Tasear's Tree House: High Isle

Former Class Rep and Community Ambassador

Showing posts with label High Isle. Show all posts
Showing posts with label High Isle. Show all posts

Sunday, April 24, 2022

PTS Update 34: Healer Notes

April 24, 2022 0
PTS Update 34: Healer Notes

 



Overview:

It's an interesting patch for healers. There are a lot of changes for wardens to take note of this time. Would defiantly not have a group without a warden with all these changes now. The other takeaway is off balance is important again and status effects will help allies differently. No major set changes for meta, but some fun ones to try. 


Change Log

  • Tremoscale has been removed. This change will have to be investigated further for tanks, not healers. My apologizes, for the confusion
  • Type of information on staves
  • Clarification on necro status in raid groups
  • Added more information on set changes while commenting on disputing points of view
  • Changed information on warden changes and nightblade
  • Fixed numerous typos
  • Added "Change Log" placeholder for future weeks. 
  • Added more information on sorc changes

Week 2 Changes

  • The following item sets now scale based on Ultimate Spent instead of Ultimate Cost:
    • Lamia’s Song
    • Pillager’s Profit
Week 3 Changes

  • TBA

Week 4 Changes

  • TBA
Week 5 Changes

  • TBA
Week 6 Changes
  • TBA

Special Note

  • Blessing of High Isle – Light
    • 2 – Adds 1096 Maximum Magicka
    • 3 – Adds 129 Magicka Recovery
    • 4 – Adds 1096 Maximum Magicka
    • 5 – When you are healed while in combat, increase your Weapon and Spell Damage by 369 for 5 seconds.

Notes:

Had to mention a set that procs out getting heals. An interesting trend that I hope ZOS continues. 


  • The following item sets now scale based on Ultimate Spent instead of Ultimate Cost:
    • Lamia’s Song
    • Pillager’s Profit
Notes:

This is a slight buff to the two sets, so overspending will not harm the sets' potential. 

Champion Points


Warfare
  • Added the following stars to the Extended Might Constellation:
    • Exploiter (Returning): Increases your damage done against Off-Balance enemies by 2% per stage. 5 stages, 10 points per stage.
    • Force of Nature (New): Increases your Offensive Penetration by 900 for each status effect your target has. 1 stage, 50 points.

Notes:

It will be complicated again for tanks and healers who use frost and lighting staves again. I go into this more in a different article, but chances are high you can just use another class still or bash if in small groups, while better for tanks to frost blockade major of the time as a healer in trials or larger groups. 

This means any double resto healer will be at a disadvantage in the potential to support allies. Also bye-bye to inferno stave who used it for more DPS. Something to be said... about how the resto staff is weaker in support than Destro staves though...

On point with the ability to give status effects, necro will be the most popular class in raid setups. Mind you not saying necro will be the most popular class. Healer wise nightblade has it the easiest, but overall all the classes except templar have a fair chance at giving status effects to allies. Check the other article for more information

Sets


  • Order’s Wrath
    • 2 – Adds 657 Critical Chance
    • 3 – Adds 129 Weapons and Spell Damage
    • 4 – Adds 657 Critical Chance
    • 5 – Adds 943 Critical Chance
    • 5 – Increases your Critical Damage and Critical Healing by 8%
Notes: 

It's been a while since had a nice basic set to use on a healer. This will be an option for leveling up as a healer in PvE or PVP. Not the best set, but a nice staple starter one to begin journeys. 

  • Serpent’s Disdain
    • 2 – Adds 1096 Maximum Stamina
    • 3 – Adds 1206 Maximum Health
    • 4 – Adds 1096 Maximum Magicka
    • 5 – Increase the duration of Status Effects you apply by 16 seconds.
Notes: 

Not a traditional set, but could be interesting for stamina healers (weirdos :p)  out there. Also with status effect changes, it could have its usage out there.

