Tasear's Tree House: Healers

Former Class Rep and Community Ambassador

Showing posts with label Healers. Show all posts
Showing posts with label Healers. Show all posts

Saturday, July 13, 2019

What are your Worries or Thanks for Scalebreaker Patch?

July 13, 2019 0
What are your Worries or Thanks for Scalebreaker Patch?
I look at the patch notes, while many of changes are needed. I wonder why they swing my emotions so. Can we have Good news with bad news? Can you show zos devs my concerns are just my imagination with a trial run or two?

My Concerns

  • What does my echoing vigor tooltip match for well healing springs? Like I don't even have cp passives in stamina healing.
  • Stamina healers will over power magicka healer
  • Can my Nb healer will reach all group with path instead of springs?
  • I heard Dk healers still have a lot of buggs
  • Some classes Heals over time go to lowest ally while others go randomly like dk
  • Some classes burst heal go to lowest ally by far
  • Necromancer, Sorcerer and Dk unlike other classes can provide major protection or maim to group.
  • Won't Synergies be more important next patch with healers have more downtime? When will nightblade and dk get one? Would be okay if it's on a new healer skill line.
  • Why was Twilight Matriarch nerfed by 69% when it takes two bars? Can we get some utility or something in return instead of straight nerfs?
  • Can I still proc dark magic heal on my sorc even if doesn't hit anything with encase?
  • Why doesn't Sorc class have AOE burst heal like ever other class? Combat prayer radius is small... and would take other one if you gave us minor berserk to give to group. Even dk's got cinder storm...
  • When will Sorc get real healer like utility?
  • Why was Empoward ward nerfed when

My Thanks
  • As a Dk healer Trimimic kinda looks cool now that raw healing might be more important. Thanks
  • Finally siphon is useful.....Thank you. I like either morph instead of neither now.
  • Thanks for remove of cast time on undaunted altar.
  • Thank you for giving
  • Thanks for coming monday orb change that gives it synergy to 12 people. This makes Navi set viable now without restricting worm set .... or hircuine (if stamina dps want to use it now)
  • Thanks for healing springs
  • Rapids regain change is weird, but I hope still targets lowest ally in radius.
  • Thanks for at least trying to raise skill cap

My Testing

  • Orbs will be missed not for what they did because can't have orb spam healing show off now on rawkla rock
  • Healing springs change will be fine but aoe burst heal of each class should be tested ... cough sorc should actually get one
  • Other morph of Combat Prayer is still useless. So useless nobody realized it didn't scale heal probably till this patch....
  • Not sure which rapid regain or mutagen to use or if they choices are balanced
  • Empowarded Ward got more useless ...if you comapre it to shrooms with warden healer
  • Why Sorc Twilight and one only healing skills got 69% nerf is beyond me...(though anyone notice those numbers... is it all coincidence? Get rid of dps porportion and do some actually utility.

Tuesday, July 9, 2019

Full list of Scalebreaker Healer or Self Heal Changes

July 09, 2019 2
Full list of Scalebreaker Healer or Self Heal Changes
Miss me loves or glad I am gone?

Finally got onto PTS Yesterday , as usual I checked my main healer first to see evaluate things. Orb change is stupid for so many reasons, but they already heard or pleas and angry.



This won't be the spam, but it won't be as bad. Anyone on cool down will be able to proc this synergy. Mind you as only goes to nearby people you are going to want 2 heals with it potentially for at least hps. It's too bad though they don't give mystic orb it's own unique synergy...

Talking about other things, Wheeler is monitoring changes for content that was designed for stack and burn. So my hope is that even after live he will reduce damage on content that is no longer possible after attempting different ways.



Now listen how they will be good for most people. We will step it back, and actually focus on healing and wear reasonable gear sets or have sustain issues. People won't just be able to stick any gear on healer, because it's easiest role anymore. Some content will likely need 3 healers or maybe 4 healers. More sets will be brought up in use with changes.


Still I will use this chance to say biggest issues are now is that echoing vigor is over performing with some people reporting of getting 50k heals to group. This will break need for healers. Ring of Preservation veration radius is way to small  to make up for buff you have done with Templar healers cleansing ritual. Nightblade, Dragon Knight, and Sorc need better aoe heals. My final thought is I wish I could complain... about how Sorc class is one who will face these changes hardest since they have literally only 1 class heal compared to other 5 classes with almost full skills lines of heals.



