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Mending – Increase Healing Done Major (30%) – Igneous Shield (DK) With Video

  • Darkintellect
    Darkintellect
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    Morvul wrote: »
    why, DKs are best DPS, best Tank and second best healers? (That BoL of Templars still pushes them ahead)
    sounds like DKs need a healing buff, nothing else wrong here

    You must be confused, even with that currently they are 3rd best.

    Templars ≥ Nightblades > Dragonknights > Sorcerers

    This is coming from someone who plays a pure Nightblade Healer.
    Edited by Darkintellect on 21 February 2015 17:44
  • LtCrunch
    LtCrunch
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    ToRelax wrote: »
    Brandalf wrote: »
    ToRelax wrote: »
    Dracane wrote: »
    Brandalf wrote: »
    I fear all the whining and complaining will lead to an overbuff.

    Please let us at least get some buffs first. Talking about a was verbuff is harsh.
    Sorcs did get nothing so far and I highly doubt, they will give us at least that, what we really deserve. We're still the step child ;) never forget that.

    Sorcs a stepchild....? They've been a consistently strong class since launch, and 1.6 is improving them further in most regards. The only significant change for the worse since launch was to negate magic which should have never gone live with trials patched in 1.2 (should have been done at the same time).

    Really none of the classes have ever been particularly under par except situationally. Templars clearly weren't strong pve trial dps for example in the past but could heal them well, and rocked in every other game content type (long time dark horse of being top of the heap for pvp that everyone ignored). Nightblade players complained constantly about their pvp power, but unless you were trying to be a stereotypical melee physical stamina rogue type, they were great even with a few major bugs that have since been fixed with things like Dark cloak.

    Sorcs were strong at launch, yes, because people didn't know how to counter all their skills.
    Now people wear impenetrable, reflect, dodge and absorb projectiles, break negates, roll out of roots, interrupt channels, use gap closers against bolt escape...

    And did you just say Cloak is fixed :smiley: ?

    Only two of the things you've listed effect Sorcerers specifically. The rest of those things effect every other class/build to varying degrees.

    So what?

    It does not change the fact that most Sorc skills can be countered much easier than other classes skills.

    Actually it would be pretty hilarious if those counters worked only on Sorc skills ^^.

    Oh really? Let's look at the DK and what you can counter.
    • Searing Strike and Fiery Breath can completely negated with a simple cleanse.
    • You can simply dodge out of Standard, Talons, Cinder Storm, Stonefist, and the damage from Inhale.
    • Scales can be bypassed by any melee abilities and many ranged abilities such as mage's fury, daedric curse, resto staff heavy attack, etc.
    • The healing from Dragon Blood can be massively reduced by a healing debuff.

    So that leaves what offensive abilities? Lava Whip, Inferno(lol), and Dragon Leap. Objectively speaking every class can be easily countered with the proper builds, it's not a Sorc specific issue. Hell it's not an issue at all, certain builds/classes counter other builds, classes. That's how this works.

    NerdSauce Gaming
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  • Joy_Division
    Joy_Division
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    Alcast wrote: »
    It is only 6 seconds, not permanent...

    Recast every 6 sec so your partymembers get a shield to protect themself? I do not see a problem there. That is first thing I would do as a DK Healer.

    When I see your guild run DK healers in your competitive SO raids, at that point will be right and I will be wrong.
  • Jaerlach
    Jaerlach
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    Alcast wrote: »
    It is only 6 seconds, not permanent...

    Recast every 6 sec so your partymembers get a shield to protect themself? I do not see a problem there. That is first thing I would do as a DK Healer.

    When I see your guild run DK healers in your competitive SO raids, at that point will be right and I will be wrong.

    Actually, its frequent for a DK to do some healing in SO, especially in bottom group.

