Maximum Health by ?%
    Minor Breach Reduces Spell Resistance by 2974
    Minor Brittle Increases Critical Damage taken by 10%
    Major Breach Reduces Spell Resistance by 5948
    Major Brittle Increases Critical Damage taken by 20%
    Minor Maim Reduces damage done by 5%
    Minor Timidity Drains 1 Ultimate every 1.5 seconds for 10 seconds.
    Minor Vulnerability Increases Damage Taken by 5%
    Major Vulnerability Increases Damage Taken by 10%

    Notes: edited someone pointed out this is just extension of duration now

    • Rallying Cry (Light)
      • 2 – Adds 657 Critical Chance
      • 3 – Adds 1096 Maximum Magicka
      • 4 – Adds 657 Critical Chance
      • 5 – While Battle Spirit is active, critically healing yourself or an ally causes you and up to 11 other group members within 12 meters to gain 300 Weapon and Spell Damage, and 1650 Critical Resistance for 20 seconds. Each group member affected reduces the Weapon and Spell Damage by 15 and the Critical Resistance by 83. This effect can occur once every 15 seconds.
    Notes: A obvious choice for pvp healers in future. 

    Enervating Aura (Heavy)
    • 2 – Adds 4% Healing Taken
    • 3 – Adds 1206 Maximum Health
    • 4 – Adds 1487 Armor
    • 5 – When you deal Direct Damage, you have a 10% chance to create an area under the target that detonates after 1 second, applying Enervating Aura for 10 seconds. Enervating Aura lowers the Health Recovery, Magicka Recovery, and Stamina Recovery of enemy Players by 129 per player hit. This effect can occur once every 15 seconds
    Notes: Not the best choice of set but if a healer hits nice stacked up players who just don't happen to have purge... 

    • Nunatak
      • 1 – Adds 1487 Armor
      • 2 – On dealing Frost Damage, create an area under the target for 6 seconds that applies Chilling Bite every second. Chilling Bite deals Frost Damage and applies a stacking 25% snare for 4 seconds. At 4 stacks, the enemy is immobilized and gains Major Brittle for 4 seconds, causing the target to take 20% increased Critical Damage. This effect can occur once every 15 seconds and scales off the higher of your Weapon or Spell Damage.
    Notes: This is highly likely to be on tank, but pvp healers will love this set too. I would suggest it for pve healers but there's another monster set that gives major brittle above along with more.

    • Lady Malydga
      • 1 – Adds 1487 Offensive Penetration
      • 2 – When you deal Direct Damage to a target within 12 meters, create an area that after 1 second, quickly moves forward and then returns, dealing Shock Damage and applying Minor Enervation for 5 seconds, causing the target to deal 10% less Critical Damage. This effect can occur once every 15 seconds and scales off the higher of your Weapon or Spell Damage.
    Notes: Another aura set! This is another great supportive set for pvp. 
    • Baron Thirsk
      • 1 – Adds 129 Stamina Recovery
      • 1 – Adds 129 Magicka Recovery
      • 2 – On dealing area Direct Damage, mark a target for 6 seconds. Every 2 seconds after, an Explosive Scamp is spawned nearby and detonates after 1 second, dealing Magic Damage to up to 6 enemies within 4 meters and applying Minor Timidity for 10 seconds, draining 1 Ultimate every 1.5 seconds. Each Explosive Scamp spawned deals 100% increased damage. This effect can occur once every 25 seconds and scales off the higher of your Weapon or Spell Damage.
    Notes: Exploding scamps my sorc healer finds this amusing! Also minor timidity is new support debuff we only seen on poisons till now. 

    Notable Bug fixes
    • Pearls of Ehlnofey: Fixed an issue where this set could proc from no-cost abilities, as well as some abilities while out of combat.
    • Vestment of Olorime: Fixed an issue where this set did not proc off ability sourced tethers, unlike other item sets that share similar proc conditions.

    Misc

    • Player abilities that scale with your offensive stats, such as Weapon Damage and Max Stamina, will now dynamically scale with the highest of your offensive stats.
      • As a heads up, the following abilities have not received adjustments to their scaling:
        • Backlash and its morph’s final damage
        • Conjured Ward and morphs
        • Annulment and morphs
    • Player abilities that grant Major Savagery, Prophecy, Brutality, or Sorcery now grant both of their respective versions (such as Savagery and Prophecy) in efforts to reinforce the accessibility of hybrid stat gaining.
      • Note that player passives and consumables that grant the Minor versions of these have not been adjusted at this time, in order to preserve class unique power contribution for coordinated groups.