Tasear's Tree House: healer

Former Class Rep and Community Ambassador

Showing posts with label healer. Show all posts
Showing posts with label healer. Show all posts

Monday, April 20, 2020

Healer Notes Greymoor

April 20, 2020 0
Healer Notes Greymoor


Okay I got to admit was a bit hyped reading notes... minus one horrible thing. There's a lot of things this patch from new enchanting rune, to 3 new alchemy things, along with more paintings! Mythic system was meh, but I have hope for it in future patches.


New Sets! 


Winter’s Respite – Light Armor
2 – Adds 129 Magicka Recovery
3 – Adds 1096 Maximum Magicka
4 – Adds 1096 Maximum Magicka
5 – Casting abilities that leave an effect on the ground will create a circle of healing frost for 10 seconds. You and your allies restore 2358 Health every 1 second while inside the circle. This effect can occur once every 10 seconds.


Roaring Opportunist – Magicka DPS
2 – Adds 1487 Spell Penetration
3 – Gain Minor Slayer at all times, increasing your damage done to Dungeon, Trial, and Arena Monsters by 5%.
4 – Adds 129 Spell Damage
5 (Perfected) – Adds 1096 Max Magicka
5 – Dealing damage with a Fully-Charged Heavy Attack to an enemy that’s been set Off-Balance grants you and up to 11 group members Major Slayer, increasing your damage done to Dungeon, Trial, and Arena Monsters by 15% for 10 seconds. Roaring Opportunist can only affect a target every 22 seconds.

Kyne’s Wind – Healing
2 – Adds 129 Magicka Recovery
3 – Gain Minor Aegis at all times, reducing your damage taken from Dungeon, Trial, and Arena Monsters by 5%
4 – Adds 4% Healing Done
5 (Perfected) – Adds 129 Magicka Recovery
5 – Casting an ability or drinking a potion that applies a Major Buff on yourself or an ally creates a pool of Kyne’s Blessing for 4 seconds. You and allies standing in Kyne’s Blessing restore 508 Stamina and Magicka every 1 second. This effect can occur once every 10 seconds.

Torc of Tonal Constancy – Necklace
1 – While your Stamina is less than 50%, increases your Magicka Recovery by 450. While your Magicka is less than 50%, increases your Stamina Recovery by 450.


Notes:


So first off winter respite is cute set. It's not a game breaking set, but will be nice in pvp or on a tank healer in PvE. Also will be very beginner friendly set for new healers. I say not bad and with a touch of frost makes it a cool set.

Next we O.O what you would think would be a dps set for magicka but unfortunately will be a most likely required all the time set for healers in upper levels of gameplay. Why they thought any dps would proc off balance of a tank or healer is beyond me. This is a about 6 percent damage increase to groups so good luck convincing your groups not for you to wear it.

They are getting better with healer sets... if you ignore abomination set that was supposed to be or magicka dps. Kyne's wind is a nice sustain set that while not overpowered like last one is defitently got's it's usage

Now lets say you pvp heal then torc will be a nice set to use. If for some reason sustain actually becomes important in pve for healers again then this set would be nice...

P.S I want more bank space now....

Classes


Necromancer
Tether abilities, such as Restoring Tether and Shocking Siphon, are now once again on the Global Cooldown, and have had their targeting improved furthermore.
Bone Tyrant
Bone Goliath:
The heal for this ability and its morphs will no longer trigger from Mend Wounds or its morphs, and states it requires dealing damage to proc.
Fixed an issue where this ability and its morphs would end abruptly if they ranked up while it was active.
Grave Grasp: Fixed an issue where casting this ability in rapid succession would cause the final Area of Effect to fail to spawn.

Nightblade

Siphoning
Siphoning Strikes: Fixed an issue where this ability and its morphs could proc off Mend Wounds and its morphs. The soul-stealing power of this ability is now reserved for damaging Light and Heavy Attacks.
Soul Shred: The synergy granted from this Ultimate and its morphs will now work for allies who are 10 meters or closer to the target, rather than 10m or further.

Templar
Restoring Light
Rite of Passage: Fixed an issue where this ability could not be block cancelled after beginning it, despite its morphs being able to.

Notes: It's mostly some bug fixes... especially nightblade ultimate makes more practical sense in usage.

Changes


Draugr’s Rest: Increased the total healing done of this set to 19404 over its duration, up from 11000.

Chokethorn:
This set now heals for 24409 health over 6 seconds, rather than 19565 health over 4 seconds.
Increased the proc chance to 15%, up from 10%.
Reduced the range of the beam from 28 meters to 15 meters in order to help introduce more counterplay with its stronger heal.

Earthgore:
This set now heals for 29700 health over 10 seconds, rather than 30000 over 6 seconds, to reduce the burst heal potential.
Reduced the cooldown to 20 seconds from 35 seconds.

Sentinel of Rkugamz:
Removed the proc chance from this set.
Reduced the tick count of the heal and resource restore by 1.
Increased the Magicka and Stamina restore to 125 per tick, up from 115.

