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From those skills Im only using Healing Ward, Extended Ritual and Breath of Life so that gives me 2 extra slots to play around with but I havent really come up with a perfect solution.
Second thing on my mind is the DPS in dungeons seems to be lacking from my experience. Though it might just be I've gotten a crappy group. But with that in mind I'd like to know everyones opinions of using http://esohead.com/skills/21763-power-of-the-light
and http://esohead.com/skills/40094-combat-prayer
in your healing setup to increase DPS if only for a little because as of now you can keep up your party really easily with only Breath of Life and heavy attacks. So why not help increasing the DPS abit? Using DPS abilities instead of those 2 will not bring higher DPS since those 2 are party wide buffs/debuffs and you will use more magicka if you use DPS skills which is better to save for heals. What is everyones opinions?
Edited by Kuettbullen on 22 April 2014 13:57
Think before you act. There are always consequenses to your actions eventhough you may not notice them
I noticed your weapon swap 2 has nothing listed in it. My weapon slot 1 will have a mixture of my templar/resto staff heals. On my weapon slot 2 I have a flame staff and a mixture of dps with one emerg templar heal incase I don't weapon swap fast enough.
For PvE healing my Healing bar looks like this
1) Breath of life
2) Mutagen
3) Power of the Light
4) Purifying Ritual
5) Ritual of Rebirth
I just keep Mutagen ticking on everyone, keep Purifying Ritual down as well, Cast Power of the Light on the boss and ever time it blows up re apply it...
I rarely ever hit my 5 button, Hitting Breath of life will do the job, and it is quicker, you can use a heavy attack on the resto staff to get magicka back in the time it takes to cast Ritual of Rebirth.
If you wanna be a good healer, you need to remove the idea from your mind that "this one build" will be all i need.
As you move up in the game and especially into veteran dungeons you will need to swap out this and that for specific encounters. This is includes skills and gear.
Ultimately, your main focus should be what is best to synergize with group mates. This is why PUGs suck for veteran dungeons so make friends, use some sort of VOIP and learn to work together.
This will be the standard for Craglorn.
However to give my personal opinion, Steadfast Ward/Healing Ward is indispensable along with the morphed instant group heal of Rushed Ceremony.
A Roman walks into a bar and hold up two fingers and says, "I'll have five beers please."
Why do you like the ward? In my experience bubbles tend to be very costly for the amount of life they preserve, and have no benefit over healing other than the ability to "overheal" without penalty.
Why do you like the ward? In my experience bubbles tend to be very costly for the amount of life they preserve, and have no benefit over healing other than the ability to "overheal" without penalty.
Though not yet to vet dungeons my guess is the ability to save a player from a OHKO in later dungeons where if like other MMO's a miss step in a AOE can kill you out right the ability to save someone from such a mistake rank among the best skills for a healer in any MMO I've played you can't heal the dead.
I thought I would love Combat Prayer when I first saw what it did. Unfortunately, the reality is that it's hard to hit everyone in your group at once, and the short 8-second duration is hard to maintain at all times. It takes a very coordinated group to really make Combat Prayer useful, and I find that more often than not it's a magicka drain I can't afford.
As far as Healing Ward goes, If you are a Templar, you really shouldn't need it. Breathe of Life is a superior emergency heal, IMO, and without any cooldowns in the game, you don't really need 2 emergency heals.
My healing bar:
Breathe of Life
Rapid Regeneration
Bone Shield
Power of the Light / Biting Jabs / Ritual of Rebirth (situational)
Extended Ritual / Purge / Force Siphon (situational)
Ult: Remembrance / Solar Prison / Soul Strike
My first advice is pretty standard, and I'm sure you've heard it before - Keep Rapid Regen on all 4 party members at all times (some boss fights you can get away with just making sure it gets on the tank) and keep Extended Ritual on the ground. Extended Ritual is vital for fights where your party members have to purge negative effects. I would also strongly recommend every tank, regardless of class, learn the Purge skill, from the Support PvP line. Some fights put negative effects on party members faster than the internal cooldown of Extended Ritual's synergy.
