Have you ever wrote something, that you were proud enough to call a legacy. This is that thing for me. This build if you will have was something I think changed landscape of Healers in entire game. Looking back, how bold and stubborn I was to use what was probably worst class to heal in game at the time. Though mind you it was a Templar only ground even for others too, but Sorc for most was the worst of the bunch, but I saw differently and set out to prove that to all of Tamerial.
The build design was to showcase the best that Sorc healer could offer which at that time was using non class skills and hybrid type of support. This is the build that is no longer possible, but changed how people saw Sorc Healer in gameplay.
The build design was to showcase the best that Sorc healer could offer which at that time was using non class skills and hybrid type of support. This is the build that is no longer possible, but changed how people saw Sorc Healer in gameplay.
Advantages
- Aftereffect of restoring 4%to 20% of max, stamina, health and magic per synergy used to allies
- 2 ult to allies per synergy usage (if they have corresponding champion passive)
- Better Resource Management compare to other healing classes
- 15 Bar slots instead of 10, as such more buffs then any other class
- Better usage of Element Blockade compared to other classes
- 15k - 18k shield for allies via bone shield proc
- Major vitality (30% more healing received) for 6 secs
- Increased for damage output for allies over 51% percent
- Very High uptime for concussion along with off balance
- Better uptime for off balance and concussion.
- Increased sustain via arcane well
- Most reliable Heal in the Game *
- 10% magicka regain to allies
- 3% spell critical to allies
- Minor Breech via posions
- Crushing and Weakening Monsters
Disadvantages
- Limited 12 person damage mitigation
- Most reach undaunted rank 6 to provide resources for allies
- Two keys needed for bar swapping between three bars
- Need to keep pet alive and set it to defend in situations
Change Log
4/ 5/2017 - Published build
5/15/2017 - Added Leveling Build
6/1 - 3/2017 - Updated Build for Morrowind
8/27/2017- Updated Short Version of Build
9/4- 9/11/2017- Updated for Horns of Reach
* General Information explanations updated
* Added poison into build
*Updated Food choice
* Champion Point explanations and allocations updated
* Update and clarified text for gears, skills, and more
* Updated Gear section
*Updated Swappable Skills
* Updated Staff Traits and Enchants
* 2/27/ - 3/5/18 - Updated for Dragon Bones
Divided Builds into two (Pug Proof (Random Dungeons), and Dark Priestess (End Game))
*Updated Advantages and Disadvantages of Build
*Updated text for Race,
* Includes mentions of secondary effects
* Update text for Mundus,
* Added Creative Commons
*Updated text for Amour and Attributes
*Updated Potions & Poisons
*Updated Credits & Disclaimer
* Removed stats and updated food information
*Added Note with Build Planner for future developments
Cleaned and update text for champion points
Updated information, and fix some grammar errors for gear sets
Updated Skills & added swappable skills
3/6/2018 Build Retired
Race: Bosmer
This race is prefect for hybrid healers. For it has the ability to support allies with stamina support skills and magicka support skills. In addition, with sorc class skill "dark exchange" it allows a smooth interchange between stamina and magicka. Along with this there is useful support for the healer themselves which is resistances to disease and poison damage. This it the better choice compared to say 1k more healing.
Mundus: Ritual
On point, after testing sorcerer class doesn't need apprentice or atronach as other four classes because of it's passives, but it's greatest weakness of lack of innate access to direct healing passives and heals over time make the ritual best choice. The ritual will increase skills use as blood atlas (minor life steal) and healing orbs. Thus making ritual a wise choice.
Food : Blue (Health+Magikca)
After Morrowind their was sustain issues, but during horns of reach we discovered better ways to sustain even with blue food (max health + max Magicka) using posions or an infused staff. Also, domihaus also for a disregard for tri-food. The final result is 36k Magicka, and 18k+ health with pet, while also having 1.8k magicka regain.
