Tasear's Tree House: Scalebreaker

Former Class Rep and Community Ambassador

Showing posts with label Scalebreaker. Show all posts
Showing posts with label Scalebreaker. Show all posts

Thursday, August 8, 2019

How to prepare for ScaleBreaker Patch for Healers

August 08, 2019 0
How to prepare for ScaleBreaker Patch for Healers
So my conclusion warden looks most appealing with changes. Templar and nercomancer are okay. Nontraditional heal classes will be strained greatly to compete.
The reason will be radius, and application of heals.

For instance, I there's either no visual queue for sorc surge heal... or it doesn't work. Still as it's only every 3 secs and on critical heals. I can see it as nothing but unreliable even if it worked.... Nightblades have more tools to work with so I see as still fun class to go towards. DragonKnights will suffer radius the most.

Skills to level for any class


  • Going to want to get healing ward morph for instances need solo burst. 
  • Illustrious springs will be far greater option as springs is no longer spamable and cost reduction is minual. 
  • While stamina healers got push back down by their magicka brethen. It's up to consideration that magicka healers might find usage usage of excess stamina with echoing vigor and ring of preservation with minor protection. 
  • If worst happens... just barrier spam everything. Barrier will not go on 12 allies. I would pick the one with healing over time on it as that still stays on allies even if shield doesn't.
  • Bone surge will now go on 6 allies with major vitality. 
  • Blood altar will now cost health. Either morph can be used by healer, but longer duration skill seems like the wisest choice, as  tanks could use the other unique synergy with higher cost of health. Still either is option and 1 of 4 ways to give minor lifesteal for any class should be used.
  • Siphon either morph is a good choice. The minor expedition will have 100% uptime assuming they attack once ever 4 secs.

Class notes:
       I will briefly mention some notes about classes.
  • Warden gained expanding Heal. That makes the class look well rounded in all sorts of combat situations for healing class.
  • Templar got a buff in cleansing ritual which will put them ahead of the rest. 
  • Nightblades... should have a chance to truly live out damage/heal playstle with overall changes in last 2 patches including this one. With this patch, they got a new unique skill for reducing damage of enemies. 
  • Dragonknight got no noticable changes this patch and I am worried about their radius issues with new skill changes. They are likely to still using springs.
  • I am disappointed with my testing of the sorc class but they should still surive the patch with twlight. Otherwise, I didn't see the mentioned power surge (corrected) do any healing. The proc didn't seem to work as I tested it with nearby Community Ambassador I meet. I conclude it's either broken or unreliable. 
Gear wise
  • I can't convince anyone navh will have practical application, but with orb changes it will have 1.6 cost reduction and 3.6 ish cost reduction with another synergy to ally every 20 secs. This cost reduction will be over 3 major resources.
  • Twlight remedy has nice 30k heal over secs and will be able to save bar space for allies under assumption with new orbs.
  • Hollowfang will be gear set that could shift into competitive healing set, so would collect it come time.

Updated: 8/9/19 Fixed critical surge to power surge.

Tuesday, July 23, 2019

How each class heals differently from each other in ESO *Updated for Scale Breaker

July 23, 2019 0
How each class heals differently from each other in ESO *Updated for Scale Breaker
The vision of Elder Scrolls Online is to Play as you want. This is supported in game with offerings of in Skill adviser with a Build for each class. Still taking it a bit farther, I believe each class has something to offer. 


Elder Scrolls online offers many ways one can play any of it's offered classes, but I believe each class for healers has something unique to each other compared to other classes in that particular play style. As such first, I will mention Orthodox Healers which are most accepted healing classes in the game, while then going over the non traditional or Unorthodox Healers afterwards. 

Orthodox Healers 

Necromancer -  As noted by the developers this play style of healer will be more about positioning. Taking a look at the skills we notice that change effectiveness via position of allies or caster.
Warden - As noted by the developers this play style of healer is about rewarding players for good timing and prediction of skills. This play style is about timing skills to when allies take damage and protecting them with healing skills with things such as heal allies as they take damage.

Templar Healer - As noted by the developers this play style is about protecting the house. This class of healers uses skills to protect allies within it's field with various sets of skills.
Nightblade Healer - As they have a skill line of their own for healing there leaves no doubt they were build to do this role. In fact, besides Templar class they were the 2nd most recognized healers till wardens. In tradition they offered high healing over time and damage. With changes sometime last year, they offered less dps to split off very their dps counter parts, but in return got speed to give to allies while putting slow debuff on enimes. Now with Elsweyr they have options that offer more utility then templar counter parts. They have Major Fracture and Major Breech though can only be used on one target (also marks shows hidden enemies). Aoe Minor Vulnerability allows them to really give buffs to allies damage, though they share this buff with magicka and stamina dps depending on group compostion it could be asset, especially in smaller groups where the uptime won't be easily maintained. They also have snare immunity, and silence that gives them edge in pvp aspects as healers. They are only class with  major vitality and major protection which makes them one par with Warden and Templar utilities for support and ahead of necromancer. This along with ultimate generation gives and low cost ultimate gives this definite style. Issue with synergy need on healers is fixed with necromancer/warden offering 2 as healers or necro tank self synergizing. Now it's just a matter of testing them on and they will be official members of the orthodox healers. 
Unorthodox  Healers
Sorcerer - This play style is while recognized by the developers as existing with the skill adviser, it has lost some identity in how it compares to other healer classes since Murkmire changes. Grasping the potential of the class, I think it's key features of play style is flexibility. While lacking in traditional support, it has skills to adapt to teams and change the field for the benefit of the team. Some skills really could use some reworks (encase) and touch ups ( negate) though for this play styles really to shine for the community.

Dragon Knight Healer - I think of the all the Classes of healers these are the black Sheep of the developers right now. The play style is recognized with developers, but they have a lot of functionally issues. Still focusing on their play style, I see this play style as slowing down enemy assault. This is done by shields that protect allies from damage even before it happens and slow debuff on approaching enemies. 

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.