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.
- Path of Darkness: Made some back-end improvements to this ability and its morphs to improve performance.
- Siphoning
- Strife: Increased the damage of this ability and the Funnel Health morph by 5.6%.
Notes: Slight buff in healing output
Skills
- 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.
- Blessing of Restoration (morph):
- 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
- As a heads up, the following abilities have not received adjustments to their scaling:
- 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.
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