Tasear's Tree House: Stonethorn

Former Class Rep and Community Ambassador

Showing posts with label Stonethorn. Show all posts
Showing posts with label Stonethorn. Show all posts

Tuesday, July 14, 2020

Healer Notes: Stonethorn

July 14, 2020 0
Healer Notes: Stonethorn
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Updates -


Some changes to dragon blood that made it a better self heal. Also included, the promised torug's pact update. Spell power cure and Olorime got a duration change. Elemental catalyst got an update that makes me think will push to dps more.

9/23

Yeah... I am super sorry I forgot this
  • Crystal Blast (morph): This ability has been reworked into a Stamina morph, and renamed to Crystal Weapon. It is now an instant-cast ability that causes your next Light or Heavy Attack made within 4 seconds to deal additional damage, equal to the standard spammable amount such as Lava Whip or Veiled Strike. Enemies hit by this ability will their armor reduced by up to 1000.
This happened week after

The Thief: Reduced the Critical Chance ratings granted to 1333, down from 1537. 
Developer Comment:
Spoiler
Along with Precise, both of these sources of Critical Chance have been reduced to our new standard of Set Bonus Efficiency, which we will move to at a more holistic level in a future update.


8/27/2020

Roaring Opportunist got an update for the like fifth time. The values are currently wrong in game, but will fixed next patch to listed tooltip.  Apparently I didn't list worm changes so that's added too. So grouping is required to use most support sets now. 

New Sets


Lady Thorn (Monster Mask)
  • 1 – Adds 1206 Maximum Health
  • 2 – Casting an ability that costs Health spawns a blood ball for 10 seconds. This effect can occur once every 10 seconds.You or an ally near the blood ball can activate the Sanguine Burst synergy, dealing 5000 Disease Damage to nearby enemies and applies Major Maim for 5 seconds, decreasing their damage done by 30%. Enemies can only receive Major Maim from Sanguine Burst once every 30 seconds.
Stone Garden
  • Elemental Catalyst (Light)
    • 2 – Adds 1096 Maximum Magicka
    • 3 – Adds 833 Spell Critical
    • 4 – Adds 1096 Maximum Magicka
    • 5 – Whenever you deal Flame, Shock, or Frost Damage, you apply a stack of Flame, Shock, or Frost Weakness to the enemy for 3 seconds. Each stack of an Elemental Weakness increases their Critical Damage taken by 3%. An enemy can only have one stack of each Elemental Weakness at a time.

Kraglen’s Howl (Medium)
  • 2 – Adds 833 Weapon Critical
  • 3 – Adds 129 Stamina Recovery
  • 4 – Adds 129 Weapon Damage
  • 5 – After an enemy you’ve recently damaged dies, you let out a howl, granting three allies within 15 meters the Heed the Call synergy. Activating the synergy gives you and the activator 12 Ultimate. This effect can occur once every 20 seconds.


Discussion: Okay, maybe not necessarily a healer set, but the opportunity exists. First the monster set actually does major maim right, as you can actually control the timing of the debuff. Now lets not forget it's actually gives a synergy. The nightblade healer and their health costing heals will do this best with this or a healer using altar. Still could be a dps vampire set or tank set for those wanted more synergies. Overall a nice monster set.

Now, this magicka set won't be meta on healers as clearly dps are far superior with it. Surely still possible for healers who are more support type of dps then compard to the pure healer who heals. Zen's or material knowledge will be getting a friend for our top groups with only 1 pure healer in them. Also this makes up for lost of roaring opportunist. Still the set is likely to be nerfed.

Not really that impressive of a stamina support dps set, but it exists as something that one day will require a reduction in cooldown or for it to apply to more allies. We will see this set in another 5 years. 


Old Sets


There's so many changes... I will put thoughts on each change. Overall a great changes, but zos over nerfed gossamer, and hiti's. They failed on lamina song as falls just slightly to short on giving allies support as it's only 6, and not 12. They forgot to give love to undertaker as nobody in right mind would just use set for minor life steal as takes 5 piece. Even, lightweight remedy gives a healer along with minor force.

Some slight nerfs on other things but nothing unreasonable... though worm has me questioning it. I think some op sets got into line better. Olo got brought in line with spc, but still has distinct advantage on procing better on 1 bar.