Shadowrend:
This set no longer applies Minor Maim to targets hit for 3 seconds, and instead reduces their damage done by 5% for 2 seconds. This debuff cannot stack from multiple sources.

Symphony of Blades:
This set now restores 570 resource per tick, down from 2325.
The cooldown of 18 seconds is now applied per target, rather than overall.

Troll King:
Reduced the Health Recovery granted by this set to 925, down from 1548.
Fixed an issue where this set had a range limit, despite being bound to heals that already passed a range check.

Timeless Blessing:
Reduced the cost reduction of this set to 21%, down from 27%.
The Perfected version of this set no longer has a unique value, and instead grants up to 877 Max Magicka.

Mender's Ward:
Reduced the duration of Major Vitality to 2 seconds, down from 3.
Reduced the Perfected version's Magicka Recovery to 103.

Grand Rejuvenation:
This set now grants up to 117 Magicka and Stamina to target affected, up from 100.
This set now has a Perfected version that grants up to 877 Max Magicka.

Precise Regeneration:
Decreased the Magicka granted from this set to 500, down from 800.
Removed the cooldown from this set, though note it cannot proc from the event of simultaneous critical heals from Radiant Regeneration.
This set now has a Perfected version that grants up to 666 Spell Critical Rating.

Robes of Transmutation: This set now grants 1400 Critical Resistance for 5 seconds when the proc conditions are met, rather than 1304 for 20 seconds.

Notes

So all healer sets got changes in regards to monster sets. Not bad though as felt more like a chisel then a hammer approach. Blades is most noticeable change after people finally figured out how OP this set has been (told ya long time ago). Just realize it was 12k resources for one ally. Now it compares to Sentinel better. There's some minor nerfs on other sets, but nothing ridiculous. The most imporant thing to note... is you are going back to vDSA next patch for better version (cough old version) of master resto. The extra magicka will defiantly be worth it. 

Other

Synergies now have a hierarchy to determine which synergy appears first when multiple are present to you. Quest, Dungeon, Arena, and Trial-related synergies now always appear over player-sourced synergies. Furthermore, for player-sourced synergies, the following ruleset is applied


  • Healing and Shield-related synergies will take utmost priority.
  • Utility, Buff, and Debuff synergies will appear next.
  • Strictly Damage-related synergies are last in priority.
    • In a situation where Purify, Conduit, and Combustion are all available to activate and are given to you, Purify (Healing) will appear first, then Combustion (Utility), then Conduit (exclusive Damage).
Restoration Staff
Heavy Attack: Updated the Heavy Attack with this weapon to operate more closely to Lightning Staves. It will now have 2 minor ticks of damage and then a final, larger hit of damage at the end, rather than 3 continuous ticks of damage. This will fix numerous issues where sets or passives could fail to recognize the Fully Charged state with this weapon.


Bug Fixes


Pet summoning abilities now have a preventative window after completing their cast that prevents attempting to summon them again while they’re already alive.

Pets will now properly inherit their parent’s bonuses related to armor, such as Concentration or Prodigy.

Fixed an issue where pets could not inherit the Bloodthirsty or Charged traits.

Fixed an issue where pets could fail to summon if you immediately began sprinting after casting.

Mend Wounds:
Fixed an issue where Heavy Attacks could fail to chain properly after using this ability.
Fixed an issue where you could still get Magicka from heavy attacking a target with this ability without actually healing them.

Undaunted
Blood Altar: Fixed an issue with the synergy visuals, causing it to fail to appear to some allies as well as being able to appear to enemies.

Healing Mage:
This set now more accurately procs off abilities that meet its stated requirements.
Fixed an issue where the enemies affected by this debuff in the area around you did not match the typical sort selection - prioritizing the nearest enemies.

Notes:


Nothing to complain about, these bugs fixes are nice >.< especially solves mystery on altar synergy thing. Also mending looks back on broad as at least useful and not bugged anymore.


Wednesday, March 4, 2020

Harrowstorm: Dungeon Sorcerer Healer

March 04, 2020 0
Harrowstorm: Dungeon Sorcerer Healer


Summoner Spirit



Background: Inspired from ESO Community Discord, Dungeon Sorc Setup that has finally evolved.

Purpose: To maximize the damage output while remaining in a Supportive Healer role without being a hybrid that focuses on individual dps output. I make the claim that Sorcerer Class pulls dungeon healer off best with maximum supportive offensive damage being only comparable to the night blades who specializes in their own offensive dps as they heal.

This build will be able to place more Atros.

Gear


Set 1: Spell Power Cure

Location : White Gold Tower

While some will profess, I am great sinner who just doesn't keep with the times. I simply think there's unrealistic understanding in dungeons healing. Unless you are, you are straight up stack and burning.... at very very top end of game dps, then I will say spell power cure is choice.