    DKs are good at burst healing and not very good at sustained healing, so trials are the worst place for their healing abilities. They're decent speedrun, 4 man type healers, but sorcerors do that a lot more efficiently.
    Jaerlach Kesepton (DK)
    The 7th Vanguard
    DC - NA first SO speed run & first Hardmode Speedrun
    NA Record Vet DSA: 11519
  • Armitas
    Armitas
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    This is why people are always looking for DK healers for their raids......
    Retired.
    Nord mDK
  • ToRelax
    ToRelax
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    Brandalf wrote: »
    ToRelax wrote: »
    Brandalf wrote: »
    ToRelax wrote: »
    Dracane wrote: »
    Brandalf wrote: »
    I fear all the whining and complaining will lead to an overbuff.

    Please let us at least get some buffs first. Talking about a was verbuff is harsh.
    Sorcs did get nothing so far and I highly doubt, they will give us at least that, what we really deserve. We're still the step child ;) never forget that.

    Sorcs a stepchild....? They've been a consistently strong class since launch, and 1.6 is improving them further in most regards. The only significant change for the worse since launch was to negate magic which should have never gone live with trials patched in 1.2 (should have been done at the same time).

    Really none of the classes have ever been particularly under par except situationally. Templars clearly weren't strong pve trial dps for example in the past but could heal them well, and rocked in every other game content type (long time dark horse of being top of the heap for pvp that everyone ignored). Nightblade players complained constantly about their pvp power, but unless you were trying to be a stereotypical melee physical stamina rogue type, they were great even with a few major bugs that have since been fixed with things like Dark cloak.

    Sorcs were strong at launch, yes, because people didn't know how to counter all their skills.
    Now people wear impenetrable, reflect, dodge and absorb projectiles, break negates, roll out of roots, interrupt channels, use gap closers against bolt escape...

    And did you just say Cloak is fixed :smiley: ?

    Only two of the things you've listed effect Sorcerers specifically. The rest of those things effect every other class/build to varying degrees.

    So what?

    It does not change the fact that most Sorc skills can be countered much easier than other classes skills.

    Actually it would be pretty hilarious if those counters worked only on Sorc skills ^^.

    Oh really? Let's look at the DK and what you can counter.
    • Searing Strike and Fiery Breath can completely negated with a simple cleanse.
    • You can simply dodge out of Standard, Talons, Cinder Storm, Stonefist, and the damage from Inhale.
    • Scales can be bypassed by any melee abilities and many ranged abilities such as mage's fury, daedric curse, resto staff heavy attack, etc.
    • The healing from Dragon Blood can be massively reduced by a healing debuff.

    So that leaves what offensive abilities? Lava Whip, Inferno(lol), and Dragon Leap. Objectively speaking every class can be easily countered with the proper builds, it's not a Sorc specific issue. Hell it's not an issue at all, certain builds/classes counter other builds, classes. That's how this works.

    The difference is, people don't slot counters against Sorcerers to counter Sorcerers.
    To counter a DK, you have to make a trade-off in your build

    - I hope you mean Efficient Purge. Cleanse is, well, not efficient enough.
    - The Standard will remain if you dodge out. In 1.6, however, the Negate does not provide any area denial anymore. If dodging out of a standard is a probelm use Corrosive armor anyway. Rolling out of Talons is not countering them. If it was about the damage you could use skills with higher damage, you want to drain stamina. Cinder Storm is not countered if someone rolls out. It's countered if you let them attack you from outside. A decent player won't dodge Stonefist and certainly not Inhale.
    - Scales are meant to prefent most ranged abilities form working and they do that just fine. You don't kill any decent DK from range if not double reflecting.
    - You have a class shield as well. Besides that, countering the counter requires making a tradeoff here yet again, slotting Purge.
    DAGON - ALTADOON - CHIM - GHARTOK
    The Covenant is broken. The Enemy has won...

    Elo'dryel - Sorc - AR 50 - Hopesfire - EP EU
  • Teargrants
    Teargrants
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    What's with all these ppl acting surprised that Igneous Shield gives a 30% boost to healing done? Been like that since launch, it's nothing new.