Changes

Hollowfang Thirst (Light)

2 – 833 Spell Critical
3 – 1096 Maximum Magicka
4 – 833 Spell Critical
5 – Whenever you critically heal or critically damage a target, spawn a ball of Hemoglobin at their location. After 2 seconds the ball explodes, restoring 3470 Magicka and applying Minor Vitality to you and your allies within 6 meters of the ball for 9 seconds, increasing their healing received by 8%. This effect can occur once every 9 seconds.

Z’en’s Redress (Light)

2 – 129 Magicka Recovery
3 – 129 Spell Damage
4 – 1096 Maximum Magicka
5 – Your Light Attacks apply the Eye of Z’en on enemies for 20 seconds. Enemies with the Eye of Z’en take an additional 2% more damage for each damage over time effect you’ve placed on them, up to 10%.


Monster Mask – Grundwulf
1 – 833 Weapon Critical
1 – 833 Spell Critical
2 – Whenever you deal Critical damage, restore 1000 Magicka or Stamina, whichever maximum is higher. You also gain 500 of the other resource. This effect can occur once every 5 seconds

Drain Power:

Power Extraction (morph): This morph no longer increases the damage dealt of the attack, but instead reduces the Weapon Damage of enemies hit by 300 Weapon Damage for 8 seconds.

Empowered Ward (morph): The final cost of this ability is now 3780, and it no longer gains 1.1% shield size per rank as it already has a cost reduction rank up.

Liquid Lightning (morph): This morph no longer increases in damage per rank and now lasts 9 seconds, ranking up to 12 seconds at Rank IV.


Cleansing Ritual:


  • Increased the healing per tick of this ability and its morphs by approximately 95%.
  • Increased the cost of these abilities to 4860 from 4320.
  • Note these abilities continue to only tick once every 2 seconds, instead of the standard 1 second. This is due to the multi-faceted operational power this ability boasts. Ritual of Retribution (morph): This morph no longer states it grants additional modifiers to the damage and healing, and instead deals damage for an identical coefficient of the heal.

Rushed Ceremony:

Honor the Dead (morph): Fixed an issue where this ability would cause animation stutters when attempting to cast the ability at a target who was using Mist Form or its morphs.

Nature’s Grasp: Decreased the heal over time for this ability and its morphs by approximately 24% per tick.

Bursting Vines (morph): Increased the burst heal by approximately 13%.


Momentum:
  • Reduced the duration of this ability and its morphs to 20 seconds from 30 seconds.
  • Reduced the cost to 3780 from 4050.
  • This ability and its morphs will no longer apply a heal over time to you, but instead will grant Major Evasion for the duration of the Major Brutality.
  • Forward Momentum (morph): This morph now reduces in cost as the ability ranks up.
  • Rally (morph): Increased the baseline heal from this ability by 100%, but reduced the maximum scaling bonus to 300% from 564%. The heal will now require the full 20 second duration to reach the maximum bonus, instead of reaching its maximum bonus 70% of the way through.
Pulsar: Reduced the duration of the Minor Mangle this ability applied to 7 seconds from 30 seconds, which ranks up to 10 seconds. This morph now also increases the chance of applying the elemental type’s status effect to 15%, instead of the base 5%.

Restoration Staff

Blessing of Protection:
Reduced the cost of this ability and its morphs to 3510 from 3780.Increased the healing of all these abilities by approximately 10%.

Blessing of Restoration (morph):
Increased the healing of this ability by approximately 3% since it was missing the rank up progression of the previous morph.
This ability now lasts 16 seconds instead of 15 seconds.

Combat Prayer (morph):
This ability no longer ranks up by 1.1% healing efficiency, but instead reduces the cost as it ranks up.
This ability’s Minor Berserk will no longer hit pets, since they already gain their owner’s Minor Berserk.

Force Siphon:
This ability and its morphs no longer have a cast time or a cost since they are purely debuff skills, such as Weakness to Elements.
The duration of this ability now begins at 18 seconds which ranks up to 24 seconds, and both morphs will rank up to 30 seconds in total.
Fixed an issue where these abilities would aggro your target.

