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PvP healing builds

Gervis
Gervis
Hey all

Looking to get some advice on my templar healing build for pvp (small group based). I know there are a lot of abilities out there so looking to get an idea of what others use as well as to me. My build currently is (also only level 28 so dont have all the skills):

1st Weapon: Resto Staff
1: Vampires Bane (range snare)
2: Purifying Ritual (clense)
3: Honor the dead (Large heal, good range restores majika at less than 50%)
4: Mending (HoT)
5: Blessing of protection (armor/resist buff) will switch for Rune focus

2nd weapon: 1hd shield
1: Unstoppable (buff/ cc immunity)
2: invasion (stun) will change to power bash when can
3: Honor the dead
4: Mage light
5: not too sure thinking maybe another heal skill or a KB advice would be great

and then the associated healing, magika regen, health regen passives and will eventually get around to anti vamp and such stuff.

So what do you guys think, any other abilities to consider, I waer mix of light and heavy, mainly light for regen. Or specific passives you think might be good to pick up.

thanks guys.
  • Dudis
    Dudis
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    How small group are we talking here? I run with a 2-3 people smallman and i found after a while that resto staff just wasn't worth it for me. While the HoTs are very efficient and look great on paper, people rarely take slow continious damage in small group combat.

    The only support skills i use are Honor The Dead and Retreating Manouver, then as much CC as i could fit and one or two damage abilities (bow/1h).
    Edited by Dudis on 4 May 2014 02:59
  • Gervis
    Gervis
    Yea usually 4-8 people. I can how that would be the case, atm I run it for the additional heal at 20% but you make a good point, it is mostly burst healing you need. Have you tried out the stead fast ward at all for the shield or do you think bone ward would be more effective?
  • Tankqull
    Tankqull
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    when im in pvp im running around in a guild group of 2-10peaople depending on who is online.
    my setup on my templar is this
    reasons
    1. restostaff is crucial as we do not have a reliable manareg option beside heavyattack 10% refill
    2. the hots are quite cheap and effectively to be maintained and thus reduce massively the need of high magicka cost instant healing
    3. breath of life is far better than honor the dead (even if it would be working as supposed)
    4.innerlight (magelight) needs to be slotted on both bars to be active all time
    5. templars are the only class that is able to effectivly replenish stamina for others you should use either spear shards or repentence a morph of restauring aura
    6. rune focus is rubbish saddly, as it is a stationary effect wich is entirely useless in a game relying on mobility as defense options (good for tanks in pve but useless in pvp) the mana reg of its morph is by far to low(5points per tic) to be even mentioned
    7. reflective light is for kiting melees that will aim for you as a healer
    8. lingering ritual is a great grp heal wich is rather cost effective due to its casting time
    spelling and grammar errors are free to be abused

    Sallington wrote: »
    Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"


  • Gervis
    Gervis
    Thanks for the input Tank. Do you not find that the heal radius of lingering ritual is too small to be used in pvp, From my experience 10m is exceeded far to often to be useful. What have you found?

    Hmm the point you raise about rune focus is a real shame I did not realize it was stationary, I thought it moved with you since you cast it on yourself.

    Lastly, I take it when you refer to honor the dead not working prop do you mean not returning majica as it is supposed too?

    It looks like I will need to re-visit my tooltip and check the healing amount of healing illustrious healing doing, I did not think it was worth it for the volume of health replenished.
  • Dudis
    Dudis
    ✭✭✭
    Here's what I think I'd run in a group of 5+ people.

    It's kind of hard to figure out a really good build that works for you but once you start playing you'll quickly realize what works and what doesn't.

    I added Retreating Manouver since it's just an awesome skill. Sure it uses most of your stamina but you get a 33% speed boost, it purges Roots and Snares and gives immunity for the duration (20 seconds) AND its AoE. It breaks once you attack someone but it's still incredibly useful.

    Heals are kind of self explanatory, Radiant Aura is in there for the HP/STA regen, then a bunch of "sort of" AoE heals.
    I agree about magelight being really good, both because you'll find stealthed players but mainly because you can push 50% crit with other passives and items, which helps a ton.


    I went with Bow for the second bar and focused on CC.
    Bombard and Volcanic rune are amazing when dealing with multiple targets, the later of the two being especially amusing :)
    Reflective light ("AoE" snare, decent damage) is very useful too and Javelin will quickly become one of your favorite spells.
  • Gervis
    Gervis
    Yea the point about a knock back would be really useful. I could interchange it for one of my stuns/disorients. HAve you tried the build out, as I have seen that the healing springs, while a great manage regen did not heal for enough to make it worth including.

    I think I will have to invest in some theory crafting to see where I can get my crit/regen stats at using the passives.

