Healer Notes Greymoor - Tasear's Tree House

Former Class Rep and Community Ambassador

Monday, April 20, 2020

Healer Notes Greymoor



Okay I got to admit was a bit hyped reading notes... minus one horrible thing. There's a lot of things this patch from new enchanting rune, to 3 new alchemy things, along with more paintings! Mythic system was meh, but I have hope for it in future patches.


New Sets! 


Winter’s Respite – Light Armor
2 – Adds 129 Magicka Recovery
3 – Adds 1096 Maximum Magicka
4 – Adds 1096 Maximum Magicka
5 – Casting abilities that leave an effect on the ground will create a circle of healing frost for 10 seconds. You and your allies restore 2358 Health every 1 second while inside the circle. This effect can occur once every 10 seconds.


Roaring Opportunist – Magicka DPS
2 – Adds 1487 Spell Penetration
3 – Gain Minor Slayer at all times, increasing your damage done to Dungeon, Trial, and Arena Monsters by 5%.
4 – Adds 129 Spell Damage
5 (Perfected) – Adds 1096 Max Magicka
5 – Dealing damage with a Fully-Charged Heavy Attack to an enemy that’s been set Off-Balance grants you and up to 11 group members Major Slayer, increasing your damage done to Dungeon, Trial, and Arena Monsters by 15% for 10 seconds. Roaring Opportunist can only affect a target every 22 seconds.

Kyne’s Wind – Healing
2 – Adds 129 Magicka Recovery
3 – Gain Minor Aegis at all times, reducing your damage taken from Dungeon, Trial, and Arena Monsters by 5%
4 – Adds 4% Healing Done
5 (Perfected) – Adds 129 Magicka Recovery
5 – Casting an ability or drinking a potion that applies a Major Buff on yourself or an ally creates a pool of Kyne’s Blessing for 4 seconds. You and allies standing in Kyne’s Blessing restore 508 Stamina and Magicka every 1 second. This effect can occur once every 10 seconds.

Torc of Tonal Constancy – Necklace
1 – While your Stamina is less than 50%, increases your Magicka Recovery by 450. While your Magicka is less than 50%, increases your Stamina Recovery by 450.


Notes:


So first off winter respite is cute set. It's not a game breaking set, but will be nice in pvp or on a tank healer in PvE. Also will be very beginner friendly set for new healers. I say not bad and with a touch of frost makes it a cool set.

Next we O.O what you would think would be a dps set for magicka but unfortunately will be a most likely required all the time set for healers in upper levels of gameplay. Why they thought any dps would proc off balance of a tank or healer is beyond me. This is a about 6 percent damage increase to groups so good luck convincing your groups not for you to wear it.

They are getting better with healer sets... if you ignore abomination set that was supposed to be or magicka dps. Kyne's wind is a nice sustain set that while not overpowered like last one is defitently got's it's usage

Now lets say you pvp heal then torc will be a nice set to use. If for some reason sustain actually becomes important in pve for healers again then this set would be nice...

P.S I want more bank space now....

Classes


Necromancer
Tether abilities, such as Restoring Tether and Shocking Siphon, are now once again on the Global Cooldown, and have had their targeting improved furthermore.
Bone Tyrant
Bone Goliath:
The heal for this ability and its morphs will no longer trigger from Mend Wounds or its morphs, and states it requires dealing damage to proc.
Fixed an issue where this ability and its morphs would end abruptly if they ranked up while it was active.
Grave Grasp: Fixed an issue where casting this ability in rapid succession would cause the final Area of Effect to fail to spawn.

Nightblade

Siphoning
Siphoning Strikes: Fixed an issue where this ability and its morphs could proc off Mend Wounds and its morphs. The soul-stealing power of this ability is now reserved for damaging Light and Heavy Attacks.
Soul Shred: The synergy granted from this Ultimate and its morphs will now work for allies who are 10 meters or closer to the target, rather than 10m or further.

Templar
Restoring Light
Rite of Passage: Fixed an issue where this ability could not be block cancelled after beginning it, despite its morphs being able to.

Notes: It's mostly some bug fixes... especially nightblade ultimate makes more practical sense in usage.

Changes


Draugr’s Rest: Increased the total healing done of this set to 19404 over its duration, up from 11000.

Chokethorn:
This set now heals for 24409 health over 6 seconds, rather than 19565 health over 4 seconds.
Increased the proc chance to 15%, up from 10%.
Reduced the range of the beam from 28 meters to 15 meters in order to help introduce more counterplay with its stronger heal.