Potions: Spell Power Essence, Essence of Immovability, Essence of Invisibility
Moon sugar is best... but have drinking so many potions... the more tradition flavors seems appropriate here. First Essence of spell power for the appropriate level. I will provide magicka, spell critical (higher heals % damage), and spell damage which effects things such as healing springs, mutagen, and orbs. Next is Essence of Immovability which isn't a common potion you hear healers care, but there's a good reasons you should use it. First it will provide a chance to rez allies in chaotic situations where boss (vCOS), mobs, or even environment (tempest) will be against you. It's also good to use when off tanking in fang lair or dragon star arena (final boss), A slight benefit to use on stone atronach in vAA so you won't get knocked back. While not as amazing as the other two. Would like to mention essence of invisibility. Doesn't work in newest dungeons, but will help by pass by unnecessary and dangerous mobs while doing speed runs.
Poisons: Sorcery Draining Poison IX, Breaching Poison IX, Fracturing Poison IX, Drain Health IX
Now that's it's become common practice for tanks to use crushing and weakening glyphs, it has lead to more options ... even beyond simple enchants. First we have 2 poisons set to forgo potential weakness the class make face. We have breaching poison to add a bit more to dps for a moment and potential defile bosses such final boss in direfrost (who heals itself). We have a matching fracturing poison to do the same when with more stamina dps. Both of these complement a tank using crushing. Now assuming those are unnecessary, there a few more options. I have one sustain poison that helps with magicka and stamina while doing some damage, while other is another from of breaching poison, but with sustain addition. These have proven to make battles more comfortable. Now lastly is what I call tastiest poison that buffs yourself with %5 more spell damage (stronger heals), gives slight about of magicka back (better endurance), and applies minor breech. This is useful in end game fights ... especially with magicka dps.
Amour : 6 Light, 1 Heavy
All the light amour passives are necessary for their effects of reducing cost,adds spell critical, magicka regain, spell resistances, and spell penetration. While on the other hand some heavy amour passives are important to obtain. Just 1 piece gives 2% more max health that pushes us over just 18k. Also provides a slight increase of resistances. Lastly this constitution passive from heavy amour will increase sustain by giving stamina and magicka back when hit. Going well with absorb ,an passive from restro staff line, that restores magicka when you block a spell.
Attributes: 64 Magicka
All attributes points should be placed in magicka. This important to reach base line max magicka for healers between 30k and 38k max magicka. In general more magicka you have the harder heals will hit. Any health requirements can be made up by undaunted passive and and Sorcerer Expert Summon passive, increases health by 8%. As such even with a different race this is optimal decision for sorcerer healers
Key
Yellow Text - This is indicator of thoughts or resolutions on common issues faced.
Orange text - is indicator of buff from class skills.
Lighter champion skill highlight - is indication of a buff for allies.
Light Purple text- Subsection or variations to the build.
Champion Points
The Warrior
The Lord Champion Points
BASTION : 31
Expert Defender: 2
Quick Recovery : 43
Back in morrowind patch, blessed champion star decreased and so did damage migration, so in order to account for that along acquiring the necessary champion stars we put a lot more champion points into quick recovery while lessening damage from elemental defender. While less we still put in a decent amount of points into bastion to protect our familiar Twilight and our self. The allocation of points into bastion is important as sorcerer class is one of two classes (other being warden) to have minor intellect buff for allies. One last thing to mention, bastion also needed for sorcerer class damage migration skills including negate (and it's morphs) and barrier (and it's morphs). Lastly Expert Defender is so you don't take arrow to knee.
In regards to passives, these were picked to best suit a healer build. While not always, sometimes it helps give you a chance to revive an ally under slight damage reduction this might just allow you to recover while twilight baits or holds arrgo of the boss for a min. Another passive helps recover an ally's Magicka. Lastly in case you do happen to die. There's a passive to protect yourself with large shield (boosted by bastion too) which you can use while you get out of danger and heal yourself.
Important Passives Stars
Field Physician- (Unlocks at The Lord Rank 10) Reduces damage received while resurrecting another player by 15%.Infusion - (Unlocks at The Lord Rank 30) Increases another player's Magicka Recovery by 619 for 8 seconds after you resurrect them. (influnced by max magicka)
Revival (Unlocks at The Lord Rank 75) Absorbs 11559 damage for 5 seconds after your are resurrected by another player.