    How high are people getting their spell crit/heal crit, and are people easily hitting the regen/max majika and health caps?
  • Tankqull
    Tankqull
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    Gervis wrote: »
    Thanks for the input Tank. Do you not find that the heal radius of lingering ritual is too small to be used in pvp, From my experience 10m is exceeded far to often to be useful. What have you found?

    you´re right the radius seems small but have in mind purifying ritual is only 12m and that is a rather hughe radius eventhough i would love to have a biger radius on lingering ritual but we have to live with what we have :wink:
    ZOS somehow broke the critability of rushed ceremony and its morphs two or three patches ago(while lvling i had lots of crits on it - could be aswell linked to a buged stage 4 of the spells aswell no clue) it now crits only once in a bluemoon when someone is really at low life (<10%) wich highly reduces its effectivity.
    regarding honor of the deads mana reg the person healed needs to stay below 50% health after beeing healed wich is in itself useless but on top it does not replenish 4x 15% but 15% spread over 4 ticks.
    channeld focus(rune focus morph) is another highly misleading tool tip, 100magica every 0.5sec seems awsome... but it turns out to be 5points every 0.5sec wich leads to 150points replenish while costing 153(for me) that would be ok if i would be a pve tank gaining caped armor/resis even with the worst eqip possible but for beeing a healer its once again useless :) especially in pvp because you cant stand still in pvp...
    spelling and grammar errors are free to be abused

    Sallington wrote: »
    Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"


  • e.gamemarkb14_ESO
    e.gamemarkb14_ESO
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    Speaking about Rune Focus and the morph that gives back mana, my understanding was in beta, it was supposed to be very viable method to regain magicka so long as you stayed within the rune area of effect.

    It sounds more like a major bug with it restoring so little magicka, I really hope this is fixed with 1.1 if it's still like this now.
  • Travail
    Travail
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    One of the most important tools for a healer, especially a Templar healer, is Immovable. The immunity to hard CC is the big thing here (the added defense is great, too, of course.) This allows you to cast Healing Ritual much easier, which is one of the best heals around (regardless of the morph.) Healers in PvP get singled out by enemy players all the time, so immunity to CC is still huge even if you don't use abilities with cast times.

    I run with this setup, where I use either a Resto Staff or Destruction Staff (some enemies are too smart to let you heavy attack with the Resto Staff):

    1. Immovable: almost guarantees I keep moving with my group, and the defense helps when I get focused by enemies.
    2. Ritual of Rebirth: good for large groups, and for sustained healing. Not a great choice unless you are also running Immovable. If I'm using a Resto Staff, I will often slot Healing Springs here, instead.
    3. Breathe of Life: good for small organized groups, and for when you know enemies are smart enough to interrupt Ritual.
    4. Reflective Light: long range multi-target snare that deals good damage, what's not to like? I find it's also very useful for dismounting enemies, due to the range and decent up-front damage.
    5. Frost Reach: single-target root, which is a hard counter to shield bash spammers. Alternately, if I'm using my Resto Staff, I usually slot Volcanic Rune or Binding Javelin here. This slot is a bit of a grab bag, where I sometimes slot Extended Ritual, Rapid Maneuver, Purge, or Siege Shield, depending on what the situation calls for.

    -Travail.
    www.obsidianbrotherhood.com
  • Gervis
    Gervis
    Thanks for the info Travail, I think I will run something similar to you for my resto staff. 2 cc/defensive abilities and 3 heals. It seems I need to get better at keeping up with my group to make use of Ritual of re-birth as it is our only decent group healing skill. Have you any experience with bone shield, I am going to work towards that as a replacement for the rune focus I was going to slot.
  • Niffo
    Niffo
    ✭✭✭
    Travail wrote: »
    One of the most important tools for a healer, especially a Templar healer, is Immovable. The immunity to hard CC is the big thing here (the added defense is great, too, of course.) This allows you to cast Healing Ritual much easier, which is one of the best heals around (regardless of the morph.) Healers in PvP get singled out by enemy players all the time, so immunity to CC is still huge even if you don't use abilities with cast times.

    I run with this setup, where I use either a Resto Staff or Destruction Staff (some enemies are too smart to let you heavy attack with the Resto Staff):

    1. Immovable: almost guarantees I keep moving with my group, and the defense helps when I get focused by enemies.
    2. Ritual of Rebirth: good for large groups, and for sustained healing. Not a great choice unless you are also running Immovable. If I'm using a Resto Staff, I will often slot Healing Springs here, instead.
    3. Breathe of Life: good for small organized groups, and for when you know enemies are smart enough to interrupt Ritual.
    4. Reflective Light: long range multi-target snare that deals good damage, what's not to like? I find it's also very useful for dismounting enemies, due to the range and decent up-front damage.
    5. Frost Reach: single-target root, which is a hard counter to shield bash spammers. Alternately, if I'm using my Resto Staff, I usually slot Volcanic Rune or Binding Javelin here. This slot is a bit of a grab bag, where I sometimes slot Extended Ritual, Rapid Maneuver, Purge, or Siege Shield, depending on what the situation calls for.

    -Travail.

    I didn't like Breath of Life because I could never get it to crit, so it wasn't really a life saving heal since 600 health isn't enough to bring people out of danger most of the time. Also the snare component for all versions is getting nerfed by half for all versions of Sun Fire.
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