Earthgore:
This set now heals for 29700 health over 10 seconds, rather than 30000 over 6 seconds, to reduce the burst heal potential.
Reduced the cooldown to 20 seconds from 35 seconds.

Sentinel of Rkugamz:
Removed the proc chance from this set.
Reduced the tick count of the heal and resource restore by 1.
Increased the Magicka and Stamina restore to 125 per tick, up from 115.

Shadowrend:
This set no longer applies Minor Maim to targets hit for 3 seconds, and instead reduces their damage done by 5% for 2 seconds. This debuff cannot stack from multiple sources.

Symphony of Blades:
This set now restores 570 resource per tick, down from 2325.
The cooldown of 18 seconds is now applied per target, rather than overall.

Troll King:
Reduced the Health Recovery granted by this set to 925, down from 1548.
Fixed an issue where this set had a range limit, despite being bound to heals that already passed a range check.

Timeless Blessing:
Reduced the cost reduction of this set to 21%, down from 27%.
The Perfected version of this set no longer has a unique value, and instead grants up to 877 Max Magicka.

Mender's Ward:
Reduced the duration of Major Vitality to 2 seconds, down from 3.
Reduced the Perfected version's Magicka Recovery to 103.

Grand Rejuvenation:
This set now grants up to 117 Magicka and Stamina to target affected, up from 100.
This set now has a Perfected version that grants up to 877 Max Magicka.

Precise Regeneration:
Decreased the Magicka granted from this set to 500, down from 800.
Removed the cooldown from this set, though note it cannot proc from the event of simultaneous critical heals from Radiant Regeneration.
This set now has a Perfected version that grants up to 666 Spell Critical Rating.

Robes of Transmutation: This set now grants 1400 Critical Resistance for 5 seconds when the proc conditions are met, rather than 1304 for 20 seconds.

Notes

So all healer sets got changes in regards to monster sets. Not bad though as felt more like a chisel then a hammer approach. Blades is most noticeable change after people finally figured out how OP this set has been (told ya long time ago). Just realize it was 12k resources for one ally. Now it compares to Sentinel better. There's some minor nerfs on other sets, but nothing ridiculous. The most imporant thing to note... is you are going back to vDSA next patch for better version (cough old version) of master resto. The extra magicka will defiantly be worth it. 

Other

Synergies now have a hierarchy to determine which synergy appears first when multiple are present to you. Quest, Dungeon, Arena, and Trial-related synergies now always appear over player-sourced synergies. Furthermore, for player-sourced synergies, the following ruleset is applied


  • Healing and Shield-related synergies will take utmost priority.
  • Utility, Buff, and Debuff synergies will appear next.
  • Strictly Damage-related synergies are last in priority.
    • In a situation where Purify, Conduit, and Combustion are all available to activate and are given to you, Purify (Healing) will appear first, then Combustion (Utility), then Conduit (exclusive Damage).
Restoration Staff
Heavy Attack: Updated the Heavy Attack with this weapon to operate more closely to Lightning Staves. It will now have 2 minor ticks of damage and then a final, larger hit of damage at the end, rather than 3 continuous ticks of damage. This will fix numerous issues where sets or passives could fail to recognize the Fully Charged state with this weapon.


Bug Fixes


Pet summoning abilities now have a preventative window after completing their cast that prevents attempting to summon them again while they’re already alive.

Pets will now properly inherit their parent’s bonuses related to armor, such as Concentration or Prodigy.

Fixed an issue where pets could not inherit the Bloodthirsty or Charged traits.

Fixed an issue where pets could fail to summon if you immediately began sprinting after casting.

Mend Wounds:
Fixed an issue where Heavy Attacks could fail to chain properly after using this ability.
Fixed an issue where you could still get Magicka from heavy attacking a target with this ability without actually healing them.

Undaunted
Blood Altar: Fixed an issue with the synergy visuals, causing it to fail to appear to some allies as well as being able to appear to enemies.

Healing Mage:
This set now more accurately procs off abilities that meet its stated requirements.
Fixed an issue where the enemies affected by this debuff in the area around you did not match the typical sort selection - prioritizing the nearest enemies.

Notes:


Nothing to complain about, these bugs fixes are nice >.< especially solves mystery on altar synergy thing. Also mending looks back on broad as at least useful and not bugged anymore.


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