The Lady Champion Points
Light Amour focus - 12Thick Skinned- 33
Elemental Defender- 43
Hardy- 43
It's a bit tricky here, but I have confidence that you will avoid most one shots with this set up. Along with calculating minor aegis in the equation then we should have 15% damage reduction across the board while also saving 60 champion points in coverage. So the following champions points for the passives, we have a bit of balance between magicka and stamina sustain, where can recover magicka while on defensive or go on defensive after breaking free of a stun, knockdown, fear, disorient or stagger by using bone surge ( the stamina skill on 2nd bar).
Important Passives Stars
Spell Absorption - (Unlocks at The Lady Rank 10) Restores 3465 Magicka when you take Flame, Frost, Shock, Magic, Earth or Oblivion Damage equivalent to 30% of your Max Health. This can only occur once every 10 seconds
Unchained - (Unlocks at The Lady Rank 120) Reduces the Stamina cost of abilities by 80% for 3 seconds after breaking free of a stun, knockdown, fear, disorient or stagger.
THE Steed CHAMPION POINTS
Iron Clad- 33
As a healer you will be mostly away from direct attacks, but on occasion you will have to get up closer in order to stop damage before it even happens. So while bashing this gives a chance at healing you by having this passive. Also iron clad is finally balanced out to 13% reduction. The other phase is good for while you are avoiding damage (synergizes well with tactician passive)
Important Passives
Invigorating bash- (Unlocks at Rank 10 of The Steed) Gives you a 20% chance to restore 846 Health when you Bash an enemy.Phase= When you use Roll Dodge, your Physical and Spell Resistance is increased by 660 for 3 seconds.
The Mage
The Apprentice Champion Points
Blessed: 100
Elfborn: 61
Simply an amazing constellation for healers, as you will want and need all there passives here. Vengeance will syngerize well with passive in another star that restores magicka if you take too big of a hit, though you have to be blocking for this one to work it will give you a critical spell. Which is nice even with only 61 points into elfborn. On point, we have foresight passive to cheapen the cost of our most expensive spells such as purge. Lastly I want to make a special note to arrance well, back a few patches ago it changed so a enemy kill for allies a group was counted as long you do 10% damage in group. So if you use impluse, as adds (does not really work on bosses) at 10% or lower it will proc this passive that doesn't have a cooldown, so allies will likely have no worries about magicka with adds.
Important Passives
Vengeance- (Unlocks at The Apprentice Rank 10) Guarantees your next spell will be a critical hit, after you block 3 spells within 10 seconds of each other.
Spell precision- (Unlocks at The Apprentice Rank 30) Increases your Spell Critical rating by 12%.Foresight- (Unlocks at The Apprentice Rank 75) Reduces the Magicka cost of your next spell by 80% after you drink a potion.
Arance well- (Unlocks at The Apprentice Rank 120) Gives you a 20% chance when you kill an enemy of opening an Arcane Well, which restores 3090 Magicka to you and any allies within 2.5 meters of the enemy. (influenced by max magicka)
The Atronach Champion Points
Staff Expert: 31
Master at Arms: 48
Due to the passives on the restoration staff, and speed of heavy attacks from it, this stave gives most resources back to user, but doing so also procs a passive called essence drain. As such we have given some champion points to staff expert for extra heals and extra damage (less dps has to kill) while on the other bar. A signficant change since horns of reach, we have put a lot of points into master at arms, while it doesn't effect our healing it does our damage output from twilight. In fact, there was this one time recently it soled the boss for last 1.2 percent.
In regards to the passives, there are some nifty ones to do minor damage in fights or solo the word. We have retaliation that increases damage of our light attacks while it doesn't do much, but it's less damage and resources damage dealers need to use. Often over looked, but stamina races have better balance as healer as better mobility and blocking needed for passives like Riposte to do a bit of damage.
Important Passives
Retaliation- (Unlocks at The Atronach Rank 10) Increases the damage of your next Light Attack by 30% after blocking a Heavy Attack.Riposte - (Unlocks at The Atronach Rank 30) While blocking, 15% chance to return you (Weapon Damage * 2) to the attacker when you block a melee attack. This can only happen once every 5 seconds.
Butcher = Increases your damage done with Light and Heavy Attacks by 5% to enemies below 25% Health.
