Healer Notes : Flames of Ambition - Tasear's Tree House

Former Class Rep and Community Ambassador

Wednesday, February 10, 2021

Healer Notes : Flames of Ambition




Overview:

Nightblade got changes again... they officially got minor breech, well the new status effect that does that. Unfortunately, their magicka steal, is now only 4 secs with new status effect called cripple. 

Now I don't have a screenshot just yet, but congrats to all future healers on have a CP passive to purge allies by 3 negate effects every x amount of time via Healer Passives Only. Other CP passives we meh in creativity, but it's a nice start. Also looks like we might be able to work with getting rid of Elemtal Drain on our bars with new status effect incoming called overcharged. 

Supportive Sets

Drake’s Rush (Heavy Armor)

  • 2 – Adds 1206 Maximum Health
  • 3 – Adds 1096 Maximum Stamina
  • 4 – Adds 1096 Maximum Stamina
  • 5 – When you Bash an enemy, you and up to 11 group members within 15 meters of you gain Major Heroism for 12 seconds, granting you 3 Ultimate every 1.5 seconds. This effect can occur once every 18 seconds.


Encratis’s Behemoth (Monster Mask)

  • 1 – Adds 1096 Maximum Magicka
  • 2 – Dealing Flame Damage to an enemy grants you Behemoth’s Aura for 12 seconds that reaches up to 12 meters. You and up to 11 group members in the aura reduce Flame Damage taken by 5%. Enemies in the aura increase their Flame Damage taken by 5%. This effect can occur once every 15 seconds.

Foolkiller’s Ward (Heavy Armor)
  • 2 – Adds 1487 Armor
  • 3 – Adds 1487 Armor
  • 4 – Adds 1206 Maximum Health
  • 5 – Activating Block while in combat places a damage shield on you and 3 group members within 18 meters for 2 seconds that absorbs 4000 direct damage. If a damage shield breaks, the wearer of the shield restores 5680 Magicka and Stamina. This effect can occur once every 30 second if a damage shield broke. This effect can occur once every 10 seconds if no damage shields broke.
Baron Zaudrus (Monster Mask)
  • 1 – Adds 548 Maximum Stamina
  • 1 – Adds 548 Maximum Magicka
  • 1 – Adds 603 Maximum Health
  • 2 – Applying a status effect to an enemy grants you a stack of Zaudrus’s Ambition for 10 seconds, up to 3 stacks max. When you gain 3 stacks, the stacks are removed and you gain 3 Ultimate. On gaining Ultimate, you cannot gain additional stacks of Zaudrus’s Ambition for 2 seconds.

Notes: I listed all the supportive sets, because you never know what people just might force a healer to wear...or they pick free willingly. Notable set this patch for healers though is Encratis’s Behemoth. It could be the new big set for healers... well depending how bad sustain hits for everyone (As a Healer, I went from 1950 to 1450 regain). The set reduces flame damage against allies in certain range and also increases flame damage done by allies.