  • Pillager’s Profit – Light
    • 2 – Adds 4% Healing Done
    • 3 – Gain Minor Aegis at all times, reducing your damage taken from Dungeon, Trial, and Arena Monsters by 5%.
    • 4 – Adds 1096 Maximum Magicka
    • 5 – Adds 129 Magicka Recovery (Perfected only)
    • 5 – Casting an Ultimate ability while in combat grants 28% of the cost as Ultimate to up to 11 group members within 12 meters. Group members can only be affected by this set every 25 seconds.
Notes:

I am not sure how practical this set will actually be in combat, but sure will be fun to use. Side note, this seems to be a happy addition to healer after reading comments on different platforms. 

  • Pearlescent Ward – Heavy
    • 2 – Adds 1206 Maximum Health
    • 3 – Gain Minor Aegis at all times, reducing your damage taken from Dungeon, Trial, and Arena Monsters by 5%.
    • 4 – Adds 4% Healing Taken
    • 5 – Gains 1206 Maximum Health (Perfected only)
    • 5 - Grants you and up to 11 other group members Pearlescent Ward. Pearlescent Ward increases Weapon and Spell Damage by up to 180 based on the number of group members that are alive. Pearlescent Ward increases damage reduction from non-player enemies out of 66% based on the number of group members that are dead.
Notes:

Sometimes healers end up with tanks sets. So I  can see this set on either healer on tanks depending on the situation. It's a nice set to adapt to situations that might happen in fights.

  • Elemental Catalyst: This set’s visual effects are now only visible to the wearer and enemies, to reduce the massive amount of battlefield clutter it could add to group encounters.
Notes: 

For the rare healers using it, know that the visual went poof for others.
  • Mora’s Whispers
    • 1 – Gain up to 1528 Critical Chance and 10% increased Inspiration, Alliance Rank, Alliance skill, and monster kill experience based off how many books of Shalidor's Library have been collected.
Notes:

A niche set to give healers more critical which is a benefit for PvE or PvP healers. Also, it gives an XP buff so easy set to use when leveling up. xD Can stack it with the set "Ring of Mara" for perfect speed of leveling up. Early on, this will be of greater use to healers to get XP gain, or healers who use random normals to level up will get 10 to 20 percent buff. You will sacrifice group support, but >.> they said they didn't need a healer anyways...  

P.S Don't forget Heartland Conqueror in setup for leveling as it's greater XP gain while the set is on weapons.

Classes

Dragon Knight

  • Ardent Flame
    • Fiery Breath
      • Engulfing Flames (morph): Reduced the Flame Damage taken bonus on this morph to a maximum of 6%, down from 10%. The total sum of Weapon and Spell Damage needed to reach the cap remains the same.
Notes: 

As always worst healer class gets weaker. This will be DPS skill for now on with very very rare usage on healers as the buff will be super minor on healers.

  • Earthen Heart
    • Obsidian Shield
      • Fragmented Shield (morph): Increased the duration of Major Mending granted from this morph to 6.667 seconds at the base, up from 5 seconds. Don’t worry though, it’ll reach a nice whole number when you have your Eternal Mountain passive maxed out.
Notes:

 A slight buff to healing, but mind you it's the same buff from resto staff.

Necromancer 

  • Death Scythe
    • Ruinous Scythe (morph):
      • This morph now deals Bleed Damage, rather than Physical.
      • This morph now applies the Hemorrhaging status effect on damage dealt.
      • This morph now sets all enemies Off Balance on hit, rather than every 3rd cast.
Notes: 

It's an interesting change, that gives one of the rare sources of bleed damage which status effect gives minor mangle. Mind you lost physical status effect so no minor breach via status effect, but it's easier to get that one elsewhere while bleed is much rarer. Likely to be on tanks, but easily can go on healers too. Especially with off-balance being much easier to proc. (Take note off-balance matters again as mentioned above)

Nightblade

  • Teleport Strike
    • Ambush (morph):
      • Increased the duration of Empower granted from this morph to 10 seconds, up from 3.
      • This morph now also grants Minor Berserk for its duration.
Notes.