Things to look forward to our shield healing style coming about up to 12 people. Some old sets like twilight feel useful Tank healing looks easier to do with sets now. I am a bit worried on role of healers in future content with such sets.

Blessing of Potentates: Reduced the damage reduction of this set to 3%, down from 5%

Thoughts: It's not much of a difference, especially if you were using the set in pve then it doesn't matter at all.

The Worm's Raiment: This set now grants 145 Magicka Recovery to you and nearby allies, rather than reducing the cost of you and nearby allies' Magicka abilities by 4%.

Thoughts: zos is trying get away from percentage modifiers. Also forgot it used to be 3 not 4. Overall, it's better set for healer or tank now. 

Coldharbour's Favorite:
  • This set now heals or damages for 16254 over 6 seconds, rather than 12190 over 4 seconds.
  • Fixed an issue where the damage could not be purged, and did not appear in your debuff tracker.
Thoughts: Anyone who used this knew how ridiculous it was in healing done. It was good 5k hps or 5k damage. Still interesting set as it heals or dps. In regards to healing, it does more then most sets for it's during wit 3k being sexy for those 6 secs. While weaker the cooldown will feel shorter. 


Magnus' Gift: Increased the proc chance of this set to 15%, up from 8%.

Thoughts: It's no longer as questionable trash as it was before now. It can be considered a win set for pvp at very least, and something to craft as new healer. Also might be useful is sustain if healers ever such a problem. 

Redistributor:
  • This set now procs on over healing caused, rather than when you heal yourself at full health.
  • Decreased healing to 2320, down from 2347.
  • Decreased the cooldown to 1 second, down from 3 seconds.
Thoughts: Makes it interesting set, and not so niche. I am thinking potential for this set providing a small burst to an ally while you are healing over time. Still super small radius. I see this set as newbie heal set before you get your burst heal or a tank heal set. Overall, it has more potential then before, and gets taken out of trash bin.


Torug's Pact:
  • Torug’s Pact: Reduced the bonus to enchantment potency to 45%, down from 90%, since this bonus can apply to both of your enchantments.
Thoughts: So damn... guess I shouldn't of made these for my healer this patch. Most defiantly a tank set with amour change now. At least, I got bank space with this change.

Call of the Undertaker:
  • This set no longer has a cooldown.
  • This set now triggers on any damage done, rather than only Light Attacks.
Thoughts: It's still trash. Why would you waste a set when it takes but 1 skill. This needs something more to be in consideration for people to use.

Shalk Exoskeleton: This set now grants up to an additional 129 Spell Damage when wearing 5 pieces.


Thoughts: Okay I am interested. The 5 piece makes this viable after heroism pots came to existent. 



 Trinimac's Valor:
  • Increased the damage and healing from this set to 4876, up from 4000.
  • The tooltip now properly mentions the delay before the damage and healing occur.
Thoughts: Slight Adjustment is nice.

Wilderqueen's Arch:
  • This set now scales in item set quality and level.
  • This set now increases your Movement Speed by 15% and reduces the enemy's Movement Speed by 15%, rather than reducing the enemy's Movement Speed by 30%
Thoughts: Technically stamina.. but you wierdo stamina healers should know that this is now a 3 piece. Also interesting for farmers to add to collection. 

Wisdom of Vanus: This set now grants an additional 129 Spell Damage on its 5 piece bonus.

Thoughts: Where they failed with undertaker they succeeded here, by giving this set something extra as passive is easy to proc on resto staff. Not the best set, but not a trash set. I give this set a B- for it's pvp potential and something to do if major mending was ever important. 

Combat Physician: Reduced the shield size of this set to 4308, down from 9506. The cooldown is now per target, rather than overall.

Thoughts: I know some people won't like this as it changes the dynamic of how this was being used but defiantly interesting. This makes shield style healing a real thing along with prayer shawl. It's also trial ready as can hit 12 eventually. 

Gossamer: Reduced the duration of this set to 1 second, down from 2 seconds.

Thoughts: Yeah no, zos missed up as set works with healing done not with overhealing. It's trash now. Two secs was fine, If anything make minor evasion.