    Igneous Shield -> GDB = 60% heal

    Did ppl never understand what they were seeing?
    Edited by Teargrants on 21 February 2015 23:27
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  • Panda244
    Panda244
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    DKs have the right to be somewhat overpowered, our longest ranged attack is a Pull, that does bleh damage, and our second longest is 15m, and does *** poor damage for it's cost. Besides, no matter how built you are, no matter what, no heal in the entire game beats Breath of Life. :heart:
    Aldmeri Dominion For Life!
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  • Seraphyel
    Seraphyel
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    Teargrants wrote: »
    What's with all these ppl acting surprised that Igneous Shield gives a 30% boost to healing done? Been like that since launch, it's nothing new.

    Igneous Shield -> GDB = 60% heal

    Did ppl never understand what they were seeing?

    No, it hasn't been like that since launch, but for quite a long time now.
  • madangrypally
    madangrypally
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    It was added in/around Update 4.
  • Lionxoft
    Lionxoft
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    Brandalf wrote: »
    Digiman wrote:

    Mean while the pure magicka ranged class Sorcerer has to sit back and suck the dregs they consider buffs that come with a healthy dose poisoning nerfs.

    Quite frankly reading this is making me sick to my stomach. To think they neglected a class is one thing, but now it seems they actually hate sorcerers with a passion and will do anything to keep them at the bottom. This PTS is making so... so... tired. Really think they need to clean house with the guys developing sorcerers because this is an outright waste of resources and money.

    It's not that hard to balance a ranged magicka class. Because the community on the PTS is doing all the work with calculations and suggestions I would hate to think what would become of a class is no Sorcerer's bothered with PTS testing, because the only thing that seems to get the core developers aware of the problems is with the backlash from the sorcerer community.

    Sorc's needs more synergy with stam builds via morphs just like every other class and they need a spammable instant damage ability. They also need some kind of viable self-heal that is useful inside of combat. Outside of that Sorc's don't need a whole lot and I fear all the whining and complaining will lead to an overbuff.

    Lmao you have the best instant self heal in the game.
  • Jaerlach
    Jaerlach
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    Teargrants wrote: »
    What's with all these ppl acting surprised that Igneous Shield gives a 30% boost to healing done? Been like that since launch, it's nothing new.

    Igneous Shield -> GDB = 60% heal

    Did ppl never understand what they were seeing?

    Its actually just under a 50% missing health heal - you get 133% of 33% of missing health, which ends up being like 46% of missing health.

    Jaerlach Kesepton (DK)
    The 7th Vanguard
    DC - NA first SO speed run & first Hardmode Speedrun
    NA Record Vet DSA: 11519
  • Panda244
    Panda244
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    Jaerlach wrote: »
    Its actually just under a 50% missing health heal - you get 133% of 33% of missing health, which ends up being like 46% of missing health.

    So as a Dragonknight, this is what you have to heal yourself, between passives, and buffs. This post has been re-edited to make a little bit more sense, and to clear up any misconceptions. In all accounts, we're agreeing that the Dragonknight in question has lost 10,000 Health, exactly. (PTS Numbers)
    • Dragon's Blood = Heals for 33% of missing Health.
    • Igneous Shield = Major Mending: Increases healing done by 30%
    • Coagulating Blood = Minor Vitality: Increases healing taken by 8%
    • Burning Heart Passive = Increases healing received by 12%

    With Green/Dragon's Blood
    33% of 10,000 = 3,300
    Final Heal = 3,300


    With Green/Dragon's Blood+Igneous Shield
    33% of 10,000 = 3,300
    30% of 3,300 = 990
    3,300 + 990 = 4,290
    Final Heal = 4,290


    With Green/Dragon's Blood+Igneous Shield+Burning Heart Passive
    33% of 10,000 = 3,300
    30% of 3,300 = 990
    12% of 3,300 = 396
    3,300 + 990 + 396 = 4,686
    Final Heal = 4,686


    With Coagulating Blood (Active)
    33% of 10,000 = 3,300
    8% of 3,300 = 264
    3,300 + 264 = 3,564
    Final Heal = 3,564


    With Coagulating Blood (Active)+Igneous Shield
    33% of 10,000 = 3,300
    30% of 3,300 = 990
    8% of 3,300 = 264
    3,300 + 264 + 990 = 4,554
    Final Heal = 4,554


    With Coagulating Blood (Active)+Igneous Shield+Burning Heart Passive
    33% of 10,000 = 3,300
    30% of 3,300 = 990
    12% of 3,300 = 396
    8% of 3,300 = 264
    3,300 + 990 + 396 + 264 = 4,950
    Final Heal = 4,950

    (This is the Min/Max, or the Maximum Buffs Possible. Note, only applies to the DK.)

