Pssh, I am alive or am I? This next update finally takes chisel instead of hammer, and lets us sigh in relief well unless you love group battlegrounds. Moving on, here's are my notes. Feel free to comment below.
Sets
Hiti’s Hearth – Light Armor
2 – Adds 129 Magicka Recovery
3 – Adds 129 Magicka Recovery
4 – Adds 1096 Maximum Magicka
5 – When you heal yourself or an ally with an ability, gain a Warming Aura for 10 seconds. While in the Warming Aura, you and group members restore 1020 Health every 1 second and reduce the cost of Sprint, Block, and Roll Dodge by 5%. This effect can occur once every 12 seconds.
Curse Eater:
Fixed an issue where this set would fail to proc off Ultimates or Mend Wounds.
This set now has an 8 second cooldown per target, rather than overall.
Increased the Magicka Restore to 678, up from 600.
Fixed an issue where this set shared a cooldown with Stendarr’s Embrace.
Fixed an issue where this set would fail to proc off Ultimates or Mend Wounds.
This set now has an 8 second cooldown per target, rather than overall.
Increased the Magicka Restore to 678, up from 600.
Fixed an issue where this set shared a cooldown with Stendarr’s Embrace.
Infernal Guardian:
This set now procs when you apply a damage shield ability on yourself or an ally.
Updated the tooltip to better reflect the proc conditions for this set, and fixed numerous issues where it would not obey its listed and intended proc conditions.
Draugr’s Rest: Fixed an issue where this set wasn’t triggering off its stated requirements.
This set now procs when you apply a damage shield ability on yourself or an ally.
Updated the tooltip to better reflect the proc conditions for this set, and fixed numerous issues where it would not obey its listed and intended proc conditions.
Draugr’s Rest: Fixed an issue where this set wasn’t triggering off its stated requirements.
Notes:
The new addition of set for healers this patch is nice. First of all it actually has something to do with healing, but most importantly adds a new group support aspect into the mist. Not sure, where anyone would use it in particular outside of pvp, but overall a solid set to save.
The fix on curse eater makes me cringe.... cause I know more then once... I tried using both sets at same time O.O. At last now, the set is nice where you need extra support with purges, and such. Also There's a fix to draugr rest that makes me wonder if I can do something with overload with it.
Last thing, while not a healer set per say, Infernal Guardian will now work a better in healer style gameplay. This is because self procing shields like on dk and sorc will blend better with this set and conjuction with other more healer shield style sets.
Last thing, while not a healer set per say, Infernal Guardian will now work a better in healer style gameplay. This is because self procing shields like on dk and sorc will blend better with this set and conjuction with other more healer shield style sets.
Classes
Necromancer
Skeletal Mage and Spirit Mender and their morphs’ corpses will now last 10 seconds, rather than 5 seconds.
Improved the targeting areas from all tether abilities, and will now link to the corpse closest to your reticle from a much larger radius.
Bone Totem:
Agony Totem: Fixed an issue where visual effects for the synergy of Pure Agony’s cooldown indicator would appear to allies who were still on cooldown. The beam of necromantic light will now only show itself when you can activate the synergy.
Dragon Knight
Stonefist: The base ability no longer has the Stagger mechanic, but instead the final charge will stun the enemy hit upon dealing damage.
Nightblade
Consuming Darkness: Fixed an issue where the synergy granted from this ability and its morphs could only be activated when at a certain health threshold, which was not previously communicated. It can now be activated any time when you meet the listed requirements and are not on cooldown
Sorcerer
Overload: Fixed an issue where toggling this ability would dismount you, and updated many sets to properly key off Overload and its morphs where they stated they required Heavy Attacks.
Templar
Sacred Ground: This passive no longer snares enemies in the area. Instead, it increases your Block Mitigation by an additional 10% while standing in one of the mentioned abilities.
Warden
Glacial Presence: This passive now also increases your Critical Damage against enemies, and Critical Healing against allies who have been recently afflicted with the Chilled status effect
Not much to say here, overall there's a lot of bug fixes or let's called them makes prefect sense fixes. Templar gets a slight nerf in now that it doesn't have it's aoe snare. This is turns strongly highlights nightblades better in speed buffs and debuffs which overall seems fair, as templar can do a little of everything but not the best of any of buffs. Lastly wardens... the OP healing class got a buff.
No class really heals like a warden from it's raw healing, to it's support buffs within it's class system. While already having a strong theme of nature, it now gets a buff to critical healing from chilled enemies. This will help tanks and dps more... but nevertheless a slight buff in theme or experience in class healing.
Notes:
Not much to say here, overall there's a lot of bug fixes or let's called them makes prefect sense fixes. Templar gets a slight nerf in now that it doesn't have it's aoe snare. This is turns strongly highlights nightblades better in speed buffs and debuffs which overall seems fair, as templar can do a little of everything but not the best of any of buffs. Lastly wardens... the OP healing class got a buff.
No class really heals like a warden from it's raw healing, to it's support buffs within it's class system. While already having a strong theme of nature, it now gets a buff to critical healing from chilled enemies. This will help tanks and dps more... but nevertheless a slight buff in theme or experience in class healing.
Other
Panacea
Life Giver (morph): Fixed an issue where casting this ability would fail to trigger events that required “when applying a damage shield” since the ability automatically casts a shield.
Off Balance will now properly update its size against the varying Target Dummies.
Updated Off Balance to behave more consistently across content in the game.
Off Balance now lasts 7 seconds from player sourced abilities and sets.
Off Balance is no longer reapplied to a target for 15 seconds once the original source of Off Balance ends. This cooldown is displayed as a debuff on targets once they are affected.
Off Balance is no longer consumed on targets from Heavy Attacks or abilities.
Note these rules may be irrelevant in some areas, such as tutorials, where the core focus is teaching the behavior of what Off Balance does
Sometimes I wonder if you are they are taking data from my failed attempts and some things... So apparently Panacea wasn't working with Blackrose resto, but it will next patch!
Now, off balance changes are a really good things for healers, especially in trials. Off balance is no longer consumes heavy attacks or abilities. This is important, because before it would on mob or trash. In addition now off balance lasts 7 secs with a 15 sec cooldown afterwards. So while off balanced can't be applied as often (only 2 secs longer) it will be more consistent in the fact that everyone can use it..
This will mean only need 1 person in applying off balance and doesn't necessarily have to be tank or healer. This is because in last year off balance has become a common effect on skills for many classes.
Notes:
Now, off balance changes are a really good things for healers, especially in trials. Off balance is no longer consumes heavy attacks or abilities. This is important, because before it would on mob or trash. In addition now off balance lasts 7 secs with a 15 sec cooldown afterwards. So while off balanced can't be applied as often (only 2 secs longer) it will be more consistent in the fact that everyone can use it..
This will mean only need 1 person in applying off balance and doesn't necessarily have to be tank or healer. This is because in last year off balance has become a common effect on skills for many classes.
Overall:
I like to complain necromancer is so very close... but needs polish. In regards to Sorcerer... I certainly wonder why I play this class over every other class as it still doesn't have anything comparable to robust support abilities like other classes.
2- 10 - Fixed added for draugr's rest