To explain more, unlike trials, dungeons have people moving around a lot. You can have one dps over here doing one mechanic while other is focusing on another like stranglers (the newest villain in dungeons) . Then again, you could also all be on different platforms, such as in unhallowed grave.  I could go on, but my point is Olorime is important for trials because there is a greater chance that people are stacking, and olorime works on trial mechanics that spell power cure wouldn't such as stack and burn executes, in cloudrest or halls of fabrication. Of course, spell power cure can only proc on 6 allies (pets now excluded as they share buff from casters)


Set Two: Way of Martial Knowledge

Location: Craglorn

How to use: This set really doesn't work well on bosmers in dungeons, but I have come to be found of it. Unlike, trials. the hit boxes in dungeons realistic in range, I would roll into a fight and use and use a heavy costing stamina Skill. When in close range, bash weave, as appropriate.

Set Three: Blessing of the Potentates set

This set is getting us ready for greymoor, as we got 1 open slot to fill with whatever. What this set does is allow, Sorc class play on their strength.






Skills


Bar 1 Enchantment: Crushing Enchant , as most tanks won't have this enchant and even if they do, there are more mobs in dungeons for this to be placed on.

  • Bone Surge
    • This skill I debated long and hard on, but it I decided to go with it for a few reasons. First off it will provide another synergy in the group with makes it easy for looki users to continue forward. The group shield if used right can in a way prevent what could be a one shot. 
  • Combat Prayer
    • Standard group but that provides defensive and offensive buff to healers. No healer should be without it.
  • Twilight Matriarch
    • A strong Burst Heal that heals 2 low health allies
  • Illustrious Healing
    • Long last heal that is also quite powerful 
  • Radiating Regeneration
    • Use this before fights to give a prebuff

Bar 2 Enchantment: Shock glyph with a charged trait will eliminated the need for IA in . As it has a high chance to ally same buff (minor Vulnerability) it with light attack unlike IA which needs full heavy to apply it after scalebreaker patch. So save a set and get another buff instead.

  • Crushing Shock (flex)
    • In dungeons, the healer is excepted to do interrupt or purge role most of the time. This all provides a high chance to proc 3 status effects (with the charged trait), along with range off balance proc  
  • Energy Orb
    • Standard Heal over time for allies and sustain source
  • Twilight Matriarch
    • Our Mascot... as Sorc healers
  • Storm Blockade
    • This is used to set enemies off balanced once every 15 secs and last for 7 secs while also giving double resources back from heavy attacks to allies. 
  • Elemental Drain
    • Standard debuff and buff still for healers to help with adds and sustain of allies and self. 


Notes

* Currently testing the concept of adding Invigorating drain Over Crushing shock, for increased ultimate generation.

* I haven't updated the enchant on resto staff for build.

Friday, January 31, 2020

Update 5.3: Harrowstorm Healer Patch Notes

January 31, 2020 0
Update 5.3: Harrowstorm Healer Patch Notes


Pssh, I am alive or am I? This next update finally takes chisel instead of hammer, and lets us sigh in relief well unless you love group battlegrounds. Moving on, here's are my notes. Feel free to comment below.

Sets


Hiti’s Hearth – Light Armor
2 – Adds 129 Magicka Recovery
3 – Adds 129 Magicka Recovery
4 – Adds 1096 Maximum Magicka
5 – When you heal yourself or an ally with an ability, gain a Warming Aura for 10 seconds. While in the Warming Aura, you and group members restore 1020 Health every 1 second and reduce the cost of Sprint, Block, and Roll Dodge by 5%. This effect can occur once every 12 seconds.

Curse Eater:
Fixed an issue where this set would fail to proc off Ultimates or Mend Wounds.
This set now has an 8 second cooldown per target, rather than overall.
Increased the Magicka Restore to 678, up from 600.
Fixed an issue where this set shared a cooldown with Stendarr’s Embrace.

Infernal Guardian:
This set now procs when you apply a damage shield ability on yourself or an ally.
Updated the tooltip to better reflect the proc conditions for this set, and fixed numerous issues where it would not obey its listed and intended proc conditions.

Draugr’s Rest: Fixed an issue where this set wasn’t triggering off its stated requirements.

Notes:


The new addition of set for healers this patch is nice. First of all it actually has something to do with healing, but most importantly adds a new group support aspect into the mist. Not sure, where anyone would use it in particular outside of pvp, but overall a solid set to save.

The fix on curse eater makes me cringe.... cause I know more then once... I tried using both sets at same time O.O. At last now, the set is nice where you need extra support with purges, and such. Also There's a fix to draugr rest that makes me wonder if I can do something with overload with it.

Last thing, while not a healer set per say, Infernal Guardian will now work a better in healer style gameplay. This is because self procing shields like on dk and sorc will blend better with this set and conjuction with other more healer shield style sets.


Classes


Necromancer

Skeletal Mage and Spirit Mender and their morphs’ corpses will now last 10 seconds, rather than 5 seconds.
Improved the targeting areas from all tether abilities, and will now link to the corpse closest to your reticle from a much larger radius.


Bone Totem:
Agony Totem: Fixed an issue where visual effects for the synergy of Pure Agony’s cooldown indicator would appear to allies who were still on cooldown. The beam of necromantic light will now only show itself when you can activate the synergy.

Dragon Knight

Stonefist: The base ability no longer has the Stagger mechanic, but instead the final charge will stun the enemy hit upon dealing damage.



Nightblade

Consuming Darkness: Fixed an issue where the synergy granted from this ability and its morphs could only be activated when at a certain health threshold, which was not previously communicated. It can now be activated any time when you meet the listed requirements and are not on cooldown

Sorcerer

Overload: Fixed an issue where toggling this ability would dismount you, and updated many sets to properly key off Overload and its morphs where they stated they required Heavy Attacks.

Templar

Sacred Ground: This passive no longer snares enemies in the area. Instead, it increases your Block Mitigation by an additional 10% while standing in one of the mentioned abilities.

Warden

Glacial Presence: This passive now also increases your Critical Damage against enemies, and Critical Healing against allies who have been recently afflicted with the Chilled status effect

Notes:


Not much to say here, overall there's a lot of bug fixes or let's called them makes prefect sense fixes. Templar gets a slight nerf in now that it doesn't have it's aoe snare. This is turns strongly highlights nightblades better in speed buffs and debuffs which overall seems fair, as templar can do a little of everything but not the best of any of buffs.  Lastly wardens... the OP healing class got a buff.

No class really heals like a warden from it's raw healing, to it's support buffs within it's class system. While already having a strong theme of nature, it now gets a buff to critical healing from chilled enemies. This will help tanks and dps more... but nevertheless a slight buff in theme or experience in class healing.

Other

Panacea
Life Giver (morph): Fixed an issue where casting this ability would fail to trigger events that required “when applying a damage shield” since the ability automatically casts a shield.


Off Balance will now properly update its size against the varying Target Dummies.
Updated Off Balance to behave more consistently across content in the game.
Off Balance now lasts 7 seconds from player sourced abilities and sets.
Off Balance is no longer reapplied to a target for 15 seconds once the original source of Off Balance ends. This cooldown is displayed as a debuff on targets once they are affected.
Off Balance is no longer consumed on targets from Heavy Attacks or abilities.
Note these rules may be irrelevant in some areas, such as tutorials, where the core focus is teaching the behavior of what Off Balance does

Notes:


Sometimes I wonder if you are they are taking data from my failed attempts and some things... So apparently Panacea wasn't working with Blackrose resto, but it will next patch!

Now, off balance changes are a really good things for healers, especially in trials.  Off balance is no longer consumes heavy attacks  or abilities. This is important, because before it would on mob or trash. In addition now off balance lasts 7 secs with a 15 sec cooldown afterwards. So while off balanced can't be applied as often (only 2 secs longer) it will be more consistent in the fact that everyone can use it..

This will mean only need 1 person in applying off balance and doesn't necessarily have to be tank or healer. This is because in last year off balance has become a common effect on skills for many classes. 



Overall:

I really like that I don't have to stress over the patch for once....  My Healers can use this chance for finally catch up with all changes. I am thinking that next few months would really like to highlight nightblade and dragonknight. I sincerely think they are a good spot right now. Both Classes have very unique buffs with dk having 2 damage buffs is you really wanted, and nightblade having damage buff and debuff. At last, if there's any things that need polish maybe I can find out.

I like to complain necromancer is so very close... but needs polish.  In regards to Sorcerer... I certainly wonder why I play this class over every other class as it still doesn't have anything comparable to robust support abilities like other classes.

2- 10 - Fixed added for draugr's rest 

Sunday, October 20, 2019

Dear Diary: I am improving

October 20, 2019 0
Dear Diary: I am improving


So been thinking about actual hps ratings and how they are different from overhealing stats people get on eso logs. Then occurs to me, that these are healers with best timing of heals. They truly give heals when it's needed. It's a standard metric for reaction time for healers. These are healers who will get you when you most needed in best amount of time.

So I set up to improve it a little more and though picking best results this was best hps score I gotten, but no different from raw healing aka over healing numbers.

Monday, October 7, 2019

Sorcerer Healer * DragonHold Updated

October 07, 2019 0
 Sorcerer  Healer * DragonHold Updated

War Spirit


Change Log
10/5/2019 - Build Finalized
10/9/2019 - Filled in content
10/11/2019 - Added new information
10/21/2019 Finished Build Additions



Purpose: The build is designed for offensive Gameplay for Dungeons. It will provide most damage buffs for groups. This is done in a combination of set choices, skill choices, sustain buffs.

History: Do ever have this feeling in your gut for something? You don't know how it will be done... but it shall be done! Something along the lines, is what happened here, It took a lot of testing to make this new set to work. Part of the issues >..> was I had picked bosmer race... or so long ago, but other things was just getting accustomed to using it. I try roll dodging... and ending up killing my team mates while doing so... or sometimes myself. Bashing worked, but not in most circumstances, because unlike in trials... the hit boxes are truly not outrageously huge.  Then there was trying a few different skills... like really thought trapping webs would work... or circle of protection, but it just didn't flow right. Eventually though I found what I will be talking about below. This is what seemed to work best.