[/spoiler]
The THIEF
The Lover Champion Points
Arcanist- 75
Tenacity - 75
With the changes in the morrowind patch resource management be even more important and after careful consideration at this time. We have taken the most optimized result and gives 150 points into resource management. Still taking about resources we have synergizer passive that gives 2 ult which builds towards resource recovery from undaunted command. Of course, by using the build there will be indirect gain of 2 ultimate often because this build uses 2 to 4 syneries. This means 4 to 8 ult and potentially every 20 secs, but of course assuming the ally has at least 30 points. It's a very popular constellation so it's a good bet for any champion above 90 to have this passive. Now to next passive Wind Running, as resources have been quite important since morrowind this very useful passive for those with extra bit of stamina while playing magicka build. It gives 10% magicka regain to yourself while you are moblie or sprinting this makes up for that 10% regain you would of got if you picked altmer.
Important Passives
Synergizer- (Unlocks at The Lover Rank 30) Grants 2 Ultimate any time you active a Synergy while in combat.Wind Running - (Unlocks at The Lover Rank 120) Increases your Movement Speed by 2%. This applies to all types of movement.
Also increases Health and Magicka Regeneration by 10% while sprinting.
The Tower Champion Points
Warlord- 23
Sprinter- 21
While we usually have a bunch of stamina to spare, this will ensure situations of stamina deficient don't occur by reducing the cost of break free. It will ensure we can still cast bone surge or circle of protection after being cc. Talking on the passive from this tree we have ensare that works will with passive Invigorating bash, so not only will you get a chance to debuff enemy, but also to heal yourself while bashing enemy (as a means to interrupting).
Important Passives
Ensare - (Unlocks at The Tower Rank 10) Grants a 33% chance to reduce an enemy's Movement Speed by 20% for 3 seconds any time you hit them with a Bash attack.THE TOWER CHAMPION POINTS
Tumbling- 23
Shadow Ward- 23
While there aren't any important passives here for healing, after consideration of better gameplay these stars became important. First ultimate generation is caused from blocking, dodging and light attacks, so these stars reduce the cost of two of those. Not along that shadow ward will allow for better block casting and damage migration in heavy aoe areas (overchargers, star fall on warrior). Lastly, having reduce the cost of stamina skills across the board the previous requirement of using tri food is no longer necessary in any variation of this build.
Gear
This is what makes you pug proof
Making any healer you have to consider the primary set which is for supporting allies (worm,mending, etc) , while secondary set is for supporting max heals, lastly the tercentenary set is for making up for any deficiencies. So after a lot of testing and thought, I have come up with the sorcerer healer build not only highlights strengths of the class, buff the allies and debuffs enemies, but in a way most people have not seen.
Primary Set : Spell Power Cure [spoiler]While sorcerer lacks normal passives for healing, it's make up here with better resource management that allows for continuous heals. As such I belive in numbers game sorcerer uses this...and maybe abuses this set to the maximum. Spell power cure is a fairly balanced support set for healer giving more maximum magicka, and spell damage though lacking in regain it's a solid choice for sorcerer and other classes.
Spell Power Cure (2 items) Adds 967 Max Magicka (3 items) Adds 967 Max Magicka (4 items) Adds 129 Spell Damage (5 items) When you heal a friendly target that is at 100% Health, you have a 50% chance to increase their Weapon and Spell Damage by 252 for 10 seconds. [/spoiler]
Secondary set: Twilight Remedy [spoiler]
Can it be more obvious then this? This set mean to be used by sorcerer healers or maybe that's a dellusion of mind. Nevertheless let me tell you why, at face value it gives near ultimate status heal over time potentially every 10 secs along with minor force. The value seeming a bit less since stamina user will already have minor force in there tool tip. At last though, there is more then face value for this set.
It's provides a significant amount of resources to allies via usage. The obvious face being allies will use syneries more often, hence procing the undaunted passive giving qualifying allies (ones with undaunted command passive) 4% to 20% of their maximum health, magicka, and stamina depending on the number of synergies synergized (note 20 secs cooldown on ever unique synergy). While combination with undaunted shield (bone surge) nearby allies (includes pets) can get a shield that is 100% of of the ally's health (18k shield for allies and 6k shield for self). Though unforunatly, with dragon bones this shield uptime has went down by over 60%, though when does proc it's major vitality instead of of minor now. Thus buffing heals for 6 secs to a different level.. Lastly would like to mention an indirect effect for allies above champion 90 are likely to have champion passive, synerizer, giving allies 2 ult per synergy, meaning 2 to 10 ultimate ever 10 secs.
Twilight Remedy (2 Items) Adds 129 Magicka Recovery (3 Items) Gain Minor Aegis at all times, reducing your damage taken from Dungeon and Trial Monsters by 5%.Monsters. (4 Items) Adds 129 Spell Damage (5 Items) When an ally activates your synergy, they heal themselves for 28,039 Health over 10 seconds and gain Minor Force, increasing their Critical Damage done by 10%
[/spoiler]
TertiARY SET: Domihaus Set [spoiler]This set is really about filling in any deficient you may find which now turns about to be magicka or stamina since health now reaches 18k without need of a 1 piece health set. This choice allowed enough stamina to move from tri food and enough magicka not to worry about sustain as much.
Dominhaus Set (1 items) Adds 1096 Max Stamina (1 items) Adds 1096 Max Magica (2 items) When you deal damage, you have a 15% chance to create either a ring of fire or a ring of molten earth around you for 10 seconds, which deals 1,000 Flame Damage or 1,000 Physical Damage every 1 second. Standing within the ring grants you 200 Spell Damage or 200 Weapon Damage. This effect can occur once every 15 seconds Note: Before you get undaunted it's advisable to use 2 piece monster set instead of 5 piece twilight. [/spoiler]
Skill Set
Bar 1: RESTORATION Staff (DECISIVE) Crushing (DECREASE PHYSICAL AND SPELL RESISTANCES BY 1622)
* Using Sorcery Draining Poison IX[spoiler]
Reason : After changes in Horns of the Reach patch, powered outshines precise in raw healing ability on average. After clockwork most tanks will be using torugs at high end level, but still this build was design to work with everyone so we still have crushing enchant, but we can use it to suppress the enchant for something better. The most supportive poison I found was Sorcery Draining Poison IX (look in poison section for exact effects) . The listed poison will give minor breech and add sustain and boost heals with added spell power.
Skill 1 (Magicka Regain) : Empowered ward
Conjure globes of Daedric energy for protection, granting a damage shield for you and your pets that absorbs 14589 damage for 10 seconds. Also grants Minor Intellect to you and nearby allies, increasing your Magicka Recovery by 10% for 10 seconds. Reduces the cost, increases the duration, and also grants you and your allies Minor Intellect.
Reason : While the shield (for you and twilight) is significantly more weaker then alternative ,it can be made up with champion points to an extent. In regards to resource management, this is very useful for magicka based allies. While sorcerer class isn't the only class to have minor intellect buff any more, it's conveniently tied to the shield making it easier to get high uptime, since no need to target allies. (note also have infused, powered resto staff)
Skill 2 (Inward Protection) : Healing Springs
Summon restoring spirits with your staff, healing you and your allies in target area for 2437Health and an additional 2164 Health every 1 second for 3 seconds.You restore 338 Magicka for each friendly target hit by the initial heal, up to a maximum of 3 targets. You restore Magicka for each friendly target initially healed.
Reason : After morrowind patch now more then ever this is the morph for most healers, it's has built in resource management to sustain during fights. This is good to cast while allies are cost together.
Skill 3 (AOE & Burst Heal) : Summoned Twilight Matriarch
Call on Azura to send a twilight matriarch to fight at your side. The twilight matriarch’s attacks deals 3530 Shock Damage plus an additional 15% damage.Once summoned, you can activate the twilight matriarch's special ability, causing it to heal the matriarch and up to 2 other friendly targets for 9100Health.The twilight matriarch remains until killed or unsummoned. You summon a twilight Matriarch. Once summoned, you can activate the twilight's special ability to heal the matriarch and up to 2 other friendly targets. (influenced by maximum magicka)
Reason : As is should be this is the strongest Burst heal in the game based off what sorcerers pride themselves in maximum magic. This the emergency heal that not only heals, does damage, but all buffs your health by 8% and gives increased stamina and health recovery by 20% just having it on the bar... alive.
