Tasear's Tree House: Healer Build

Former Class Rep and Community Ambassador

Showing posts with label Healer Build. Show all posts
Showing posts with label Healer Build. Show all posts

Friday, November 5, 2021

Dungeon Sorcerer Healer: The Witch

November 05, 2021 0
Dungeon Sorcerer Healer: The Witch
Dungeon Sorcerer Healer: The Witch
Last Updated: Deadlands

Never has there been a dungeon healer like this with more support skills than you can imagine. It's almost like they got three bars instead of two.

Log
~ 11/5 - basics listed

~11/7 - added sets and information, bars, updated picture, gear information, skills and information, added special notes for skills and gears, added champion point information, added new champion point picture

~ 11/8 - Slight adjustments to build for more support, added master resto and empowered ward, added more information for crystal weapon, added potion area, added poison images, adjusted rotation, added potion information, added poison information


Support and Buffs provided for Group

* Minor Brittle 
* Minor Breach (64 percent chance)
* Minor Vulnerability
* Minor Protection
* Minor  Maim 
* Major Force
* Minor Magicka steal
* 1000 reduction in enemy amour. 
* Minor Berserk 
* Minor Resolve 
* Group Shields
* Major Berserk 
* Minor Prophecy 
* Major Courage
* Minor Courage
* 307 Magicka and Stamina Recovery to allies
* 307 Weapon Damage and Spell Damage to allies
* CC on chilled Enemies
* Resources via Orbs
* Magicka Recovery by 15% to allies and self
* Off balance
* Interrupt

Note: off balance and interrupt via bash which Bosmer race has no trouble sustaining when need be.

~ Additional Effects with selected Poisons and Champion Points

The Build




Sets

Monday, October 7, 2019

Sorcerer Healer * DragonHold Updated

October 07, 2019 0
 Sorcerer  Healer * DragonHold Updated

War Spirit


Change Log
10/5/2019 - Build Finalized
10/9/2019 - Filled in content
10/11/2019 - Added new information
10/21/2019 Finished Build Additions



Purpose: The build is designed for offensive Gameplay for Dungeons. It will provide most damage buffs for groups. This is done in a combination of set choices, skill choices, sustain buffs.

History: Do ever have this feeling in your gut for something? You don't know how it will be done... but it shall be done! Something along the lines, is what happened here, It took a lot of testing to make this new set to work. Part of the issues >..> was I had picked bosmer race... or so long ago, but other things was just getting accustomed to using it. I try roll dodging... and ending up killing my team mates while doing so... or sometimes myself. Bashing worked, but not in most circumstances, because unlike in trials... the hit boxes are truly not outrageously huge.  Then there was trying a few different skills... like really thought trapping webs would work... or circle of protection, but it just didn't flow right. Eventually though I found what I will be talking about below. This is what seemed to work best.

Gear


Way of Martial Knowledge

LEVEL 50   CHAMPION 160

(2 items) Adds 1096 Max Magicka
(3 items) Adds 129 Spell Damage
(4 items) Adds 129 Spell Damage
(5 items) While your Stamina is below 50%, your Light Attacks cause the enemy to take 8% additional damage for 5 seconds. This effect can occur once every 8 seconds.

Perfect Vestment of Olorime
LEVEL 50 - CP 160

Set bonus
(2 items) Adds 129 Magicka Recovery
(3 items) Gain Minor Aegis at all times, reducing your damage taken from Dungeon,Trial, and Arena Monsters by 5%.
(4 items) Adds 129 Magicka Recovery
(5 items) Adds 1096 Maximum Magicka, Casting abilities that leave an effect on the ground in combat will create a circle of might for 10 seconds. You and your allies standing in the circle gain Major Courage for 30 seconds, increasing your Weapon Damage and Spell Damage by 258. This effect can occur once every 10 seconds.

Spell Power Cure

LEVEL 50   CHAMPION 160

(2 items) Adds 1096 Max Magicka
(3 items) Adds 1096 Max Magicka
(4 items) Adds 129 Spell Damage
(5 items) When you heal a friendly target that is at 100% Health, you have a 50% chance to give them Major Courage for 10s which increase their Weapon and Spell Damage by 258.

Note: You can can use Olorime or Spell power cure. I would consider what kind of group and which dungeon you will be entering before picking which set.

Why these Gear Choices?

Major courage is standard choice of gear for any healer that give about raw buff in dps around 5% . Spell power cure for dungeons is my picked as you can use the buff, before the fight, and works better in less corindated groups along with out side stack and burn situations.  As noted there is another set that gives major courage if user prefers it.

There's nobody, but I debating spell power cure usage, but I will give a pro list of each one that people can make their own decision on, and not annoy me debate of it. It's about flexible vs effective in this case.  But here... it goes so not leading people astray.

SPC
* Works better in more mobile fights (Bloodroot, fang lair, frost vault...etc)
* Works better when stack and burn isn't really an option
* Works better when groups are more focused on understanding mechs
* Allows you to buff before the fight

Olorime
* Longer duration by far with 30 secs
* More Engaging then spc
* Easier to keep uptime with good groups


Material Knowledge is used, because Master Aritect doesn't work on Sorc class... >..> as overload isn't a real ultimate. Powerful Assault was exluded.... because it gives bad raw stats, and would take unnecessary bar slot. Infallible Aeather was excluded, because of the changes to set during course of scalebreaker that makes necessary to do a full heavy attack, and other options to provide this buff  and save a gear set option. With that in mind, along with the builds's purpose to buff to dps, this became the best choices for Sorc healer combination.

Skills


Bar 1 Enchantment: Weakening glyph with infused trait or minor fracture/minor breech poison combination. As the poison is slot able, it gives use a choice depending on group on which debuff to provide.

  • 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.
  • Twlight Maritach
    • Strangley buffed in dragonhold so does huge heal that should fill most up back to 100% now.
  • 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.

  • Storm Plusar (flex)
    • In dungeons this is nice for extra minor maim on some common trash pulls. Also has a chance to proc arrane well. To use effectively must be used at start of fight. 
  • Energy Orb
    • Standard Heal over time for allies and sustain source
  • Twlight Maritch
    • Strangley buffed in dragonhold so does huge heal that should fill most up back to 100% now.
  • Storm Blockade
    • This is used to set enimies off balanced once every 20 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.