Quick Siphon (morph): Since there is no cast time, this ability gains a new morph effect! Triggering the Minor Lifesteal debuff will also grant the activator Minor Expedition for 4 seconds.

Grand Healing: Converted this ability into a true AoE HoT, rather than a hybrid spammable hybrid HoT.
Increased the duration from 3 seconds to 8 seconds, but you may only have 1 active at a time.
Reduced the healing per tick by approximately 44%.
Reduced cost to 2808 from 3510.

Healing Springs (morph): This ability now grants 30 Magicka every time it heals an ally, rather than restoring 330 Magicka for up to 3 allies healed by the initial hit. This will result in a higher return if you hit all 6 targets for the full duration, but will require more coordination to obtain.
Illustrious Healing (morph): This ability continues to increase the duration. The new duration is 9 seconds, which ranks up to 12 seconds at Rank IV.

Regeneration:
Increased the healing per tick by approximately 98%, but reduced duration to 10 seconds. It now only hits 1 ally per cast.
Increased cost to 2700 from 2160.

Rapid Regeneration (morph): This morph now doubles the frequency but halves the duration.

Mutagen (morph): Increased the burst heal value of this ability by approximately 93%.

Steadfast Ward: Increased the base shield size of this ability by approximately 14%, but reduced the bonus scaling to 100% from 300% to better align it with other abilities, and reduce the polarizing effectiveness it has.

Healing Ward (morph): This morph will no longer heal you after the shield ends, because the shield hardly remains to do that. This morph will now heal you once every second for 25% of the remaining shield size instead, to ensure you gain effectiveness out of it.

Devouring Swarm (morph):
Increased the base cost of this Ultimate to 250 from 200.
The heal from this ability has been brought into standards, which will result in no real set % change in power due to the previous version having several issues with scaling. The Weapon Damage scaling of this ability was approximately 800% weaker than the Spell Damage scaling, while the Stamina scaling was 1500% weaker than the Magicka scaling. The heal will now scale for half of the damage’s base coefficient (note this does not mean the heal is tethered to half of the damage dealt).

Drain Essence:
Removed the 1 second delay on this ability and its morphs before it deals damage.
The channel from this ability can no longer be dodged. Reduced the damage per tick by approximately 11%, but the additional tick it now deals results in an increase of damage by approximately 89%. This ability and its morphs now heal for up to 15% of your Missing Health per tick, down from 20%, to retain the 60% of your Missing Health over 3 seconds.

Accelerating Drain (morph): Increased the frequency of damage and healing this ability deals, resulting in 1 extra tick of damage and healing.

Ring of Preservation (morph): This morph no longer reduces the cost of Roll Dodge while in the area. Instead, it heals up to 6 friendly targets (yourself included) in the area every half second. The heal is based on our AoE HoT standards.

Meditate: Slightly reduced the healing and resource return from this ability and its morphs to land on whole numbers.

Introspection (morph): Increased the healing of this ability by approximately 5%.

Blood Altar: This ability and its morphs no longer have a cast time, and now cost Health rather than Magicka.

Overflowing Altar (morph): This ability no longer attempts and fails to rank up in the healing the synergy provides, and instead reduces in cost as it ranks up.

Blood Feast and Blood Funnel: These synergies will now properly use their activator’s highest Critical Strike chance, rather than only using their Spell Critical. Blood Feast now heals for 65% of the activator’s Max Health at all ranks.

Bone Shield: Increased the base cost to 4320 from 3780, but applied the 15% Stamina cost reduction it was missing, which will take the cost to 3672.
Bone Shield will now properly rank up in 1.1% shield size per rank.

Spiked Bone Shield (morph): This ability’s damage return can no longer self-perpetuate with other damage return procs, and will no longer remove the attack from sneak attacks before finishing the attack.
Increased the damage return to 60% from 33% to put it better in line with the other morph.

Bone Surge (morph): This ability will now rank up in 1.1% shield size, rather than reducing in cost.

Bone Wall and Spinal Surge (synergies): These synergies now affect up to 6 allies, up from 4.
Reduced the size of the shields to 30% of the synergizer’s Max Health from 50%.

