Tasear's Tree House: PvP Healer

Former Class Rep and Community Ambassador

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

Monday, July 1, 2019

What do you think Current Issues are with Healing in ESO?

July 01, 2019 0
What do you think Current Issues are with Healing in ESO?


As Former Class rep, and the so called healing one, I would like to come back to a favorite topic of myself which is "What are issues with ESO healing currently. With a bit more self awareness, the latest content really show cases healer role. Yet there's still issues that are hidden under the older content. These issues, I think are cost effectiveness of healers in gameplay, along with playstyle conflicts among healers that conflict with improving healer gameplay experience, and latest world design issues.

Cost Effectiveness

Taking a different perspective of why healers are less welcomed in dungeon game play is, because for the most experienced players it's not cost effective to use them.  First healers don't get a great chance to levy excess sustain over DPS/Tank, besides when using purge or siege shield. As such, I imagine if support skills costed more, then it would be more of sustain lost for dps, not to consider using healers. So while 3 DPS runs could still happen the ideal setup for fights would put healers in people's mind. 

Playstyle Conflicts

Some I think biggest thing that holds healers back in gameplay is themselves. It's not so obvious, to those outside, but there's lot of arguments on how one should heal in eso. There's some who claim healers should dps some, while others who say no buffs then not a healer, then pure type of healers who just heal. There's some other types, that you can see from Elsweyr Healer sets that Zos carters towards, but biggest dilemma is how to buff one group without endangering another group. For me, I think issue is simplest if you make healers need to heal more. This way each group of healers can still enjoy their playstyles.


World Design

In the past, I considered self healing issue that healers face, but looking at it more. Worst issue is it not health regain? How is that we regain health in combat or even so fast out of combat? It doesn't give us a chance to use health pots or healers as much as it should for these situations. I just imagine a healer should be one to make sure everyone is ready and healthy for combat... but instead game does it for us. Still there's another issue with world design, that hurts healer's a lot

The Game is not very friendly for healers. Not to mention there's issues leveling to doing content slower then dps, but more so there's no chances to heal allies when roaming around content. I see a missed opportunity where people appericate a wandering healer came to help with content. At last death is either trival or battle scaling makes less risks for people to adventure on.  

Final thoughts

After a little over a year, of analysis this what I have come up for healers. I believe this discussion really points out biggest issues of healers, not just in ESO, but in all gameplay. Still what do you guys think? How do we solve healer problem? Does it actually exist?



Sunday, March 31, 2019

Elsweyr Healer Sets

March 31, 2019 0
Elsweyr Healer Sets

Coldharbour’s Favorite

(2 items) Adds 1096 Maximum Magicka
(3 items) Adds 1096 Maximum Stamina
(4 items) Adds 129 Spell Damage, adds 129 Weapon Damage
(5 items) When you heal yourself or an ally, summon Cadwell’s noble mount, Honor, who after 2 seconds, casts a healing spell on you and your allies around him that heals for 12800 Health over 4 seconds.

When you damage an enemy, summon Cadwell’s noble mount, Honor, who after 2 seconds, explodes, damaging enemies around him for 12800 Magic Damage over 4 seconds. Honor can only be summoned once every 10 seconds.

In general, this will be fun set people. A quacky set looks to be well suited for dps/healer types in gameplay. I find myself thinking of the old style of dps/healer from nightblades that might really like to bring this set to dungeons. Though, lets not forget the application in pvp will provide user with something active to use in dps/healer role besides the usually utility sets or skills. I believe this set is well designed in giving healers a play style to enjoy that isn't just pure healing set like we seen in the past.

Call of the Undertaker

(2 items) Adds 4% Healing Taken
(3 items) Adds 1206 Maximum Health
(4 items) Adds 4% Healing Done
(5 items) When you deal damage with a light attack, you apply Minor Lifesteal to your enemy for 8 seconds, healing you and your allies for 600 Health every 1 second when damaging them. This effect can occur every 8 seconds.

This set is interesting could go for Tank/Healer hybrid style but with a twist that adds a bit of brawler. Tanks that aren't always blocking can also heal allies during combat. Also, it saves a skill slot and long cast time over using blood altar. This can be used to bring 3 dps in a group or to help a healer in their role in more demanding content.

Eye of Nahviintaas

(2 items) Adds 129 Magicka Recovery
(3 items) Gain Minor Aegis at all times, reducing your damage taken from Dungeon and Trial Monsters by 5%
(4 items) Adds 1096 Maximum Magicka
(5 items) When an ally activates one of your Synergies, you and the synergy activator reduce the cost of your Magicka and Stamina Abilities by 12% for 3 seconds. 6 second cooldown

Last to talk about is very interesting competitive end game set that promotes the need for healer, but not only that it actually gives back to healer instead of the usual giving without getting sets. On the downside, this will indirectly ask for more sustain and synergies from healers. That could provide issues to Dragon Knight and Nightblade healer class, but I believe since the cost reduction is mostly directed at dps this will promote the usage of undaunted synergies like bone synergy, undaunted altar, and trapping webs in gameplay.

Monday, January 21, 2019

Wrathstone DLC Healer Set :Curse Eater ( Buy it now before it's too late!)

January 21, 2019 0
Wrathstone DLC Healer Set :Curse Eater ( Buy it now before it's too late!)
Keep in mind things are subject to change as these are still on public test server, but we have some good offerings for healers this round!

Curse Eater
OLD
2 – Adds 1206 Maximum Health
3 – Adds 1096 Maximum Magicka
4 – Adds 129 Magicka Recovery
5 – Reduces the duration of all negative effects applied to you by 20%.
NEW
2 – Adds 1096 Maximum Magicka
3 – Adds 129 Magicka Recovery
4 – Adds 129 Magicka Recovery
5 – When you heal yourself or an ally, remove two negative effects from them. If a negative effect was removed this way, your target restores 150 Magicka.  This effect can occur every 2 seconds.

This is amazing set for healers! This will help healers who aren't Templar handle some content that was possible but to a more skill level to achieve compared than Templar. While some though might say this takes away from Templar identity it's still a 5 piece that has to be used and technically a cleanse up to 5 negative effects ever sec though at a cost if they wished to do so.

Now in practice this set will help healers of all classes support allies better in pve and pvp. For Pve the most noticeable content will be with non Templar healers who struggled with Trials such veteran Asylum, Normal or veteran Halls of Fabrication, and most obviously craddle of shadows. It will also help players potentially in lesser noticeable things with negative effect. In regards to pvp, I see this making healers very stable existent in groups as you are going to want someone with this set. This will also clean up battlefield for those not liking negative effects vs Skill in pvp fights.

It will still need some testing, but I would buy this set now. It will become a staple set for healers.