This will give a healer more raw HPS if they aren't using combat prayer. Not the best decision for a  healer meta, but a choice nevertheless.


Shadow
  • Path of Darkness
    • Refreshing Path (morph): This morph now also grants Minor Endurance and Intellect for 4 seconds each tick.
Notes:

Defiantly going to put that skill on the map. The skill will give 3 buffs now while also healing.


Siphoning
  • Drain Power: Increased the duration of Major Brutality and Sorcery granted from this ability and its morphs to 30 seconds, up from 20, to make up for the fact that they require a target to gain these effects.
    • Power Extraction (morph): This morph now also grants the caster Minor Courage for 30 seconds upon dealing damage.
Notes:

tsk too bad it doesn't give allies minor courage too xD, still more rare damage buffs increase healing skills, especially on nightblade class.


Sorcerer 

  • Crystal Weapon (morph): This morph now causes your next two Light or Heavy Attacks to deal bonus damage, up from 1. There is a small cooldown on this to avoid the ability to instantly proc both, though!
Notes:

This will double the duration of penetration debuff with a slight delay, it will still make this more usable for healers and tanks now. So not just DPS using it the best.

P.S So this was tested before making these notes. While having all the passives, the first cast is 5-sec duration with a delay then another 5 secs of the debuff

  • Daedric Summoning
    • Summon Storm Atronach
      • Summon Charged Atronach (morph): This morph’s Area of Effect damage now always applies the Concussed status effect.
Notes:

It's a nice change, but only on an ultimate as such it's still odd that warden and nightblade have a better chance to proc shock status effect than Sorcerer class with an entire skill line on it...


  • Energy Overload (morph): This morph now restores up to 1200 Magicka and Stamina, rather than up to 1192 Magicka. The restore now happens any time you use the Light or Heavy Attacks, rather than only when they deal damage.
Notes:

If sustain on a healer ever matters this could be an interesting skill

Templar

  • Restoring Light
    • Rite of Passage
      • Practiced Incantation (morph): This morph now allows you to move at a reduced rate while channeling it, rather than being unable to move at all.
Notes:

This makes this skill a bit easier to use in dynamic gameplay.

Warden



  • Animal Companions
    • Feral Guardian
      • Wild Guardian (morph):
        • This morph now deals 10% more damage, up from 5%, to ensure it deals similar damage to Eternal Guardian when you take the Piercing Magic passive.
        • This morph now converts the damage to Bleed Damage
Notes:

While likely to be on DPS more than healer or tank, if you really wanted to can do something fun with the bear who can go around causing "Minor Mangle" to opponents, assuming apply status effect changes properly.

  • Scorch
    • Deep Fissure (morph): This morph now also applies Minor Breach to enemies hit for the duration.
Notes:

Not very likely to be on a healer, but another support to use if ever in the need.

  • Healing Seed
    • Corrupting Pollen (morph): This morph now also applies Minor Cowardice to enemies in the area, to help it gain some viability in PvE areas.
Notes: 

This will give the warden a full setup for damage reduction while not losing in typical offensive support for healers. Take note, that this skill is far easier to use than the nightblade counterpart.



Frost Armor
  • Expansive Frost Cloak (morph): Expanded the radius of this morph to 36 meters, up from 2
Notes:

This will make it easier to use in gameplay. So easier to protect allies.

  • Sleet Storm
    • Northern Storm (morph): This morph now grants 300 Weapon and Spell Damage for up to 30 seconds after casting, rather than up to 15% Max Magicka for 30 seconds. This should help the Ultimate be more impactful across play styles.
Notes:

What a strange change, but I can see this being used when you want to protect allies better. It will help allies be protected more because for a short duration it will improve your raw healing power (spell damage improves healing power no matter the skill). In particular, will have stronger usage on "veteran trial hard modes". 

Disclaimer: This information on changes is taken from PTS Patch Notes which can be found here

Comment below if you see an error or disagree with something? I would like to hear your thoughts.