Necrotic Orb: Reduced the base cost of this ability and its morphs to 3780 from 4590.
Reduced the damage per tick of this ability and the Mystic Orb morph by approximately 13%, but it can now deal damage every half second instead of every second.

You can only have 1 orb active at a time.
Decreased the speed to 2 meters per second from 3 meters per second to help it deal damage or heal targets more reliably as the orb passes them.

Healing Orbs (morph): Reduced the healing per tick of this ability by approximately 13%, and fixed an issue where allies affected by the Heal from this ability were unable to take damage from Necrotic or Mystic Orbs from some players.



Rapid Maneuver:
Reduced the cost of this ability and its morphs to 6885 from 8100 for the 15% Stamina cost reduction standard.This ability and its morphs will no longer remove themselves if you take an action, such as healing or damage.
Reduced the duration of the Major Expedition granted to 8 seconds from 30 seconds at Rank IV. Note it will continue granting Major Gallop for 30 seconds.

Retreating Maneuver (morph): This ability no longer ranks up in duration.

Charging Maneuver (morph):
This morph no longer grants Minor Expedition after the Major Gallop ends or is reapplied. Instead, it grants the Minor Expedition bonus alongside the Major Expedition bonus.
This ability no longer ranks up in duration, but instead reduces in cost.
Fixed an issue where Minor Expedition was ignoring range requirements, and applying to allies in lands far, far away.

Sturdy Horn (morph): This ability no longer extends the duration of the bonuses or provides Minor Ward and Resolve. Instead, it will grant 15% worth of Critical Resistance to targets affected to operate as a counter to Aggressive Warhorn.

Support
Barrier: This ability and its morphs will now affect up to 12 grouped allies, instead of 6 allies.
Reviving Barrier (morph):

Reduced the heal per tick from this ability by approximately 11%.
Reduced the duration to 15 seconds from 30 seconds, but increased the frequency of the tick to 1 second from 1.5 seconds.
Added a 1 second delay to the first heal tick.

Replenishing Barrier (morph):
The Magicka restored from this ability’s conditional requirement now restores a flat amount of Magicka, rather than a percentage of your Max Magicka. Restore is now 1000 at Rank IV.
Reduced the amount of Ultimate restored per shield dissolve to 4 from 6. Note since this ability can now affect more targets, the total restore of both the Magicka and Ultimate can potentially be higher.

Purge:

This ability and its morphs no longer reduce the duration of incoming negative effects.
Increased the amount of negative effects instantly removed per cast to 3 from 2.
This ability now ranks up in cost reduction, leading to a base cost of 7830 at Rank IV.

Efficient Purge (morph): This ability will now cost 5400 at Rank IV, rather than 5130.

Cleanse (morph): This morph no longer heals for 15% of the target’s Max Health if a negative effect was removed from them, but instead heals for 7-10% of their Max Health per negative effect removed.

Revealing Flare: Adjusted this ability to behave more closely to other reveals, such as Magelight or Expert Hunter.The flare now lingers in the area where cast for 5 seconds, rather than being instantaneous. Increased the base cost to 5400 from 1889, which ranks down to 5130.

Lingering Flare (morph): This ability now lasts 7 seconds, down from 8, and ranks up in duration to 10 seconds at Rank IV.

Scorching Flare (morph):
Renamed this ability to Blinding Flare.
This ability no longer damages enemies revealed, but now stuns revealed enemies for 2 seconds, which ranks up to 4 seconds at Rank IV.

Siege Shield:
This ability and its morphs now affect up to 12 allies, instead of only 6.
Reduced the base cost to 8100 from 9450.

Propelling Shield (morph): Reduced the cost to 7830 from 8496.

Siege Weapon Shield (morph):
The protection for siege weapons will now apply to all friendly siege weaponry, including your own, rather than only your allies’ siege.
Fixed an issue where the damage mitigation from siege attacks on players was applying to anyone in the area, instead of only you and allied players.

Sentinel of Rkugamz: The Dwemer Spider spawned from this set will now always spawn on the target who procced the summon, rather than only on the caster. The spider is also now immobile, and will no longer move once it has begun channeling its heal ability.

Wednesday, June 19, 2019

Sorc Healer Update for Trials

June 19, 2019 0
Sorc Healer Update for Trials


I admit, I had my misgiving before, but really have come to love eso logs. It's finally a way to gauge myself, and seek personal improvement.