Gear


Way of Martial Knowledge

LEVEL 50   CHAMPION 160

(2 items) Adds 1096 Max Magicka
(3 items) Adds 129 Spell Damage
(4 items) Adds 129 Spell Damage
(5 items) While your Stamina is below 50%, your Light Attacks cause the enemy to take 8% additional damage for 5 seconds. This effect can occur once every 8 seconds.

Perfect Vestment of Olorime
LEVEL 50 - CP 160

Set bonus
(2 items) Adds 129 Magicka Recovery
(3 items) Gain Minor Aegis at all times, reducing your damage taken from Dungeon,Trial, and Arena Monsters by 5%.
(4 items) Adds 129 Magicka Recovery
(5 items) Adds 1096 Maximum Magicka, Casting abilities that leave an effect on the ground in combat will create a circle of might for 10 seconds. You and your allies standing in the circle gain Major Courage for 30 seconds, increasing your Weapon Damage and Spell Damage by 258. This effect can occur once every 10 seconds.

Spell Power Cure

LEVEL 50   CHAMPION 160

(2 items) Adds 1096 Max Magicka
(3 items) Adds 1096 Max Magicka
(4 items) Adds 129 Spell Damage
(5 items) When you heal a friendly target that is at 100% Health, you have a 50% chance to give them Major Courage for 10s which increase their Weapon and Spell Damage by 258.

Note: You can can use Olorime or Spell power cure. I would consider what kind of group and which dungeon you will be entering before picking which set.

Why these Gear Choices?

Major courage is standard choice of gear for any healer that give about raw buff in dps around 5% . Spell power cure for dungeons is my picked as you can use the buff, before the fight, and works better in less corindated groups along with out side stack and burn situations.  As noted there is another set that gives major courage if user prefers it.

There's nobody, but I debating spell power cure usage, but I will give a pro list of each one that people can make their own decision on, and not annoy me debate of it. It's about flexible vs effective in this case.  But here... it goes so not leading people astray.

SPC
* Works better in more mobile fights (Bloodroot, fang lair, frost vault...etc)
* Works better when stack and burn isn't really an option
* Works better when groups are more focused on understanding mechs
* Allows you to buff before the fight

Olorime
* Longer duration by far with 30 secs
* More Engaging then spc
* Easier to keep uptime with good groups


Material Knowledge is used, because Master Aritect doesn't work on Sorc class... >..> as overload isn't a real ultimate. Powerful Assault was exluded.... because it gives bad raw stats, and would take unnecessary bar slot. Infallible Aeather was excluded, because of the changes to set during course of scalebreaker that makes necessary to do a full heavy attack, and other options to provide this buff  and save a gear set option. With that in mind, along with the builds's purpose to buff to dps, this became the best choices for Sorc healer combination.

Skills


Bar 1 Enchantment: Weakening glyph with infused trait or minor fracture/minor breech poison combination. As the poison is slot able, it gives use a choice depending on group on which debuff to provide.

  • Bone Surge
    • This skill I debated long and hard on, but it I decided to go with it for a few reasons. First off it will provide another synergy in the group with makes it easy for looki users to continue forward. The group shield if used right can in a way prevent what could be a one shot. 
  • Combat Prayer
    • Standard group but that provides defensive and offensive buff to healers. No healer should be without it.
  • Twlight Maritach
    • Strangley buffed in dragonhold so does huge heal that should fill most up back to 100% now.
  • Illustrious Healing
    • Long last heal that is also quite powerful 
  • Radiating Regeneration
    • Use this before fights to give a prebuff

Bar 2 Enchantment: Shock glyph with a charged trait will eliminated the need for IA in . As it has a high chance to ally same buff (minor Vulnerability) it with light attack unlike IA which needs full heavy to apply it after scalebreaker patch. So save a set and get another buff instead.

  • Storm Plusar (flex)
    • In dungeons this is nice for extra minor maim on some common trash pulls. Also has a chance to proc arrane well. To use effectively must be used at start of fight. 
  • Energy Orb
    • Standard Heal over time for allies and sustain source
  • Twlight Maritch
    • Strangley buffed in dragonhold so does huge heal that should fill most up back to 100% now.
  • Storm Blockade
    • This is used to set enimies off balanced once every 20 secs and last for 7 secs while also giving double resources back from heavy attacks to allies. 
  • Elemental Drain
    • Standard debuff and buff still for healers to help with adds and sustain of allies and self. 





Thursday, September 19, 2019

Healer Changes for Dragonhold

September 19, 2019 0
Healer Changes for Dragonhold











Gear


Ancient Dragonguard (Note: this set is unavailable until the Dragonguard headquarters is sufficiently restored)
2 – 1206 Max Health
3 – 129 Weapon and Spell Damage
4 – 833 Weapon and Spell Critical
5 – Gain 300 Weapon and Spell Damage while health is over 50%. Gain 3460 bonus Physical and Spell Resistance while health is 50% or less.

