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Dragonknight class skill changes for healing

Lastdragon567
Lastdragon567
Soul Shriven
So as a magicka DK I enjoy healing vet dungeons and have healed some vet trials with guildies as well but always feel outclassed by the templar becasue I can't provide stam support or have any class based heals that are actually worth anything. I don't want to remove the templar as best healer, just want other classes to be as supportive in the role. If I could also go through vet Maelstrom without a resto staff that would be a nice bonus.

I recently saw a suggestion to switch stonefist and it's morphs into an aoe heal totem, which i though would be a fantastic idea and having thought about it a bit have come up with:

Stone totem - Summons a stone totem that heals you for (1000) every second for 10 seconds. 10m radius
Restoring totem - Summons a stone totem that heals you and your allies for (1500) every second for 12 seconds. Restores (250) magicka and stamina to you every second. Allies can activate the synergy to restore (3000) magicka and stamina. 10m radius
So DKs suffer terribly from sustain due to our expensive class skills This would give us a synergy for allies to use, which we also lack, and help with our sustain
Vengeful totem - Summons a stone totem that heals you for (x) every second for 10 seconds. Grants you and your allies minor beserk and minor protection. 10m radius
So here's one more for the DKs who solely DPS, ok so it's probably not as awesome as the first but if you're in a raid group then I suppose you won't want the sustain so much and be more interested in increasing the groups dps


Ok so slight change of idea. Keep stonefist as it stands but switch the morphs up a bit.

So stone giant - keep the basic damage and buff but move the heal from obsidian shard over to this morph
Obsidian shard - Make this a ground based aoe and remove or significantly reduce the damage, Hurl an obsidian shard into the ground. Heals you and allies for xxx and restores 5% stamina. Allies can activate the synery to stun enemies within the aoe Give it a 5-10m radius and last 3sec
.

Cost wise I'd say keep it within the 3-4k magicka that it currently costs

Dragon scales, wings, flappers, whatever you want to call the skill has been nuked into oblivion really. It costs as much to cast as Harness, lasts less time, most attacks in PvP can't be reflected now and harness restores magicka and acts as a shield. So considering DK's lack mobility, badly, maybe this could be changed into a charge type ability or something similar to sorcs bolt escape
Edited by Lastdragon567 on 24 February 2017 18:39
  • Jitterbug
    Jitterbug
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    I'm alting a stam dk and must admit I love stonefist in its current form.
    Your idea sounds cool though...
  • Seraphayel
    Seraphayel
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    I think Dragon Knight healers don't necessarily need a skill like you suggest (although I would love to have one). The best thing as Dragon Knight healer is Igneous Shield with it's Major Mending buff. The Shield is quite nice (~ 10-15% of max HP depening if you shield DPS or the tank) and 6 seconds 25% more healing and Igneous Shield is pretty cheap.
    PS5
    EU
    Aldmeri Dominion
    - Khajiit Arcanist -
  • SolarCat02
    SolarCat02
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    Cauterize could use a buff. It's already a healing skill, one which will never heal the caster. Even as a Dragonknight healer I usually pick the other morph, as the damage is very useful when soloing while the heal in my mind is not terribly useful in group content.

    If Cauterize had some additional group utility, though, I would respec right now. Helping with Stamina or Magicka, a damage or defense buff for the person it targets with healing, anything useful in an endgame Trials situation! Especially if it helped with Stamina, as that is the main weakness of non-Templar healers. Currently all I have is a Master Restoration Staff, and nice as it is, it's not really enough.
    Why be normal when you can be better?

    Elissandra Ravenwing, Magicka Dragonknight Healer
    Lady Kalila, Stamina Templar DPS
    Stands-in-Danger, Nightblade Saptank
    Zalarah, Stamina Dragonknight DPS
  • Lastdragon567
    Lastdragon567
    Soul Shriven
    I love the damage buff from Flames of Oblivion, tried out cauterize but it just doesn't seem to work at all. 3 healing fireballs over 15secs is pretty naff tbh, by the time the fireball goes all the HoT's I apply have usually restored the target back to full health.

    Hell maybe it should launch 4 fireballs every 5secs, one for everyone in a dungon group and restore magicka+stamina. Then it would be a brilliant heal/support ability and yup I would respec it immediately.