Hanu's Compassion: Increased the Max Magicka granted on the 5 piece bonus to 1963, up from 1096.

Thoughts: Makes up for it's low uptimeon 5 piece buff. It's a god job here.

Hircine's Veneer: This set now grants you and nearby allies 145 Stamina Recovery, rather than reducing you and nearby allies Stamina costing abilities by 4%.

Thoughts: I am conflicted here. Is this trash now? I defiantly will be picking something else on stamina healer thingy I got. 

Hiti's Hearth: Fixed an issue where this set could bypass the 6 person heal cap per tick.

Thoughts: Heal change is acceptable but not taking away buff t's potential in trials. The set should be able to proc on 12 allies. 

Hollowfang Thirst: Reduced the Magicka granted from this set to 2523, down from 3000.

Thoughts: We all now this set was OP. There's no hard feelings with lost. 

Lamia's Song:
This set now grants 25 Health, Magicka, and Stamina per Ultimate point spent to up to 6 nearby group members, rather than restoring 30 Health per Ultimate point spent to them.
Fixed an issue where the heal from this set could Critically Strike.

Thoughts: It should be 12 rather then 6. I would keep dps suport sets at 6 while healer sets at 12. This is fun change but lacks trial potential. 

Light Speaker: This set now grants 600 Spell Damage to your Restoration Staff abilities, up from 450.

Thoughts: It's nice change that gives reason for it in some situations.

Sanctuary: This set now grants 10% Healing Taken to you and nearby allies, down from 12%

Thoughts: No hard feelings.. it was a bit much anyways. 

Spell Power Cure:
  • This set now grants Major Courage when you over heal the target, rather than having a 50% chance to grant it when you heal them at 100% Health.
  • This set no longer has a 6 person target cap, to better mirror the power of Olorime.
  • Spell Power Cure: Reduced the duration of the Major Courage granted from this set to 5 seconds, down from 10 seconds, to reinforce the need to constantly heal your allies, getting them to full health and ensuring they stay topped off at all times.
Thoughts: I don't know what to say. Who the fuck did they hire, cause thank you. Still I should keep this a secret but normal olo is weaker then this now stat wise on healers. Still, spc will be harder to one bar then olo so balanced. Also, people are forgetting spc is harder to proc on trial execute burn phases. The sets are equal with pros and cons now.

Prayer Shawl:
  • This set now procs on over healing caused, rather than on healing caused.
  • Increased the damage shield size to 4997, up from 2813.
  • Removed the proc chance from this set, but added a 2 second cooldown.
Thoughts: I used to make jokes as this was worst healing set in game. It's super practical now. Gives life to shield style healing for trials. 

The following sets now affect you and 5 other group members, rather than you and 3 other allies, and the duration of these set’s bonuses is now determined by the amount of Ultimate points spent (1 second for every 14 Ultimate used):
  • Automated Defense
  • Master Architect
  • War Machine
  • Inventor's Guard
Thoughts: I can't believe the balanced this. Seriously OP in dungeons.. but balanced with other trial options. 

Healing Mage: This set now reduces nearby enemies' Weapon and Spell Damage by 286 for 5 seconds, rather than nearby enemies Weapon Damage by 430 for 3 seconds.
Thoughts: It was OP though bugged very often in the past years. Not a bad change. I will just stack it with the right glyphs, and pretend this change never happened. 

Infallible Mage: Reduced the damage bonus of Heavy Attacks to 900, down from 903.

Thoughts:... the change exists

Roaring Opportunist:

  • This set and the perfected version now only apply to 6 group members, down from 12.
  • Fixed an issue where the radius was not based on the wearer of the set in some cases.
  • This set now scales in duration based on the caster’s Spell Damage and Max Magicka, rather than based on the damage of the Heavy Attack that procced it. 
    • The current values are 1 second per 1000 Spell Damage and 1 second per 6000 Max Magicka. The intended values are the ones listed on the tooltip, which will be fixed in a future patch. 
    • These changes were made to reduce the volatility of the set, since you previously needed to Critically Strike with a Heavy Attack in order to reliably reach the full duration, which meant your options of guaranteeing it were restricted to a few item sets or abilities.
Thoughts: Still can go on 12 people so a healer set it is...unfortunately. The only upside is any class not just nightlade can pull this off now as healer.  My sincerest feelings is zos give up and balance this as a healer set. Anyone curious the values are 6300 magicka and 600 Spell damage so you need 44k max magicka and 3k  spell damage, which is super easy as an altmer.  It's also easier to make up for difference on nightblade and sorc. Also sorc has slight edge with spell damage.