New Moon Acolyte
2 – 833 Weapon and Spell Critical
3 – 129 Weapon and Spell Damage
4 – 1487 Physical and Spell Penetration
5 – Adds 481 Weapon and Spell Damage. Increase the cost of your active abilities by 5%.

Blessing of Potentates
NEW
2 – Reduce damage taken from Players by 5%
3 – Reduce the cost of Ultimates by 15%

Willpower
NEW
2 – 1752 Max Magicka
3 – 206 Spell Damage

Grand Rejuvenation: This item set will no longer grant 740 Stamina to allies hit by the initial heal of Grand Healing or its morphs. Instead, the initial heal of Grand Healing will restore 100 Magicka and Stamina to allies every second for 4 seconds.

Sentinel of Rkugamz: Reduced the amount of Stamina restored from this set to 115 per second, down from 500. This set now also returns Magicka per tick

Twilight Remedy: Fixed an issue where the visual effects for Minor Force were disappearing before the effect had ended.

Auras from abilities, such as Ebon Armory, will no longer fall off for allies when bar swapping from an active 5-piece bonus via weapons.

Summary

Overall there's nothing new to farm, but there's 2 sets related to healers coming out and 3 sets which changes that accommodate healers better.  The first set Ancient Dragonguard is powered by having health over 50% for a significant dps increase. Then there's new moon Acolyte, the set makes dps rely on healers for sustain while giving them power, this is a good set that brings the need for another party to help user sustain.

Now the following two sets have some direct relation to healers. Blessing of Potentates could be used to help with ultimate costs in pvp on healers. Next set, Willpower is a standard single piece power boost used by healers, before they acquire arena staves, but with change it might stay with healers who prepare raw power of supportive methods. Lastly, while not new Master resto staff change along with sustain needs across the board will make it necessary for healers to have this set collected for it will be used often. 


Combat

Dragon Knight
Obsidian Shard (morph):
This morph remains as a healer focused ability.
Increased the healing by 3.3%, since it was missing rank up progression.
This morph now deals Fire Damage instead of Magic Damage, and heals 2 friendly targets, up from

Fiery Breath:
This ability and its morphs now last 10 seconds at base, up from 8 seconds.
Increased base cost to 3510, up from 2808.
Reduced the damage per tick of the Damage over Time portion of this ability by approximately 47%.
Engulfing Flames (morph): This morph’s bonus Flame Damage taken now scales off your Spell Damage; 1% for every 333 Spell Damage you have, up to a maximum of the original 10%.

Molten Weapons: This ability and its morphs now grant Major Brutality and Sorcery at base.
Igneous Weapons (morph): This morph now increases the duration further to 42 seconds at Rank I, up from 32. It also increases the radius to 36 meters, up from 28 meters.

Stonefist: Updated the visual effects for this ability and the Stone Giant morph. As noted in last week’s PTS patch, we will continue working on this ability’s visual and gameplay elements for a future update.


Nightblade
Lotus Fan (morph):
This morph now applies Minor Vulnerability to all enemies hit, rather than the original.
Increased the duration to 10 seconds, up from 8.
Decreased the damage per tick by approximately 47%.

Power Extraction (morph): This morph now also reduces enemies’ Spell Damage.

Teleport Strike: Updated the duration of the Minor Vulnerability for this ability to 10 seconds, to match its morph’s duration.

Sorcerer

Summon Winged Twilight: Increased the heal of this ability and the Twilight Matriarch morph to be closer to the heal power of Rushed Ceremony. This will result in approximately 87% increase for the base, and approximately 55% increase for the Matriarch. Note that these abilities will continue to scale exclusively with Max Magicka.

Ball of Lightning (morph): This morph now ranks up in duration of the summoned ball of lightning, which now lasts 3 seconds at Rank IV, up from 2. This morph also adds 2 seconds of snare and immobilization immunity after teleporting.

Streak (morph): This ability now creates a cone behind you after casting that damage and stuns enemies inside of it. The length is now 17 meters with a 40 degree arc, rather than being a 4 x 15 meter rectangle. This means the ability will require more precise aiming when attempting to land on top of an enemy, but will require less precise aiming when attempting to cast near an enemy.


Warden
Betty Netch:
This ability and its morphs now grant Major Brutality and Sorcery at base, but the base ability no longer restores Magicka every second while active.
These abilities now remove 1 negative effect from you every 5 seconds.
Reduced the duration to 19 seconds from 22 seconds on the base ability.

Blue Betty Netch (morph):
This morph reinstates the Magicka restore functionality.
Reduced the final duration to 25 seconds, down from 27 seconds.

Dive: This ability has received new functionality to help it stand alone as a spammable, but has received some reductions to the base functionality that were in place to make up for the fact that it lacked any gameplay altering effects.
Reduced the damage of these abilities by 10%, and increased their base cost to 2700 from 2430.
If you are at least 12 meters from the target upon dealing damage with these abilities, you now set them Off Balance.