Armor Changes

  • Light Armor Bonuses
    • Reduces your damage taken from “Magical” (Magic, Flame, Frost, and Shock Damage) attacks by 1% per piece worn
    • Reduces the cost of Roll Dodge by 3% per piece worn
    • Increases your Movement Speed while Sneaking by 5% per piece worn
    • Reduces the cost of Break Free by 5% per piece worn
    • Reduces the cost of Bash by 3% per piece worn
  • Light Armor Penalties
    • Increases your damage taken from “Martial” (Physical, Poison, Disease, and Bleed Damage) attacks by 1% per piece worn
    • Increases the cost of Block by 3% per piece worn
    • Decreases your damage done with Bash by 1% per piece worn
  • Medium Armor Bonuses
    • Reduces the cost of Sprint by 1% per piece worn
    • Reduces the cost of Sneak by 5% per piece worn
    • Reduces the cost of Block by 3% per piece worn
    • Reduces your damage taken from Area of Effect Attacks by 2% for 2 seconds after you Roll Dodge
    • Increases your Movement Speed by 2% while immune to crowd control
  • Heavy Armor Bonuses
    • Reduces your damage taken from Martial attacks by 1% per piece worn
    • Increases the amount of damage blocked by 1% per piece worn
    • Increases damage done with Bash by 3% per piece worn
    • Reduces your damage taken while immune to crowd control by 2% per piece worn
  • Heavy Armor Penalties
    • Increases your damage taken from Magical attacks by 1% per piece worn
    • Reduces the Movement Speed bonus of Sprint by 1% per piece worn
    • Increases the cost of Roll Dodge by 3% per piece worn
    • Increases the size of your detection area while Sneaking by 10% per piece worn (making you easier to detect)
  • Light Armor
    • Concentration: This passive now grants 469/939 Spell Penetration per piece of Light Armor worn, rather than 2442/4884 when wearing 5 pieces or more.
    • Prodigy: This passive now grants 0.5/1% Spell Critical per piece of Light Armor worn, rather than 5/10% when wearing 5 pieces or more.
    • Spell Warding: Increased the amount of Spell Resistance granted per rank to 363/726, up from 182/363.
  • Medium Armor
    • Agility: This passive now grants 1/2% Weapon Damage per piece of Medium Armor worn, rather than 7/15% when wearing 5 pieces or more.
    • Dexterity: Decreased the amount of Weapon Critical granted to 0.3/0.6/1% per piece of Medium Armor worn, down from 0.3/1/1.5% per piece.
  • Heavy Armor
    • Rapid Mending: This passive now increases your Healing Taken by 1% for every 2/1 pieces of Heavy Armor worn, rather than 4/8% when wearing 5 pieces or more.
    • Resolve: Decreased the amount of Armor granted per piece of Heavy Armor worn to 114/229/343, down from 121/142/363.
    • Revitalize: This passive now increases the resources restored from your fully-charged Heavy Attacks by 2/4% per piece of Heavy Armor worn, rather than 12/25% when wearing 5 pieces or more.
  • Light Armor
    • Concentration: This passive now grants 469/939 Spell Penetration per piece of Light Armor worn, rather than 2442/4884 when wearing 5 pieces or more.
    • Prodigy: This passive now grants 0.5/1% Spell Critical per piece of Light Armor worn, rather than 5/10% when wearing 5 pieces or more.
    • Spell Warding: Increased the amount of Spell Resistance granted per rank to 363/726, up from 182/363.
  • Medium Armor
    • Agility: This passive now grants 1/2% Weapon Damage per piece of Medium Armor worn, rather than 7/15% when wearing 5 pieces or more.
    • Dexterity: Decreased the amount of Weapon Critical granted to 0.3/0.6/1% per piece of Medium Armor worn, down from 0.3/1/1.5% per piece.
  • Heavy Armor
    • Rapid Mending: This passive now increases your Healing Taken by 1% for every 2/1 pieces of Heavy Armor worn, rather than 4/8% when wearing 5 pieces or more.
    • Resolve: Decreased the amount of Armor granted per piece of Heavy Armor worn to 114/229/343, down from 121/142/363.
    • Revitalize: This passive now increases the resources restored from your fully-charged Heavy Attacks by 2/4% per piece of Heavy Armor worn, rather than 12/25% when wearing 5 pieces or more

Notes: I don't know what to say the Undaunted Passives still exists so probably the same thing as Always for us. (5 light, 1 Heavy, 1 Medium)


Class Changes: 

Nightblade
  • Assassination
    • Mark Target: Fixed an issue where this ability and morphs' sourcing of Major Breach would be removed if the ability was recast while still actively on a target. This effect will now be considered 2 negative effects instead of 1 - one for Major Breach and another for the Mark that grants the caster resources if the marked target dies, similar to other abilities that apply multiple effects, such as Power of the Light.
  • Shadow
    • Consuming Darkness:
      • Hidden Refresh’s heal now ticks once every second, rather than half second, and adjusted the total healing to remain roughly the same.
      • While this synergy is active, it now displays what it does when hovered over in your Active Effects tab.
    • Veiled Strike
      • Surprise Attack (morph): This morph now applies the Sundered Status Effect on hit, rather than reducing the target’s Physical Resistance by 5% if you successfully flanked the target.
  • Siphoning
      • Cripple
        • Debilitate (morph): This morph now applies the Overcharged status effect each tick, rather than applying Minor Magickasteal for its duration. This will also fix an issue where Magickasteal could be removed if you recast this ability early.