Twilight Remedy:
  • This set now heals for 27984 over 15 seconds, rather than 21758 over 10.
  • This set no longer has a cooldown.
  • Fixed an issue where the heal from this set could Critically Strike.
  • Fixed an issue where the Minor Force from this set was not properly flagged as a Minor Buff.
Thoughts:  Well well, what a nice change..., I bet some people are rejoicing while I am crying how I can store on the great sets like this. (WTB more bank space)

Vestment of Olorime:
  • Reduced the duration of the Major Courage on this set to 10 seconds, down from 30 seconds.
  • Adjusted the Max Targets to 6 per tick, down from 12. Please note that this set can still affect more than 6 players, but no more than 6 can get the bonus every second in the circle.
  • Reduced the duration of the Area of Effect that grants Major Courage from this set and the Perfected version to 5 seconds, down from 10 seconds.
  • Increased the duration of the Major Courage granted from touching the Area of Effect to 20 seconds, up from 10 seconds.
  • Vestments of Olorime: Fixed an issue where this set was granting Major Courage to allies closest to the epicenter of the ring, rather than who has the shortest duration of the buff.
Thoughts: Still nice in it's own right, but I am sure some aren't happy about this.

Almalexia's Mercy:
  • This set now heals for 4000 Health over 3 seconds to group members in the area, rather than 2793 immediately.
  • This set now has a 3 second cooldown, but no longer has a proc chance. Now when you take damage, you and your group members within 7 meters of you heal for 4000 health over 3 seconds. This effect can occur once every 3 seconds.
Thoughts: It's interesting dynamic to heal tank field still ranges makes my pure healer heart say it's acceptable.

Powerful Assault: This set now grants 307 Weapon and Spell Damage to group members within a 10 meter radius for 10 seconds, rather than granting 164 Weapon and Spell Damage to allies within a 15 meter radius for 15 seconds.

Thoughts: Is this on 12 now? I am wondering is this scary op now?

The Morag Tong: This set now causes targets to take bonus Disease and Poison Damage, rather than only Poison Damage.

Thoughts: Not bad to give more life for set.

Battalion Defender: Increased the heal of this set to 2466, up from 2000.

Thoughts: This is scary op... like defiantly number 1 tank / healer set in game. Also, defiantly don't need a healer if you can stack sorta close with this.

Meritorious Service: This set now grants 3540 Armor to group members for 20 seconds, rather than 3010 Armor to allies for 2 minutes.
Meritorious Service: Increased the Armor from this set to 3540, up from the incorrect 3450.

Thoughts: if group means 12 then this is alright. Someone test it and report back please....

Stendarr's Embrace:
  • This set now removes all negative effects, rather than up to 5.
  • Removed the proc chance from this set. Now whenever you heal a friendly target, you remove all negative effects from them. This effect can occur once every 30 seconds.
Thoughts: So many things are considered negative effects in game. I doubt this will end well. But rejoice for now as it's OP as can be for pvp. The duration and how everyone forgot pts testing of curse eater made this exists. It will save lives like earthgore did in 1.0 session, but less noticeable. This most certainly needs a counter. 


Class Changes

>.> I didn't forgot about class changes... this section was always here. So it's mostly quality of life changes here. Nightblade will fit their healing and dps hybrid better, though wondering if they will be back where nightblade healers don't exist over nightblade dps (yep they forgot again). Templars get some nice love in cost reduction and their ultimate passives being less super niche. I kinda wondering if it takes away from Templar house affect though. With the later pts patch, dragon blood became better self heal. 

Dragonknight
  • Draconic Power
    • Dragon Blood
      • Coagulating Dragon Blood (morph): Increased the base healing of this ability by approximately 12% to ensure it’s closer in line with other heals, such as Breath of Life. With this new value, the heal for Coagulating should be slightly weaker than these heals (Breath of Life, Blood Sacrifice, etc.) while above 50% Health, but slightly stronger than them while below 50% Health. The deviation in healing effectiveness will be between 0 and 16.5%.