Skill 4 (Combat Area Protection) : Combat Prayer
Slam your staff down to activate its blessings, healing you and your allies in front of you for 6250Health. Also grants Minor Berserk, Minor Resolve and Minor Ward, increasing you and your allies' damage done by 8% and Physical Resistance and Spell Resistance by 1320 for 8 seconds. Also grants Minor Berserk, increasing you and your allies' damage done.
Reason : It's a highly useful skill that gives allies multiple buffs including damage, and resistances. The other morph has a wider coverage, and longer duration, but isn't suited for this class nor build.
Skill 5 (Mobile AOE Healing) : Mutagen
Share your staff's life-giving energy, healing you or up to 2 nearby allies for 18,705 over 20 seconds.If you or your allies fall below 20% Health, the Mutagen is consumed but heals for an immediate 5764 Health and removes 1 harmful effect. If you or your allies are low on Health, the heal over time is consumed to heal immediately and remove a harmful effect.
Reason : While it's sometimes hard to chose between the two morphs, I find mutagen is the better choice for sorcerer class in general. It provides missing ulitty of cleansing a debuff (posion, fire , etc). As to say, I would only pick the other morph if you are templar or dps healer hybrid.
Ult: Summoned Charged Atronach or Aggressive Horn
Summon a storm atronach at the target location. The atronach’s arrival deals 7155 Shock Damage and stuns nearby enemies for 3 seconds. The atronach zaps the closest enemy dealing 2992 shock damage every sec, while periodically dealing 6941 shock damage to enemies nearby it. An ally can activate Charged Lighting, giving both the ally and the atronach Major Berserk increasing their damage by 25% for 8 seconds.
Sound a war horn to rally your forces, increasing Max Magicka, Health, and Stamina for you and your allies by 10% for 30 seconds. You and your allies also gain Major Force, increasing your Critical Strike damage by 15% for 9.5 seconds.
Reason : I often keep it at war horn, but if there's a need for greater sustain or unbalanced dps team then I would pick the other storm Atronach. The later provides another synergy, giving more sustain in resources and ultimate generation throughout the fights, while other adds more battle power with major berserk and minor force (from gear set). This also good when tank has war horn. Before I forget, this ultimate also increases your spell damage inversely your heals slightly because of the expert mage passive. Though if the team is excellent or it's a trial then I support war horn.
Bar 2 - LIGHTING Staff (Charged) Shock damage (Shock Damage )
Reason:
A Since clockwork tanks have been set to use crushing and weakening, this has left healers with more options to support. The most supportive in four man dungeons, is without a doubt charged. It will increase off balance uptime, but concussion. Take note sorcerer healer will have higher uptime of these items already with entire skill line dedicated to shock damage and even most pets will also do shock damage. One other thing, is sorcerer will also output more damage from things like blockade of storm and other shock damage (more dps less needed dps). The final thought is sorcerer could also proc implosion for executing enemies..
Weapon enchants 20% -> 120% with charged and shock glyph
Standard ability 10% (single target, initial hit only) -> 60% with charged and crushing shock (flex skill)
Area of effect abilities 5% (initial hit only) ->30% with charged and Lighting Heavy attack, and plusar
Damage over time abilities 3% (single target DoT only) -> 24% with charged and mage's fury (flex skill)
Area of effect damage over time abilities 1% ->6% with charged and elemental blockade, and liquid lighting
Skill 1 (Magicka Regain ) : Elemental Drain
Send the elements to sap an enemy's defenses, afflicting them with Major Breach, which reduces Spell Resistance by 5280 for 24 seconds.Also applies Minor Magickasteal to the enemy for 21 seconds, causing you and your allies to restore 300 Magicka every 1 second when damaging them.
Reason : 99% healer have this on their bar, and it's no different here as it will provide extra sustain for allies. Special Note: I would prefer to have orbs here, but 3 bar counts an unarmed bar. If that ever changes swap these 2 skills locations.
Skill 2 (Inward Protection) : Plusar
Release a surge of elemental energy to deal 4298 Magic Damage to nearby enemies and afflict them with Minor Mangle, which reduces their Max Health by 10% for 33 seconds, Reduces enemy's Max Health.