Swarm:
Increased the cost of this ability and its morphs to 2970 to encapsulate their new functionalities.
These abilities now apply Minor Vulnerability to the target for the duration of the DoT.


Northern Storm (morph):
The Max Magicka granted from this morph is no longer enabled passively by slotting. Instead, it is granted for 30 seconds after activating the Ultimate.
Increased the amount of Magicka granted to 9% from 8%.
This morph now ranks up in 2% Max Magicka granted per rank, up to 15% at Rank I, rather than 1.1% damage done per rank.

Dive: This ability and its morphs now set the target off-balance if you are 7 meters or further, rather than 12 meters.

Templar

Backlash:

This ability and its morphs will now only store damage dealt from the caster of the ability, rather than anyone who hits the afflicted target. This was done to offset some of the staggering power (of the Light) the ability could bring in group situations, where low damage builds could apply the ability and generate free real estate from their allies’ contribution. Now, you have to put in the fervor to get the full power of these abilities. 

Fixed an issue where these abilities would conflict with one another if more than one player cast the same morph of the ability on a target.

Cleansing Ritual
Ritual of Retribution (morph): This morph’s damage now once again deals damage equal to the healing coefficient.

Necromancer 

Frozen Colossus: The Major Vulnerability from this ability and its morphs now last 8 seconds after dealing any damage, rather than 3 seconds after the final smash. Enemies hit by Major Vulnerability cannot be affected again for 20 seconds after it applies, to prevent situations where this debuff could be kept up indefinitely by rotating an army of Necromancers. 

Reusable Parts: Increased the cost reduction granted from this passive to 25/50%, up from 12/25%.

Summary

Dragon Knights have an indirect sustain boost to their gameplay that they been asking for years. This is result of the change of the skill from magic to flame damage. This indirectly gives a high chance at burning status effect, to proc combustion passive, that gives which is even better on a charged staff. While not as optimal as it could be on a magdk dragon knight healers are now better then tanks with fiery breath. This indirectly takes zen's group buff set, and puts it on dps (magdk) and away from healers as rightful should.  Dragon Knight Healers, will now be best class to process. 

The changes for nightblades feels like some intuitive fixes. I mean you would think it would apply aoe version of minor vulnerability no? Spell damage and Weapon damage to power extraction, just makes this skill seem right. I think nightblades healer will be in a better place next patch. 

Personally I find the Sorc changes weird, but they will overall help it in pvp situation I think. The pet will have a bigger burst heal. Steak will either provide more defensive mobility or offensive mobility. It will make it easier for healer to escape or help allies escape. 

Warden changes will truly knock Inflable Aether aka IA out of the top healer sets. The reason is swarm will provide the buff on a dps or healer (cough with nasty zens set). Not as functional as it would be on a dps, but healer can potentially provide off balance in a different way from traditional elemental blockade. Also for wardens they have passive purge every 5 secs. This will mostly help in pvp, but in pve situations like halls of fabrication it will be a life saver for the healer themselves.  A later patch took away passive magicka stat boss for slotting northern storm which means a slight reduction in heals.

Templar had some power of light adjustments related to giving stamina templar more usage of power of light, but it reminds to be seen if this will work. Will likely still be a popular choice on templar healers. 

Necromancers... poor necormancers they had their chance but they don't see atro nerf doing them any favors. Still


Overall, class wise I see nightblades truly have their chance now. Dragon Knights will feel less chucky. Sorcs will feel more mobile at least in pvp. Wardens will feel like top dogs. Templars will forever be most abundant healer class, among the population. 

Other


Psijic Order
Mend Wounds: Fixed many issues with the animation of the Heavy Attack of this ability and its morphs. You can no longer attempt and fail to heal the wildlife (critters) of Tamriel with the Heavy Attack from these abilities, for their frail bodies cannot handle the power you wield. This also fixes an issue where your character would erratically convulse when attempting to channel these abilities on a target you couldn’t actually target.

Trapping Webs:
This ability and its morphs now last 10 seconds, rather than 5.

Support
Cleanse: Reduced the healing per negative effect of this morph to 5% at Rank IV from 10%

Assault
Warhorn: This ability will now only apply to group members rather than allies.

Synergizer: This passive now displays a visual effect when triggered.

Potions that increase your Physical or Spell Resistance no longer grant Major Resolve or Ward, but instead grant a unique value of Resistances.

Summary

I have yet to test the changes to mend wounds, but bug fixes are nice...maybe one day it will be used by healers more then once a blue moon.  Trapping webs change makes it worthwhile synergy for healers to supply to either stamina or magicka damage allies. 

The alliance war changes are things I hope they reconsider as they feel like bad changes for healer gameplay. The cleanse change feels to far with it doing about the same amount of healing as healing springs, but without high cost. I advise healers to swap to other morph for this coming patch and leave this one as trash morph once again. In regards to war horn change it will be nice organized situations, but will now require healers to be in a group to provide this buff. So don't use this zerg surfing or dolmen farming. 