Nightblade

Grim Focus:
  • This ability and its morphs now grant 2% Critical Damage and Healing per stack, rather than reducing your damage taken by 2% per stack, in order to help this ability feel more aggressive and assassination oriented.
  • Stacks removed from these abilities after ending combat will now only be removed in PvP zones, rather than all the time, fixing numerous issues where you could lose all stacks generated where you appeared to still be in combat.
strife:
  • Increased the damage done for this ability and the Funnel Health morph by approximately 39% to ensure they properly adhere to Heal over Time standards.
  • Fixed an issue where both of these abilities would attempt to apply a Heal over Time even if the target dodged the attack, causing the empty HoT to override any existing casts.
Templar

  • Restoring Light
  • Cleansing Ritual
    • Ritual of Retribution (morph): This morph now sacrifices its healing potential for the damage, rather than adding damage on top of the healing. The damage now increases by 5% each tick for the duration of the ability, up to a max of 35%.
    • Healing Ritual:
      • Reduced the cost of this ability and its morphs to 5265, down from 7290.
      • Decreased the healing of these abilities by approximately 25%. This will set a new AoE heal spammable standard, where the healing and cost are 50% more than an AoE damage spammable counterpart, which we will monitor and adhere other abilities to in a future update.
    • Light Weaver:
      • This passive has been updated so healing an ally under 50% of any Restoring Light ability restores 1 / 2 Ultimate, rather than restoring 1 /2 Ultimate when healing an ally under 60% health with Healing Ritual.
      • This passive no longer extends the duration of Restoring Aura.
    Other
    Okay I admit... I was too excited about the sets and forgot this change. Only speaking in healer perspective, infused and divines change is nice while invigorating has me intruiged. Though, why they nerfed nirn the worst trait in game is beyond me.

    Armor Traits
    • Divines: Increased the bonus to Mundus Stones to 9.1%, up from 7.5%.
    • Impenetrable: Reduced the Critical Resistance granted to 127, down from 172.
    • Infused: Increased the enchantment potency bonus to 25%, up from 20%.
    • Invigorating: Increased the Recovery bonuses granted to 16, up from 11.
    • Nirnhoned: Decreased the Armor granted to 253, down from 301.
    • Well-Fitted: Increased the cost reduction granted to 6%, up from 5%.

    Mundus Stones
    • The Atronach and The Serpent: Increased the recovery bonus granted to 310, up from 238.
    • The Mage and The Tower: Decreased the maximum resource granted to 2023, down from 2028.
    • The Lord: Decreased the Max Health granted to 2225, down from 2230.
    • The Lady and The Lover: Decreased the Armor and Armor Penetration granted to 2744, down from 2752.
    • The Thief: Increased the Critical Strike rating granted to 1537, up from 1533.
    • The Ritual: Decreased the Healing Done granted to 8%, down from 10%.
    • The Shadow: Now grants 11% Critical Damage and Healing, rather than 13% Critical Damage.
    Thoughts: I am just thinking should be tested in ritual is still worth it as atro got buffed and mage was always close. I am thinking they forgot why they removed healing from shadow. Yep.. I am thinking shadow stone will be super full of healers next patch. Well 11 critical > then 8 healing done. Someone tell me what happened here?

    As mentioned in the intro, all item sets have been audited to reduce their implications on performance. Proc sets will no longer do additional range checks on events that already passed one (such as an event triggering off of a Light or Heavy Attack), will no longer send messages to the server when they fail or are on cooldown, and are properly labeled as a proc set to ensure they do not trigger other proc sets. During this audit, we have also brought almost every set in the game under our set bonus efficiency standard, which breaks down a set into its total worth of stats provided, plus modifiers such as how difficult or specific the set is to use/engage with! Due to the staggering size of this list, we’ve broken up the changes into more specific categories.


    Additionally, we have adjusted all item sets that have radius checks for friendly targets to no longer target all allies, but instead target group members only. This will reduce the amount of parsing and messaging dealt by the server and reduce the staggering power many of these sets can enable in non-grouped content. This change affects the following item sets: