Tasear's Tree House: mmo

Former Class Rep and Community Ambassador

Showing posts with label mmo. Show all posts
Showing posts with label mmo. Show all posts

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


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.

Monday, July 8, 2019

Tasear... the Secret Dev?

July 08, 2019 2
Tasear... the Secret Dev?
Okay, I am not on forums... but we all know I have to be lurking during pts and grumbling I can't give feedback. Yet someone people brought up some interesting points. That I would like to response to... it was eerier coincidence. Officially, I um had no position at ZOS during these times, so they just took inspiration from my topics as they have done before. Trust me... I am asking myself why kick me if you were using me?

https://forums.elderscrollsonline.com/en/discussion/479438/does-healing-in-eso-need-to-be-nerfed-or-damage-buffed

https://forums.elderscrollsonline.com/en/discussion/475404/what-if-healers-didnt-have-healing-springs

Looking at all my threads you can see a lot of inspiration taken from them. I think I was first to suggest the duel house, a lot of need for healing changes were pointed and something done after my feedback. At lasts, I will say again...It's been 8 months, so it couldn't be me. Now if only could get zos to hear my spell crafting ideas...

P.S
If you read through the threads. While I started, the idea. I agreed with others it would be too radical to change gameplay not and there would be a lot that would need adjusted for it.

Example... did zos consider sets like master resto or spell power cure that requires spamming skills? I want proof that they tested veteran trials and their hardmodes.

Monday, July 1, 2019

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

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


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

Cost Effectiveness

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

Playstyle Conflicts

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


World Design

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

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

Final thoughts

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



Monday, June 24, 2019

Do you Enjoy the Dragons Fights?

June 24, 2019 0
Do you Enjoy the Dragons Fights?

It's been a little over a month, since early release of Elsweyr and not even month for our console fans? Still it's a fair chance now to ask do you enjoy the dragon fights? Do they make you want to come to the zone? Personally I find the hunting of the dragons an enjoyable experience.

Seeing that dragon fly over head the first time, then you rushing to find where it lands... but only to regret you are alone when it lands. At last help, it's not far when other hero's come to test there mantle on the hunt.

Many would be dragon slayers came, but as the fight goes on you have to ask yourself how many will survive the fight ...or will you even survive the fight. It becomes a bigger question as those left in middle when dragon takes flight. A dragon's breath is not a forgiving to even the mightiest warriors.


So to the audience?

Do you enjoy dragon fights? Take a poll here

Do you finds dragon fights fun?

Do dragon make the zone feel engaging for you to visit?

How does it compare other zone events like Summerset geysers?

What guild Improvements would you like to see in ESO?

June 24, 2019 0
What guild Improvements would you like to see in ESO?
Onward since Elsweyer Launch, as Guild master myself I have gotten over 200 number new member with over nearly 400 member activity rate. I have seen expansion of people wanting to do content together as guildmates and actually doing things together! 

I think in long run, having guild finder will making group engagement in eso skyrocket. Still I think there still room for improvement.

  • Guild Calendar
    • I see the Guild Calendar as necessary addition now only for guild officers, but so people can share what they are doing and others can join them on adventures.
  • Guild Sign Up Sheet
    • I would really think having a sign up sheet available in game, will make people do things across zones more, even if the rewards are questionable in older content. There's something special if you can do it with friends.
  • Guild Mail
    • This is just extra that can come eventually but would be nice to share special movements and tell people's what is happening in guild
  • Guild Quests
    • Not necessary questions, but it would nice to give guilds goals to work together towards. Something they can feel proud they did together.
  • Guild House. 
    • Big talk but would like to simply give selected house to guild and other people be able to add things to it. Not as important as the other things, but hopefully one day!


Do you think it's important that we have more guild improvements or are things fine as it is in ESO? If you agree towards improvements then what do you think is important to see? How will it help your ESO experience?

Wednesday, June 19, 2019

Sorc Healer Update for Trials

June 19, 2019 0
Sorc Healer Update for Trials


I admit, I had my misgiving before, but really have come to love eso logs. It's finally a way to gauge myself, and seek personal improvement.




I had a goal to get 40k hps after seeing my 23 to 26k hps. I think I had reasons I told myself that I wanted to seek this out, but in the end I keep going cause I wanted to see myself improve at something I believed myself to be skilled in doing. Now I have reach this goal in constantly getting 40k hps. I share with you all my build improvements for my favored and prized Sorc.

I the biggest difference I found in really pushing margin was 40k was adding dark conversion back. The Elsweyr changes really made it finally fluid enough to use in combat. Also minor prophecy buff was enough to give it space on bars once more. Still I see lots of room to refine things here, so will keep you all updated.