Some oddity changes where the champion passive. Allies will now see when they get that 2 ultimate with visual cue from using a synergy. Also, design wise it will make new players notice the effect of synergies. Lastly, potion change makes for another way to tank heal without using different sets. 



Conclusion

Scalebreaker brought us some healer changes in gameplay, and dragonhold attempts to support our gameplay by adding extra costs to skills for dps which reinforces need for healer to help with sustain. Also, reinforces synergies in gameplay with visual cues or rewards. Also it, indirectly helps healers with some dps sets that need healers to use it properly. As healer will keep allies above 50 percent health or help migrate cost increase of new set power. Lastly patch helps balance out the sustain healers  can give to allies with master resto giving magicka and stamina resources to allies. 

The current concerns are will lower dps make 3 dps more important to have to skip mechics then a healer? Will cleanse still be a worthwhile morph to take? Solo play with war horn is broken as you can't apply it to allies outside of a group. Warden it's leading the pack greatly under the new competitive conditions.  

Update 9/20: Mentioned base changes to netch skill for warden.

Updated 9/26: Fiery Breath, and Molten Armaments Change for Dragon Knight Healers. Also mentioned Zen set.

Updated 10/1 : Templar Power of Light changes added, Warden Northern Storm Changes

Updated 10/15 : Minor adjustments for damage healing things, and Necromancer Atro nerf, Nightblade buff


Friday, August 23, 2019

Sorcerer Healer for Dungeons

August 23, 2019 0
Sorcerer Healer for Dungeons

Speed Spirit


Updated: Scalebreaker
View Build Editor Here

Purpose:

This build is optimized for dungeon gameplay with the style of reaction, and response speed.  In addition, this build has full line of supportive buffs with priority towards damage buffs. 

Gear: Spell Power Cure, Shalks


In some cases you can find one dps on left, while the other one on right and moving just as you place olorime down on either of them. In such cases, the lowest possible uptime is higher with spell power cure. Also while the healer isn't paying attention to circle of olorime, they can focus on helping allies when they make mistakes in mechanics. 

On point, Major courage is a standard set for any healer in ESO. It is required, because most dungeons have damage requirements, over anything else in the game.  Next, with implementation of Transmutation I fell in love with the Shalks set for it offers Healer the ability to respond better to situations that may happen to allies via with Ultimate.

Race: Bosmer

While Bosmer is an unconventional choice, for a healer, it works in the build for extra speed, extra penetration (note this is somewhat nice to have for essence drain passive from resto staff line) and how it indirectly gives 10% more magicka regain (via the wind sprinting champion passive that in a way exchanges stamina for magicka and health regain) along with the extra stamina that makes it easier to break free, dodge roll, and proc the tactician passive from champion stars. 

Altmer is a preferred alternative that will be easier to use for most players with the max magicka and spell damage providing extra raw heals to allies and increasing your dps slightly. It will also help with stamina sustain for when you need to roll dodge and break free




Bar 1

  • Boundless Storm
    • This is used to give healer more movement to respond to gameplay situations, such as needed to bash, or target ally with buff. Also it pro
  • Power Surge
    • This skill synergies with the style of free movement speed time for gameplay situations. It will ideally provide greater aoe heal then springs in situations that need heal test, but must be within 18 meters of allies. 
      • Note this skill is lacking in reliable of 3 secs, visual cue, and uniqueness for class and range compared to springs. 
  • Twilight Matriarch
    • Best smart heal in game with easy targeting to lowest health allies within 28 meters with 360 scope. 
  • Combat Prayer
    • Easy offensive and defensive buff that is considered a staple of healing in ESO. Also a very strong burst heal for any class to use.
  • Radiating Regeneration
    • Both moprhs have a weird targeting system, and hard to keep up, but use this as a pre-buff, before fights. This morphed is picked over the other, because the single target heal is unrealistic uptime for all 3 allies. If needed a situation that requires other morph I would use healing ward that gives a shield and about same amount of heal but longer duration.

Bar 2
  • Crushing Shock
    • This is skilled is picked to give a high chance at not 1 but 3 status effects. This works because the staff is charged and increases the chances for status effects. Note due to the enchant of shock, concussion has the highest chance of procing. Also this skill is an interrupt that healers more and more find themselves using.
  • Energy Orb
    • A bit harder for allies to use but skill should be used early on or at close ranges in dungeons so allies can use it.
  • Twilight Matriarch
    • Best smart heal in game with easy targeting to lowest health allies within 28 meters with 360 scope. 
  • Blockade of Storms
    • This is used for easier off balance and aoe off balance chance. Note: Enmies that are off balance allow allies double resources from light attacks for 4 secs (referenced in clockwork update)
  • Elemental Drain
    • Used to help with penetration in dungeons (that typically have more mobs), and give allies magicka steal.