    What Does (Active) Mean?
    It means in order for the healing bonus to be applied, the skill must be active. For example, in order for the Burning Heart and Coagulating Blood bonuses to apply, Coagulating Blood must be running it's duration, if it isn't counting down then you don't get the bonus heals. So. All in all, if you time it right, and have to recast Dragon's Blood while it's active, and you want the biggest heal possible, then you're going to want Coagulating Blood, because you can get up to a 50% missing health total heal, which is almost a 20% increase from 33%. I hope this post helped, keep in mind however, these numbers only apply to the Dragonknight in question, you can't stack the numbers on other people, the only buff that allows you to heal others is the Igneous Shield buff which increases healing done by 30%.

    Other Random Numbers (PTS Numbers)
    Let's say you make a Dragonknight tank with these buffs in mind, and he has 37,891 Maximum Health. So he's going to cast these buffs in order to get the most effective heal, now just for a general idea, 50% of 37,891 is 18,946, the decimals always get rounded in ESO, remember that.

    Dragonknight Tank with 37,891 Health loses 24,807 Health. Leaving him with 13,084. About 34.5% of his total Health, almost in execute range but not quite.

    With Maximum Buffs
    33% of 24,807 = 8186.31
    30% of 8186.31 = 2455.893
    12% of 8186.31 = 982.3572
    8% of 8186.31 = 654.9048
    8186.31 + 2,455.893 + 982.3572 + 654.9048 = 12279.465
    Final Heal = 12,279


    As you can see, with the maximum applied buffs, the Dragonknight in question restored 12,279 of his Health, half of what he lost. As you can also see, the numbers get a little crazy on the PTS, and in general as you go up, because of all the percentages, I'll include one more number sample, from Patch 1.5, or the current patch as of this post. Lets say this Dragonknight has 3,974 Maximum Health, but doesn't use the maximum buffs that he can get and he's lost 2,974 of his Maximum Health with only 1,000 remaining.

    With Green/Dragon's Blood+Igneous Shield+Burning Heart Passive
    33% of 2,974 = 981.42
    30% of 981.42 = 294.426
    12% of 981.42 = 117.7704
    981.42 + 294.426 + 117.7704 = 1393.6164
    Final Heal = 1,394


    Anyways, I hope this post is insightful, a Dragonknight can, in theory, stack enough buffs to heal himself for 49.5% of his missing Health, but he can only heal others for an additional 30%. Keep in mind that stacking all of these buffs means that you have to have them Active, Cast Igneous Shield, Cast Coagulating Blood. (By casting Coagulating Blood you active the Burning Heart Passive.) Then Cast Coagulating Blood again, for the full effectiveness to be applied.


    Edited by Panda244 on 22 February 2015 13:29
    Aldmeri Dominion For Life!
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  • Lionxoft
    Lionxoft
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    Teargrants wrote: »
    What's with all these ppl acting surprised that Igneous Shield gives a 30% boost to healing done? Been like that since launch, it's nothing new.

    Igneous Shield -> GDB = 60% heal

    Did ppl never understand what they were seeing?

    It's not new to 1.6 but it certainly wasn't in the launch build. Patch 1.2.3 was the one that introduced the 33% increase to healing initiated.

    http://forums.elderscrollsonline.com/en/discussion/113161/patch-notes-v1-2-3#latest
    Earthen Heart
    • Igneous Shield (Obsidian Shield morph): This ability now increases the healing you deal to allies for 5 seconds instead of increasing your shield value.
  • Jaerlach
    Jaerlach
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    Panda244 wrote: »
    Jaerlach wrote: »
    Its actually just under a 50% missing health heal - you get 133% of 33% of missing health, which ends up being like 46% of missing health.