I don't see many healers running with Bone Shield, but I find the synergy helps immensely. If you're running with glass cannon DPS, this can be a life-saver; not to mention it basically turns your own character into a tank. This became a staple on my bar as soon as I learned it, during both trash pulls and boss fights.
I should also mention Force Siphon, here. This is another power that gets underused by most healers. Until I got Bone Shield, Force Siphon was my 3rd ability, and it was amazing. The strength of the ability is that you can cast it on multiple targets. During trash pulls, casting 3-4 Force Siphons on different enemies is basically all you need to do to keep your glass cannon, Impulse-spamming mage alive. I don't even have the morph that restores magicka, yet, which would only make this better. If you don't need Purge in a fight, and you're in a fight where not everyone can be standing in Extended Ritual (ie. many VR Fungal Grotto bosses) then consider slotting Force Siphon/Siphon Spirit instead.
My 4th ability rotates. Power of the Light is great for bosses (you can theoretically pull something like 180 dps with this ability alone.) Biting Jabs can be great for trash pulls. Just get your HoTs running and go to town helping with AoE damage (not recommended for PuGs. ) Ritual of Rebirth can be very useful for huge trash pulls and for uncoordinated groups. It has the best health/cost ratio of any heal in the game, except for the other morph of this same skill. I prefer the slightly reduced cast time, myself.
Breathe of Life is my emergency heal. 'Nuff said. It's expensive as all hell, but I'm always glad it's on my bar. And using this on someone who's inside Extended Ritual (with the +30% healing passive) is a very powerful combination.
I usually run Remembrance as my ultimate, because I tend to be a more cautious player, and I like the assurance of having a free heal on my bar for when I run out of magicka. I use Remembrance over the other morph because I don't like to be stationary for too long, and the damage mitigation offered by Remembrance actually makes it the stronger morph, IMO. My second bar is where I keep either Solar Prison or Soul Strike, depending on what boss I'm fighting.
My second bar is usually full of dps skills (Venom Arrow, Reflective Light, Biting Jabs, Silver Shards, Power of the Light.) I don't normally swap to it, but it's useful in some fights. It's always nice to have something to switch to if you accidentally get pulled into the spider pit in Fungal Grotto, or to help against the Gargoyle in Banished Cells.
Healing Ward with Breath of Life is redundant to me. BOTH are sorta last ditch life saving abilities.
Healing Ward works better with HOTS and "other" means of healing like Spirit Syphon.
Healing Wards not a bad ability you just have to build around it but being a Templar with Breath of Life........Breath of Life heals 3 people Healing Ward heals just 1.
Healing Ward is GREAT for everybody whos NOT a Templar.
I agree somewhat, my comment was meant to invoke the idea you should be using at least one of those. But as a Templar i still find uses for Healing Ward, so depending on the situation it will be on my skill bar.
@Travial im about to morph Backlash. Why did you go with PoL over PurL? Is the damage buff that significant? The skill tooltip isnt that good of an explanation. Does the dam buff apply to a individuals first 5 hits or everyone's first 5?
Edited by Brutalis on 30 April 2014 16:01
A Roman walks into a bar and hold up two fingers and says, "I'll have five beers please."
My experience is based solely on wow endgame raiding to let me clarify my perspective with that.
During my raiding experience there, I did not see many mechanics that would simply one shot a tank, and dps shouldn't have the attention of a boss.
My experience in veteran dungeons is limited, but I have yet to encounter 1-shot mechanics other than unblocked heavy attacks. This is your tanks job. Preparedness for the failure of a group member might seem like a good idea but if you're planning on serious dungeon running your tank is going to have to be able to execute his own mechanics.
I will say that my primary concern was efficiency with steadfast ward was mana efficiency, which may not even be a concern; I've noticed that with capped mana regen, potion chugging, and constant attacking with my resto staff, I'm usually not even close to having mana issues.
TL:DR - I think you shouldn't need this if your group is competent. That said, it may be situationally valuable and efficiency, which was my primary reservation, doesn't seem to be an issue in general.