I had a goal to get 40k hps after seeing my 23 to 26k hps. I think I had reasons I told myself that I wanted to seek this out, but in the end I keep going cause I wanted to see myself improve at something I believed myself to be skilled in doing. Now I have reach this goal in constantly getting 40k hps. I share with you all my build improvements for my favored and prized Sorc.

I the biggest difference I found in really pushing margin was 40k was adding dark conversion back. The Elsweyr changes really made it finally fluid enough to use in combat. Also minor prophecy buff was enough to give it space on bars once more. Still I see lots of room to refine things here, so will keep you all updated.


Wednesday, April 24, 2019

How I Organized 8 healers in ESO

April 24, 2019 0
How I Organized 8 healers in ESO


Someone asked me a question that took me a very long time to get the answer. So let me explain my system. I have sorted healing gear sets by play styles that I think are most befitting of the class for healing.

Sorc Healer-  Stores whatever I want, and pet healer set stuff


  • Examples Necropotence, Shalks, Eye of Nahviintaas


Warden Healer -  Stores defensive healing gear


  • Meritorious Service, Mending, Inventor Guard


Templar Healer - Balanced Healer,  Stores hps healing, stores sustain gear


  • Healer habbit, Light speaker, drauger rest, ancient grace, will power


DK Healer - Stores Shield Healing sets


  • Prayer Shawl, Combat Physician, Urvus, Infernal Guardain, Naga Shaman 


NB Healer - Stores Dps healing gear, and  low cost ultimate healing/Support/ hps healing gear


  • Destructive Mage, Lamina Song, Master Architect, Coldharbour’s Favorite


Necro Healer -   rezzing and critical healing, and moon dancer set


  • Hanu's Compassion, Vastarie's Tutelage, Kags
Stamina Warden Healer
  • Powerful Assault, Hist Champion, War Machine, Hircine, Spelunker

Frost Warden Tank Healer - Warden Healer started to overfill with gear setups so had to branch off and put hybrid tank/healer gear with a new toon for those 3 dps runs!)


  • Bastion defendar, alexmina mercy, Automated Defensive


Bank - pvp healing gear, the popular aka meta sets,

Monday, April 22, 2019

How things have changed for Healers in Elsweyr

April 22, 2019 0
How things have changed for Healers in Elsweyr
How people currently feel

On pts, I see a lot of people enjoying spaming necro healer skills, so it looks like it will be popular pick. I think some people notice, but reject potential nightblade healer have coming out with minor mangle, minor vulnerability and more healing with funnel. Sorc healers will finally slot negate more often in pve for damage migration and healing it provides. Also it play essential role in some gameplay situations. It will make them game controls game fields. Lastly Dragon Knight Healers fall very far behind with them be the black sheep of the healer family.

More Patches have gone, and as we hit live today, I except to see some necro healers, but they have fallen slightly in favor from general community.  I except higher learning curve to master necro Healer playstyle which may deter some people, but the standard healing setup along with it's burst heal, and offensive support buff. I predict over time we shall see some dye heart necro healers.


Changes we are still hoping to see... one day

Really hoping they take a another look at ash cloud. I just don't seeing it fixing it's main problems especially for healers. It really needs a synergy or something like nightblade healer path treatment. Minor vitality is still open for grabs.

Magma amour - could really use major vitality to make it comparable option to barrier for healers.

Funnel health - if you consider cleansing ritual heals 3 targets every, purges, and gives a burst heal not to mention synergy for alkoash, then this skill is still very lacking

Dark Magick Skill line - Could use some actual gameplay options from PvE and along those lines supportive utility would be nice.

Empoward Ward - gives same buff but less then Warden that heals and gives also stamina regain buff. Hoping they synerigze it and make empoward ward do something depending which of the 6 pets are slotted or in active in gameplay.

Anyone you the reader is hoping to see improved?

What changed...