Notes: I love that they keep trying with this flanking thing... maybe one day it will work out. Overall though, added Sundered (Minor Breech) and reduced the uptime on minor magicka steal for nightblads


Racial Changes

  • Argonian
    • Argonian Resistance: This passive no longer grants immunity to the Diseased status effect, and once again grants an equal amount of Poison Resistance.
    • Resourceful:
      • This passive now also grants 1000 Max Stamina.
      • Reduced the resources restored to 3125, down from 4000.
  • Breton
    • Spell Attunement: Increased the Magicka Recovery granted from this passive to 130, up from 100.
  • Dark Elf
    • Dynamic: Increased the Max Magicka and Stamina granted from this passive to 1910, up from 1875.
    • Resist Flame:
      • This passive no longer grants immunity to the Burning status effect.
      • Increased the Flame Resistance to 4620, up from 2310.
  • High Elf
    • Elemental Talent: This passive now also grants Weapon and Spell Damage, rather than only Spell Damage.
    • Spell Recharge:
      • Reduced the restore on this passive to 625, down from 640.
      • This passive now works from any ability used, rather than only off class abilities.
  • Imperial
    • Red Diamond:
      • This passive no longer restores Health, Magicka, and Stamina whenever you deal Direct Damage.
      • Increased the cost reduction for all abilities to 6%, up from 3%.
  • Khajiit
    • Feline Ambush: Increased the Critical Damage and Healing Done from this passive to 12%, up from 10%.
    • Lunar Blessings: Increased the Max Health, Magicka, and Stamina granted from this passive to 915, up from 825.
  • Nord
    • Resist Frost:
      • This passive no longer grants immunity to the Chilled status effect.
      • Increased the Frost Resistance to 4620, up from 2310.
    • Rugged: Reduced the Armor granted from this passive to 2600, down from 3960.
  • Orc
    • Brawny: Reduced the Max Stamina granted from this passive to 1000, down from 2000.
    • Swift Warrior: This passive now grants Weapon and Spell Damage, rather than Weapon Damage.
    • Unflinching Rage:
      • This passive now heals for 2125 Health when you deal damage once every 4 seconds, rather than healing for 600 Health when you deal damage with a Weapon Attack once every 4 seconds.
      • Fixed an issue where this passive was not considered a proc.
      • The heal from this passive can no longer Critically Strike.
  • Redguard
    • Adrenaline Rush:
      • Increased the Stamina restored from this passive to 1005, up from 950.
      • This passive now procs on any damage done, rather than Direct Damage.
  • Wood Elf
    • Hunter’s Eye:
      • The Movement Speed and Armor Penetration granted from this passive no longer require you to Roll Dodge to gain, and instead are permanent effects.
      • Decreased the Movement Speed bonus to 5%, down from 10%.
      • Decreased the Armor Penetration granted to 950, down from 1500.
    • Resist Affliction: This passive no longer grants immunity to the Poisoned status effect, and once again grants an equal amount of Disease Resistance.

Notes: Well, Well High Elf is back on the map with it being comparable to Breton in regain.  Next, Argonian has some stamina now which is good for balanced healer.  In regards to my favorite wood elf, we have well less then orc, we got movement speed now! Still not real thieves again... but moving on, Orcs have spell damage so a buff to all orc healers (as I look in jealous). A interesting change is imperial will have cost reduction of 6 percent on everything. So cheaper ultimate and better resource management.  Onward, Some slight buffs on racial stats for our furry friends. Last to mention in regards to changes for healers is Breton, they got more magicka regain. 


Misc. Changes

There are now three new Status Effects for the following damage types: Bleed, Physical, and Magic Damage.
  • Bleed Damage has a chance to apply Hemorrhaging. It deals slightly weaker damage than Burning over 4 seconds and applies Minor Mangle to the target while afflicted.
  • Physical Damage has a chance to apply Sundered. It deals minor damage and applies Minor Breach for 4 seconds.
  • Magic Damage has a chance to apply Overcharged. It deals minor damage and applies Minor Magickasteal for 4 seconds.

Notes: So, It took me a bit to understand what this means for healers. First off, obviously templars and minor breach hold is more going bye bye. But interesting enough, we can are likely able to get rid of Elemental Drain on Bars assuming it procs the same is minor vulnerability 

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