Reason : This underrated skill that does more then it seems. While currently impluse "minor mangle" is bugged and doesn't work on all mobs, it is still good for helping on trash fights especially when dps is a bit low. This is also an aoe shock damage that potentially will put concussion and off balance (with blockade of storms already down). Also take note if you use this skill near end of life of mobs, it will proc arcane well. (special note that it only takes 10% of damage to count as a kill toward an enemy )
Tip: Frost Annotaches in AA trial can be debuff with this.
Skill 3 (AOE & Burst Heal) : Summon Twilight Matriarch
Call on Azura to send a twilight matriarch to fight at your side. The twilight matriarch’s attacks deals 3530 Shock Damage plus an additional 15% damage.Once summoned, you can activate the twilight matriarch's special ability, causing it to heal the matriarch and up to 2 other friendly targets for 9100Health.The twilight matriarch remains until killed or unsummoned. You summon a twilight Matriarch. Once summoned, you can activate the twilight's special ability to heal the matriarch and up to 2 other friendly targets. (influenced by maximum magicka)
Reason : As is should be this is the strongest Burst heal in the game based off what sorcerers pride themselves in maximum magic. This the emergency heal that not only heals, does damage, but all buffs your health by 8% and gives increased stamina and health recovery by 20% just having it on the bar... alive.
Skill 4 (Combat Area Protection) : Elemental Blockade
Slam your staff down to create an elemental barrier in front of you, dealing 1482 Magic Damage to enemies in the target area every 0.5 seconds.Also applies an effect based on your staff's attack element,Blockade of Fire deals extra damage to burning enemies,Blockade of Frost reduces enemy Movement Speed and immobilizes chilled enemies,Blockade of Storms sets concussed enemies off balance for 4 secs. (Increase size and duration)
Reason : For offensive support, this skill does a lot. First the obvious is that it does shock damage. For sorcs this means that it's a chance to proc the exploiter passive. For allies, it will give mobs most likely concussion (8% more damage) and likely off balance as well (10% more damage for allies with champion point passive.
Skill 5 (Mobile AOE Healing ) : Bone Surge
Surround yourself with a whirlwind of bones, absorbing physical damage equivalent to 36% of your Max Health. Allies can activate the Spinal Surge synergy, absorbing damage to allies equal to 100% of their Max Health. It also grants them Major Vitality, which increases healing received by 30%. The wall lasts 10 seconds and affects up to four nearby allies.
Reason : One of the many reasons that is build uses bosmer for the optimal race, is this skill. It's under used stamina support skill that gives allies (up to 6 (including pets)) for 100% health of their health (15- 18k shield), Also 0nly one ally needs to proc it for work for all nearby allies, Unfortunately, this will put all allies effected by this under cooldown. As such with dragon bones amount of resources able to provided for allies is a significantly less, because it won't proc undaunted passive for ally allies anymore. Another let down will lower twilight remedy proc significant number... though I suppose it was a bit over powered with 12K shield ever 10 secs and 26k health over time along with minor force 10%. with potential uptime 100%. Though leaving on a positive note, bone surge along with major vitality will help fill gaps with healing passives, and defensive support.
Ult: Energy Overload
Charge your fists with the power of the storm. Light attacks become lighting bolts, dealing 13193 Shock Damage, and heavy attacks blast enemies in target area for 5205 Shock Damage.Both attacks deal 3% additional damage and restores 1161 Magicka. Attacks deplete Ultimate until you run out or the ability is toggled off.Light and heavy attacks restore magicka, but has less bonus damage.
Reason : While vampire addition brings this build up to 1800 regain and close 1900 regain with passive this is just added sustain support and another way to proc concussion, and indirectly off balance. [/spoiler]
BAR 3 - Unarmed (CHARGED) Shock damage enchant (shock damage)
Reason : So while you are unarmed in this bar, there's is inheritance from bar two weapon trait (could one day be fixed).
Skill 1 (Magicka Regain ): Energy Orbs
Project a globe of regeneration that floats forward, healing 1130 every 0.5 secs to you and nearby alliesAn ally can activate the Healing Combustion synergy, causing the orb to explode and heal for 5643 health, and restore 3960 magicka or stamina to them, whichever maximum is higher.