    Dragon's Blood = 33% of Missing Health.
    Igneous Shield = +30% Healing Done.
    For easy math purposes, let's say the Dragonknight is missing exactly 10,000 Health.

    33% of 10,000 = 3,300
    30% of 3,300 = 990
    3,300 + 990 = 4290


    Basically it buffs GDB to heal for 42.9% instead of 33%, but in game that'd get rounded to 43%, so you were very close Jaer, very close indeed. What you're getting at @Jaerlach is Coagulating Blood.
    • Coagulating Blood = Minor Vitality: Increases healing taken by 8%
    • Igneous Shield = Major Mending: Increases healing done by 30%

    So. If you use Coagulating Blood, and Igneous Shield. They stack, because they're different buffs, now again, for easy math. Let's say the Dragonknight has lost exactly 10,000 Health.

    With Green Dragon's Blood
    33% of 10,000 = 3,300
    30% of 3,300 = 990
    3,300 + 990 = 4290


    With Coagulating Blood
    8% of 4,290 = 343.2
    4,290 + 343.2= 4633.2


    Also known as 46% of your Maximum Health :wink:
    You're all welcome, by the by. You can thank me with an Awesome :sunglasses:

    Remember there is also the passive that gives you increased healing taken if you have an active draconic power ability. I use green, but usually you have it active when you recast it and get that benefit.
    Jaerlach Kesepton (DK)
    The 7th Vanguard
    DC - NA first SO speed run & first Hardmode Speedrun
    NA Record Vet DSA: 11519
  • Panda244
    Panda244
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    Jaerlach wrote: »
    Panda244 wrote: »
    Jaerlach wrote: »
    Its actually just under a 50% missing health heal - you get 133% of 33% of missing health, which ends up being like 46% of missing health.

    Dragon's Blood = 33% of Missing Health.
    Igneous Shield = +30% Healing Done.
    For easy math purposes, let's say the Dragonknight is missing exactly 10,000 Health.

    33% of 10,000 = 3,300
    30% of 3,300 = 990
    3,300 + 990 = 4290


    Basically it buffs GDB to heal for 42.9% instead of 33%, but in game that'd get rounded to 43%, so you were very close Jaer, very close indeed. What you're getting at @Jaerlach is Coagulating Blood.
    • Coagulating Blood = Minor Vitality: Increases healing taken by 8%
    • Igneous Shield = Major Mending: Increases healing done by 30%

    So. If you use Coagulating Blood, and Igneous Shield. They stack, because they're different buffs, now again, for easy math. Let's say the Dragonknight has lost exactly 10,000 Health.

    With Green Dragon's Blood
    33% of 10,000 = 3,300
    30% of 3,300 = 990
    3,300 + 990 = 4290


    With Coagulating Blood
    8% of 4,290 = 343.2
    4,290 + 343.2= 4633.2


    Also known as 46% of your Maximum Health :wink:
    You're all welcome, by the by. You can thank me with an Awesome :sunglasses:

    Remember there is also the passive that gives you increased healing taken if you have an active draconic power ability. I use green, but usually you have it active when you recast it and get that benefit.
    Completely forgot about that, I'll edit the post to reflect it.
    Aldmeri Dominion For Life!
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    N'tel Arlena - NB - V14 - Retired Sap Tank of Haderus NA, Harasser of Many (Also, not a vampire. Goes by nickname Nutella.)

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  • Darlgon
    Darlgon
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    Alcast wrote: »
    Sure, why not give the Dragonknights the STRONGEST healing buff in the game?

    gK6VVyl.png

    EDIT: Just tested, works also on groupmembers

    http://youtu.be/jW7NEvEPb7c

    So When poping Igneous shield you get 30% inc healing and 5% more weap dmg for the whole group. Awesomo, gonna roll a DK healer

    First off.. Where you gettting the more weapon damage? Its not listed in the tool tip and never was there since launch. As a matter of fact, Molten Weapons is now self only, not groupwide, if you are getting that mixed up with this skill.