  • Mend Wounds: Revamped this ability and its morphs, the Light and Heavy Attacks no longer trigger the Global Cooldown and can be weaved with other abilities
    • No longer cost resources to Light or Heavy Attack with this ability toggled. 
      • Light Attack now heals instantly for the same amount that a Light Attack would damage an enemy.
      • Heavy Attack still channels and heals every second, but has been reduced to be the same scaling of other weapon's heavy attacks. It now restores Magicka every time it successfully heals an ally.
  • Mend Spirit (morph): This morph now applies its Major Ward and Resolve to the target healed for 5 seconds, regardless of whether it was a Light or Heavy Attack.
Bugged and doesn't work with overload or sets that improve light/heavy attacks at this time.
  • Light's Champion (morph): This ability no longer grants Major Protection. In adjustment to this morph, the duration of the Major Force granted will now increase by 1 second for each rank of the morph, going from a duration of 5 seconds to 8 seconds at Rank IV

This change makes Dk and Sorc class lacking migration buff like classes. It also highlights dps greater healers in eso as minor force is less than major protection for healers.

  • Earthgore: This item set now instantly dispels all negative effects, rather than one. The heal granted from this set now only heals the target with the lowest health in the area, rather than the 6 lowest targets in the area.

This change only mostly effects this set as viable trial set, as there's not enough negative effects... let along ground negative effects that aren't immune to this set for it to be useful anymore. In return though we will see a lot of Variety in healer sets.

Earthgore - Still Great in four man dungeons and saving people from stupid

Troll King - gives more heals to headless chickens out of formation, and gives direct hps during burn phases or intense healing phases with a large radius and ablity to proc on 12 now just 6 like nightflame and sentient

Sentient - will give stamina and healing for up to 5 people (not sure if they fixed issue with pet stealing it's own buff)

Blades - will give resource to one ally who directly needs it. Like Earthgore this set is one that has potential to overlap when both healers are using it. 

Chokethorn - This set now seems to act as a smart heal that procs most often of all the healing sets. Good for beginners and for just saving someone from lots of ambient damage. 

  • Chokethorn: Fixed an issue where this set couldn’t proc from the healing of Meditate or its morphs.




For Templars



  • Breath of Life: Fixed an issue where the secondary heal granted from this ability was able to ignore the caster’s line of sight and target players behind them.



  • Cleansing Ritual: This ability and its morphs will now grant healing and/or damage based on the users' highest offensive stats, rather than just Max Magicka and Spell Damage.



  • Ritual of Retribution (morph): Fixed an issue where the damage from this morph could not critically strike.


  • Toppling Charge (morph): Fixed an issue where this ability and the Explosive Charge morph could not be CC broken until the stagger completed if you were interrupted by the ability. This ability and its morphs will now always apply Off Balance to the target, rather than requiring them to be interrupted, since targets were automatically set Off Balance if interrupted anyway.

Some good things for nontraditional Templar healers, but traditional healers will not be pleased with year 2 year long bug that got fixed with breath of life. It will make add some difficulty to the easiest healing play style. Stamina healers along with dps hybrid healers will enjoy slight boosts in damage. Lastly unconventional, but Templar's will now have best form of off balance.

For Dragon Knights 


  • Cinder Storm (morph): Increased healing of this ability by approximately 4%. 


This won't help them because what they have been looking for is a synergy or radius increase of the skill as it's hard to get allies in the skill.



For Sorcerers 


  • Negate Magic: Fixed an issue where this ability would fail to continue suppressing Area of Effect abilities inside of the area. Conflicting reports, but this could be finally something to make them truly needed as healers.
This is a start of this class. For a long time, this ultimate hasn't been good in toolkit of the Healer in PvE. As most of the time it was too situation and you couldn't leverage it's effectiveness over another tool.


  • Removed the 200ms post global cooldown from cast time abilities. This was done to improve the feeling of using these abilities in rapid succession with other abilities, to allow for a more fluid transition, and less down time between usage. We also made some adjustments to the cast times and power levels of specific abilities, which will be called out on a per case basis in further notes.



    • Note that channeled beam attacks, such as Soul Assault or Radiant Destruction, retain the post global cooldown, but have had them reduced to 100ms rather than 200ms. This was done to prevent animation errors.


This change removes that ridiculous cooldown that made dark exchange and it's morphs 1.4 secs long skill. This makes the skill usable once more in combat if desired and have room on bars.


For Wardens


  • Corrupting Pollen: This ability no longer applies Major Defile to all enemies for 4 seconds inside (which allowed it to bypass the 6 player target cap). Instead, up to 6 enemies inside will be properly afflicted with Major Defile, which will cease once the ability ends or they leave the radius.



