Summoner Spirit
Background: Inspired from ESO Community Discord, Dungeon Sorc Setup that has finally evolved.
Purpose: To maximize the damage output while remaining in a Supportive Healer role without being a hybrid that focuses on individual dps output. I make the claim that Sorcerer Class pulls dungeon healer off best with maximum supportive offensive damage being only comparable to the night blades who specializes in their own offensive dps as they heal.
This build will be able to place more Atros.
Gear
Set 1: Spell Power Cure
Location : White Gold Tower
While some will profess, I am great sinner who just doesn't keep with the times. I simply think there's unrealistic understanding in dungeons healing. Unless you are, you are straight up stack and burning.... at very very top end of game dps, then I will say spell power cure is choice.
To explain more, unlike trials, dungeons have people moving around a lot. You can have one dps over here doing one mechanic while other is focusing on another like stranglers (the newest villain in dungeons) . Then again, you could also all be on different platforms, such as in unhallowed grave. I could go on, but my point is Olorime is important for trials because there is a greater chance that people are stacking, and olorime works on trial mechanics that spell power cure wouldn't such as stack and burn executes, in cloudrest or halls of fabrication. Of course, spell power cure can only proc on 6 allies (pets now excluded as they share buff from casters)
Set Two: Way of Martial Knowledge
Location: Craglorn
How to use: This set really doesn't work well on bosmers in dungeons, but I have come to be found of it. Unlike, trials. the hit boxes in dungeons realistic in range, I would roll into a fight and use and use a heavy costing stamina Skill. When in close range, bash weave, as appropriate.
Set Three: Blessing of the Potentates set
This set is getting us ready for greymoor, as we got 1 open slot to fill with whatever. What this set does is allow, Sorc class play on their strength.
Skills
Bar 1 Enchantment: Crushing Enchant , as most tanks won't have this enchant and even if they do, there are more mobs in dungeons for this to be placed on.
- Bone Surge
- This skill I debated long and hard on, but it I decided to go with it for a few reasons. First off it will provide another synergy in the group with makes it easy for looki users to continue forward. The group shield if used right can in a way prevent what could be a one shot.
- Combat Prayer
- Standard group but that provides defensive and offensive buff to healers. No healer should be without it.
- Twilight Matriarch
- A strong Burst Heal that heals 2 low health allies
- Illustrious Healing
- Long last heal that is also quite powerful
- Radiating Regeneration
- Use this before fights to give a prebuff
Bar 2 Enchantment: Shock glyph with a charged trait will eliminated the need for IA in . As it has a high chance to ally same buff (minor Vulnerability) it with light attack unlike IA which needs full heavy to apply it after scalebreaker patch. So save a set and get another buff instead.
- Crushing Shock (flex)
- In dungeons, the healer is excepted to do interrupt or purge role most of the time. This all provides a high chance to proc 3 status effects (with the charged trait), along with range off balance proc
- Energy Orb
- Standard Heal over time for allies and sustain source
- Twilight Matriarch
- Our Mascot... as Sorc healers
- Storm Blockade
- This is used to set enemies off balanced once every 15 secs and last for 7 secs while also giving double resources back from heavy attacks to allies.
- Elemental Drain
- Standard debuff and buff still for healers to help with adds and sustain of allies and self.
Notes
* Currently testing the concept of adding Invigorating drain Over Crushing shock, for increased ultimate generation.
* I haven't updated the enchant on resto staff for build.
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