    And speaking of tooltips, this one says the heal buff is for the DK only, not the group. Sooo is it a bug that the group gets it, or is your testing bogus? and.. how many heals can a DK get off in 7 seconds? One, two?

    Sigh.. ask for buffs for your class, not nerfs for others. After all, when I tell people I am a DK healer, they tell me to get my Sword and Shield out, they will find a Templar.

    Power level to CP160 in a week:
    Where is the end game? You just played it.
    Why don't I have 300+ skill points? Because you skipped content along the way.
    Where is new content? Sigh.
  • DeLindsay
    DeLindsay
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    Darlgon wrote: »
    And speaking of tooltips, this one says the heal buff is for the DK only, not the group. Sooo is it a bug that the group gets it, or is your testing bogus? and.. how many heals can a DK get off in 7 seconds? One, two?
    Ok let me make it perfectly clear so that everyone understands how Igneous Shield works (and has worked for MONTHS). The Shield portion goes to the DK and your nearest Allies. The Healing done reflects ALL Healing that the DK who casted Igneous Shield does but does NOT effect Healing done by other nearby Players. The moment the DK starts to stomp the 7 second timer begins. There is a 1.3 second animation for all instant abilities, that means that DK is only realistically getting off 4-5 Heals that gain the 30% Healing done buff. Then the DK has to cast Igneous Shield again. Casting this ability every 6-7 seconds eats up valuable time that they could use for other things, like Healing or Heavy attacks to regen Magicka, etc. It's not a very efficient way to Heal but is great for Burst Healing and is actually highest capable Burst Healing for groups of more than 4 Players.

    Also if there is a Shield remaining on the DK or an Ally and Igneous Shield is recast it will not place a new Shield on the Player(s). The timer of the original Shield must expire, or the Shield itself must burst, before another can be placed on. I don't know if that part is a bug or is intended but that's how it's worked for as long as I can remember.
    Edited by DeLindsay on 22 February 2015 06:47
  • Panda244
    Panda244
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    DeLindsay wrote: »
    Darlgon wrote: »
    And speaking of tooltips, this one says the heal buff is for the DK only, not the group. Sooo is it a bug that the group gets it, or is your testing bogus? and.. how many heals can a DK get off in 7 seconds? One, two?
    Ok let me make it perfectly clear so that everyone understands how Igneous Shield works (and has worked for MONTHS). The Shield portion goes to the DK and your nearest Allies. The Healing done reflects ALL Healing that the DK who casted Igneous Shield does (except pots) but does NOT effect Healing done by other nearby Players. The moment the DK starts to stomp the 7 second timer begins. There is a 1.3 second animation for all instant abilities, that means that DK is only realistically getting off 4-5 Heals that gain the 30% Healing done buff. Then the DK has to cast Igneous Shield again. Casting this ability every 6-7 seconds eats up valuable time that they could use for other things, like Healing or Heavy attacks to regen Magicka, etc. It's not a very efficient way to Heal but is great for Burst Healing and is actually highest capable Burst Healing for groups of more than 4 Players.

    Also if there is a Shield remaining on the DK or an Ally and Igneous Shield is recast it will not place a new Shield on the Player(s). The timer of the original Shield must expire, or the Shield itself must burst, before another can be placed on. I don't know if that part is a bug or is intended but that's how it's worked for as long as I can remember.

    Actually the +30% does apply to the healing portion of tripots, or regular health potions. At least in 1.5 it does.
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  • DeLindsay
    DeLindsay
    ✭✭✭✭✭
    Panda244 wrote: »
    Actually the +30% does apply to the healing portion of tripots, or regular health potions. At least in 1.5 it does.
    My bad, I tested it on PTS 1.6.1 and didn't see the Restoration portion of pots to be effected but that could be due to the way ZoS changed pots, fair enough.
  • Panda244
    Panda244
    ✭✭✭✭✭
    DeLindsay wrote: »
    Panda244 wrote: »
    Actually the +30% does apply to the healing portion of tripots, or regular health potions. At least in 1.5 it does.
    My bad, I tested it on PTS 1.6.1 and didn't see the Restoration portion of pots to be effected but that could be due to the way ZoS changed pots, fair enough.