  • Harvest: Fixed an issue where this synergy would not actively update to targets in the area. It will now operate like other synergies, prioritizing the closest players to the center of the area of effect placed. Also increased the radius of the synergy prompt to 5 meters from 3 meters to allow for more accessibility.



  • Lotus Flower: Increased the radius of the heal from this ability and its morphs to 28 meters from 12 meters to aid in better distributing the healing potential to group members.



  • Nature's Grasp: This ability and its morphs now scale with your highest offensive stats, rather than just your Max Magicka and Spell Damage.


Not much has changed for Wardens, but some minor things might prove to be quick useful for them. There competitive synergy is easier to use making them unlike favored Templar class to have 2 but up to 3 active synergies for class, if more then 1 warden in group. Lotus Flower change will give warden more playstle defination, by allowing this to act as a burst heal and heal over time in one skill. Lastly an attempt to give stamina dps something. that will actually help rare stamina healer wardens out there.

For Nightblades


  • Mark Target: Removed the cost from this ability and its morphs. This was done to make it more comparable to abilities, such as Weakness to Elements, that only apply a debuff to their target.


  • Incapacitating Strike: The Silence from this ability can now be CC broken, and cannot be activated on targets who are already affected by a CC effect.

    • Note that this change is exclusive to Incapacitating Strike, and will not apply to other Silences, such as Negate Magic, since those are area effect-based pulsing durations, versus instantaneous duration-based effects.



  • Surprise Attack: This ability no longer applies Major Fracture. Instead, if you use the ability on the flank of an enemy (behind or at their sides), you reduce their Physical Resistance by 5%. This effect cannot stack, but will always prioritize the highest value



  • Teleport Strike: This ability and its morphs will no longer stun NPC enemies. Instead, targets affected by the initial damage will be afflicted with Minor Vulnerability for 8 seconds. Note that the Minor Vulnerability will apply to both players and NPCs.



  • Drain Power: Increased the damage of this ability and the Sap Essence morph by 25% to adhere it to our PBAoE damage standards. Ability and Sap Essence now grant Major Sorcery, rather than Brutality, to better represent.



  • Undocumented Change -Funnel health heals 2 allies now



  • Siphoning - Cripple: This ability and its morphs no longer grant the caster Major Expedition, and can now be placed on an infinite amount of targets.



  • Debilitate (morph): This morph no longer refunds the Magicka cost if the target dies while it was active. Instead, it applies Minor Magickasteal to the enemy while the DoT persists.

  • Double Take (morph): Renamed and reworked this morph.
    • Renamed this morph to Phantasmal Escape.
    • This morph no longer grants Major Expedition for 4 seconds. Instead, it grants immunity to snare and immobilizes for 2.5 to 4 seconds, based on the rank.
    • This morph no longer becomes cheaper as ability ranks up.

  • Aspect of Terror: This ability and its morphs no longer snare the target after the fear ends. Aspect of Terror now fears up to 3 enemies, up from 2.
    • `Mass Hysteria (morph): This morph no longer applies Minor Maim to the targets affected. Also increased the number of feared targets to 6 enemies from 2

There's major changes for nightblades healers in many aspects. The potency of heals over time have been made back up to par. They have been granted enough utility for each role that healer has options as hybrid, magicka, stamina, pure healer or dps/healer as nightblade is designed to accommodate. I dare say they maybe be overpowered in the utility they can offer now.


Future 

Gearwise - we will see less demand to use IA on a healer with 4 other ways to get this proc now. Earthgore changes will have a many healers branch off. Some might assume nightflame as popular choice, but I predict most healers will go with troll king or Sentinel. Troll King will be for less coordinated groups to replace what it did with earthgore for them. Also giving a slight edge for healer if allies fall below 50 percent in burn phases. While Sentinel does better in stacks but still can be use sorta outside of them. 

In regards to team-ups, I imagine warden and necro teams will be best for progression with all defensive buffs, possible to save from wipe and migration. Necro, Sorc, templar and Warden will fight for places at the top of pack, while I think nightblade has chance now with new utility and more range of heals. Lastly Dragon Knights need some love.