Reason : Unfortunately, I found most optimal configuration while at least in four man dungeons was to have this skill on bar 3. It procs previous mentioned items listed for bone surge except the shield, while also gives a burst heal
Skill 2 (Inward Protection) : Dark Conversion
Bargain with darkness to restore 8059Health and 4696 Magicka. Has reduce cost.
Reason : This gives allies addition 3% spell critical to damage enemies faster and hence protect the group from wiping. It also heals the user for significant amount, and restores magicka, just another reason sorrecer healer is top tier is sustain.
Skill 3 (AOE & Burst Heal): Summon Twilight Matriarch
Call on Azura to send a twilight matriarch to fight at your side. The twilight matriarch’s attacks deals 3530 Shock Damage plus an additional 15% damage.Once summoned, you can activate the twilight matriarch's special ability, causing it to heal the matriarch and up to 2 other friendly targets for 9100Health.The twilight matriarch remains until killed or unsummoned. You summon a twilight Matriarch. Once summoned, you can activate the twilight's special ability to heal the matriarch and up to 2 other friendly targets. (influenced by maximum magicka)
Reason : As is should be this is the strongest Burst heal in the game based off what sorcerers pride themselves in maximum magic. This the emergency heal that not only heals, does damage, but all buffs your health by 8% and gives increased stamina and health recovery by 20% just having it on the bar... alive.
Skill 4 (Combat Area Protection) : Circle of Preservation
Brand the earth at your location with a rune of protection for 20 seconds. You and your allies in the area gain Minor Protection and Minor Endurance, reducing your damage taken by 8% and increasing your Stamina Recovery by 10%, Roll Dodging from inside the ring costs 20% less Stamina. Reduces Stamina cost of Roll Dodge for allies in the ring.
Reason : This works well in a few occasions. Such as when the who group is stacked in one place, when healer needed extra defensive, when stamina users need more regain (ex good for whispmother in vAA). Also good to use under weak tanks or range stamina users.
Skill 5 (Mobile AOE Healing ) : Sanguine Altar
Conjure a fountain of blood to apple Minor Lifesteal to enemies in the area, healing you and your allies for 835 Health every 1 seconds when damaging them. Allies can also activate the Blood Funnel synergy to heal themselves for 59% of their.
Reason : It's gone through some major changes throughout it's lifetime, but have to say it's viable now healing a significant amount per ever enemy hit each second. So in that regards, I would use when allies are stacked, returning to the same location, or simply dropping health fast. Notice you can leave this down while you attend to a different area.
Ult: Energy Overload
Charge your fists with the power of the storm. Light attacks become lighting bolts, dealing 13193 Shock Damage, and heavy attacks blast enemies in target area for 5205 Shock Damage.Both attacks deal 3% additional damage and restores 1161 Magicka. Attacks deplete Ultimate until you run out or the ability is toggled off.Light and heavy attacks restore magicka, but has less bonus damage.
Reason : While vampire addition brings this build up to 1800 regain and close 1900 regain with passive this is just added sustain support and another way to proc concussion, and indirectly off balance. [/spoiler]
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Swappable Skills
Blot Escape - to avoid metors in hrc. I would swap with bone shield or impluse
Encase - when allies are getting overwhelmed by mobs. I would swap with circle of protection
Guard - when having to support a squish tank (low resistances) - takes 1 to 3 slots. Also good to add more minor force uptime.
Crushing shock - I suggest swapping with elemental blockade (bosses can only be off balanced every 15 secs with dragon bones) or bone shield
Purge - when allies are getting debuffed (examples fire, posion, rock falling... etc) and you can't out heal then use this. Swap with bone shield
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Credits : Way back in 2015, I had searched everywhere for a Sorcerer Healer Build, and at last this is the one I took inspiration from Dark Exchange Healer. Since then I created this build to show proof the kinda of highly supportive beings sorc can be. Though, none of this would be possible without the amazing developers at Zenimax, which I thank them in the silence support in allowing such diversity among classes.
Disclaimer: It should be mentioned that naming issues arose with build as it developed. But this fourth developed sorc healer build I have created. There is one only for my memories (it's better this way) and another two listed online... that are subpar in design.
Note: Here's the build planner (At the moment doesn't correctly show twilight heal amount ...and short 200 max magicka or so)
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