    Aye.. I use Regular health pots if I don't have tripots in PvP, because I can cast Igneous then use it and get 980ish Health back. Saves me the magicka that I'd use on GDB for something else, also re-edited my post up there ^^ so it's easier to understand, at the very bottom is an example from the healing stacking on live. Hope it helps :wink:
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  • Domander
    Domander
    ✭✭✭✭✭
    Alcast wrote: »
    Sure, why not give the Dragonknights the STRONGEST healing buff in the game?

    gK6VVyl.png

    EDIT: Just tested, works also on groupmembers

    http://youtu.be/jW7NEvEPb7c

    So When poping Igneous shield you get 30% inc healing and 5% more weap dmg for the whole group. Awesomo, gonna roll a DK healer

    You mean the only DK skill that helps a healer DK, and that's been in the game for months and months?

    oh and it used to be 33%


    People that know so little about game mechanics should not make posts like this one.
    Edited by Domander on 22 February 2015 07:43
  • Seraphyel
    Seraphyel
    ✭✭✭✭✭
    DeLindsay wrote: »
    It's not a very efficient way to Heal but is great for Burst Healing and is actually highest capable Burst Healing for groups of more than 4 Players.

    That's not true anymore. Healing Ritual is - after the buff - by far the strongest heal in the game. It heals twice as much as a buffed Combat Prayer from a DK when the Templar is standing in his focus or the Purifying Ritual zone.
  • Alcast
    Alcast
    Class Representative
    Seraphyel wrote: »
    DeLindsay wrote: »
    It's not a very efficient way to Heal but is great for Burst Healing and is actually highest capable Burst Healing for groups of more than 4 Players.

    That's not true anymore. Healing Ritual is - after the buff - by far the strongest heal in the game. It heals twice as much as a buffed Combat Prayer from a DK when the Templar is standing in his focus or the Purifying Ritual zone.

    Although healing ritual is very strong now, it is still completely useless due to cast time.
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  • JLB
    JLB
    ✭✭✭✭
    The skill is actually pretty bad for healing, it's nothing compared to what Templars and NB's have and I don't see what's the big fuss with it. The buff duration is too short to make it competitive.

    The problem with ranged heals like Funnel or Breathe of Life is serious, any class without it does has a huge disadvantage at healing.
    This could easily be solved by tweaking just 1 skill in the Restoration Staff line. But seeing @ZOS didn't fix this problem in 1.6, I guess we'll have to wait to Spellcrafting.
  • Seraphyel
    Seraphyel
    ✭✭✭✭✭
    Alcast wrote: »
    Seraphyel wrote: »
    DeLindsay wrote: »
    It's not a very efficient way to Heal but is great for Burst Healing and is actually highest capable Burst Healing for groups of more than 4 Players.

    That's not true anymore. Healing Ritual is - after the buff - by far the strongest heal in the game. It heals twice as much as a buffed Combat Prayer from a DK when the Templar is standing in his focus or the Purifying Ritual zone.

    Although healing ritual is very strong now, it is still completely useless due to cast time.

    I don't think so.

    1,7 sec casttime may be a bit annoying but the healing output is ridiculous. I get 20k crits for my premade VR14 PTS character, that's more healing than a normal VR14 PvP player health got.
  • Dymence
    Dymence
    ✭✭✭✭✭
    ToRelax wrote: »
    Vis wrote: »
    Alcast wrote: »
    Dracane wrote: »
    Brandalf wrote: »
    I fear all the whining and complaining will lead to an overbuff.

    Please let us at least get some buffs first. Talking about an overbuff is harsh.
    Sorcs did get nothing so far and I highly doubt, they will give us at least that, what we really deserve. We're still the step child ;) never forget that.

    Sorcs are a strong ranged class now.

    Qualifier : if no one has reflect or BoL.

    He's just a PvE hero. Also thinks Liquid Lightning is a good DoT ;) .

    In 1.6 liquid lightning will be the best non-ultimate DoT in the game. Do your math.
  • ToRelax
    ToRelax
    ✭✭✭✭✭
    ✭✭
    Dymence wrote: »
    ToRelax wrote: »
    Vis wrote: »
    Alcast wrote: »
    Dracane wrote: »
    Brandalf wrote: »
    I fear all the whining and complaining will lead to an overbuff.

    Please let us at least get some buffs first. Talking about an overbuff is harsh.
    Sorcs did get nothing so far and I highly doubt, they will give us at least that, what we really deserve. We're still the step child ;) never forget that.

    Sorcs are a strong ranged class now.

    Qualifier : if no one has reflect or BoL.

    He's just a PvE hero. Also thinks Liquid Lightning is a good DoT ;) .

    In 1.6 liquid lightning will be the best non-ultimate DoT in the game. Do your math.

    Yep, it ticks so fast, I may even hit them twice before they run out :) .

    This is getting off topic btw... but I admit the topic of this thread can hardly be taken serious.

    Btw I think Eric said himself, Liquid Lightning wasn't meant to be good in PvP so dunno why you'd reply to me either... ^^ .
    Edited by ToRelax on 22 February 2015 13:23
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  • Panda244
    Panda244
    ✭✭✭✭✭
    ToRelax wrote: »
    Dymence wrote: »
    ToRelax wrote: »
    Vis wrote: »
    Alcast wrote: »
    Dracane wrote: »
    Brandalf wrote: »
    I fear all the whining and complaining will lead to an overbuff.

    Please let us at least get some buffs first. Talking about an overbuff is harsh.
    Sorcs did get nothing so far and I highly doubt, they will give us at least that, what we really deserve. We're still the step child ;) never forget that.

    Sorcs are a strong ranged class now.

    Qualifier : if no one has reflect or BoL.

    He's just a PvE hero. Also thinks Liquid Lightning is a good DoT ;) .

    In 1.6 liquid lightning will be the best non-ultimate DoT in the game. Do your math.

    Yep, it ticks so fast, I may even hit them twice before they run out :) .

    This is getting off topic btw... but I admit the topic of this thread can hardly be taken serious.

    All the hard work I put into that pots for the numbers and the percentages and the passives and the buffs.... And we're getting off topic, HELL! Not even one person mentioned that post... I'm going to go sit in a corner and sob deeply now. :bawling:
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    #FreeZazeer
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    #FreeAsgari
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    #FreeSubtomik
    #FreeMBF

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  • ToRelax
    ToRelax
    ✭✭✭✭✭
    ✭✭
    Panda244 wrote: »
    ToRelax wrote: »
    Dymence wrote: »
    ToRelax wrote: »
    Vis wrote: »
    Alcast wrote: »
    Dracane wrote: »
    Brandalf wrote: »
    I fear all the whining and complaining will lead to an overbuff.

    Please let us at least get some buffs first. Talking about an overbuff is harsh.
    Sorcs did get nothing so far and I highly doubt, they will give us at least that, what we really deserve. We're still the step child ;) never forget that.

    Sorcs are a strong ranged class now.

    Qualifier : if no one has reflect or BoL.

    He's just a PvE hero. Also thinks Liquid Lightning is a good DoT ;) .

    In 1.6 liquid lightning will be the best non-ultimate DoT in the game. Do your math.

    Yep, it ticks so fast, I may even hit them twice before they run out :) .

    This is getting off topic btw... but I admit the topic of this thread can hardly be taken serious.

    All the hard work I put into that pots for the numbers and the percentages and the passives and the buffs.... And we're getting off topic, HELL! Not even one person mentioned that post... I'm going to go sit in a corner and sob deeply now. :bawling:

    Well in all honesty, I wasn't sure wether the math was correct and didn't want to test it myself so I just ignored that post... :sunglasses: .
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