    I don't even have a Masters resto staff, so I have no stamina support at all. Usually how I get found out in PuGs, someone says can I have shards plz and I go nope DK healer.
  • Stannum
    Stannum
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    Cauterize is totally useless skill now. It makes large ammounts of heal that is useless (as it is random and delayed). If you need emergency heal ward is more reliable and efficient, if you do not need emergency heal HoTs under igni shield will do better. And maglight is better to slot for extra magika pool buff.
  • Lynx7386
    Lynx7386
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    Inferno/cauterize should be aoe waves from the caster instead of single target fireballs. Bring back sea of flames
    PS4 / NA
    M'asad - Khajiit Nightblade - Healer
    Pakhet - Khajiit Dragonknight - Tank
    Raksha - Khajiit Sorcerer - Stamina DPS
    Bastet - Khajiit Templar - Healer
    Leonin - Khajiit Warden - Tank
  • Autolycus
    Autolycus
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    I've been healing on a DK for a long time (since beta) and agree that something needs to be done in an effort to rebalance DKs as healers pve. It's not going to be an easy job for ZOS though, because the implications for pvp are remarkable, especially once we factor in the re-vamped Dragon's Blood and Dragon Leap. DKs are already exceptionally strong in duel and small-group settings, and adding favorable heals and/or buffs will undoubtedly skew the balance. While this is something to keep in mind, it is not a good enough reason to ignore DK healers in pve.

    Cauterize, contrary to popular opinion and common belief, is an exceptionally useful skill. It is for this skill alone that we are able to use Resto/Destro instead of Resto/Resto. The destro bar is loaded with utility and group buffs (Necrotic Orb & Ele Drain, and another flex that changes with content, like Chains or Igneous Weapons), along with Cauterize and Inner Light. Cauterize is reliable and potent enough to cover 99% of necessary heals while we are re-applying buffs, and all other time should be spent on the front bar anyway. This of course assumes that we have our priorities in order, and that the proper HoTs and buffs are running before we swap to the back bar.

    The problem with Cauterize is that it can't target the caster. The reduced range (relative to BoL) is fine for most cases. The issue is that endgame, competitive healers already have their skill selection largely dictated by what the group needs, not what the healer needs. Since our core healing utility is on the front bar, and we have no room to slot Embers or Dragon's Blood, this leaves us vulnerable on our back bar when it shouldn't. The key issue here is that in all other settings, DK self-heals are not an issue and are arguably some of the strongest in the same. There is plenty of truth to that argument.

    The second largest drawback to DK healing is lack of synergies. We used to have a synergy with Magma Shell, but in an effort to rebalance and make the skill more useful, the damage shield component became automatic instead of requiring synergy. This was the right decision, but it leaves something to be desired for DKs in an environment where providing constant synergies is a must. This does not render DK healers obsolete in veteran trials, and again this is contrary to common opinion, because group composition has the potential to override the concept entirely (it only takes one magplar dps to recreate balance among synergy potential).

    Not that I expect it, but anyone who has seen my past comments on DK healing knows that I've used it in the most challenging content for as long as I've played. My first ever clear of vDSA (back when it was released, not any time recently) was on a DK healer, and I've healed other vet trials and hardmodes. Most people believe that they are hands-down disqualified for something like vet trial hardmodes or vMoL, but this is merely a mentality that spurs from a combination of ignorance and inexperience.

    I know better than to believe they cannot do that content, because I do it myself. But that doesn't change the fact that they lack certain very valuable utilities that other healers, especially Templars (think synergies) excel at. Their limited range, combined with limited synergies and the inability to heal oneself with Cauterize, makes DK healing substantially more difficult than healing as a Templar, and it is for this reason that they are not commonly used in endgame content. They actually do excel over Templars in a number of situations (such as chaining adds on the Twins), but these nuances are too few in number to change the general opinion, and there aren't many DK healers around to prove it otherwise. Their higher difficulty is also a barrier to entry, so fewer people try to learn it.

    At the end of the day, what matters most is group composition. It's entirely possible to have two non-Templar healers and beat vMol. It's not easy and would still require a solid group with knowledge of strategy and mechanics, but simply being of a different class doesn't prevent completion. Getting competitive leaderboard scores is a different, more complicated story, but that's a different discussion and I do not personally want to get into that here. Adding a synergy or two and creating an efficiency with Cauterize would go a very, very long way, and it's not much to ask for.

    Those of you up top there ^ saying that Cauterize is useless or bad are simply wrong. Sorry to say it, but if you don't see the value in Cauterize then you haven't been around the (PvE) block enough times. Healing in PvE is not about who has the strongest burst heal. The overwhelmingly vast majority of fights in PvE favor Healing Springs over any other heal, rendering this "need" for highest burst healing nearly pointless. I've never once been unable to heal up a near-dead player with a single cast of Cauterize, but in some cases it doesn't hurt cancel Cauterize into a Combat Prayer. It works on-demand, heals while you're rezzing or doing another mechanic, has the potential to heal someone while you are simultaneously targeting another, and requires no target to be useful. The Major Prophecy debate is pointless; it won't kill you to run both. We've been running Inner Light and Cauterize on the same bar for almost a year now. Although, I would absolutely back the concept of treating it like the old Sea of Flames, but for healing. That's an excellent idea.
    Edited by Autolycus on 23 February 2017 20:27
  • Silver_Strider
    Silver_Strider
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    I would like for Cauterize to get a buff by allowing it to damage enemies like the base skill and still maintain the healing aspect. That way Magic DK get even more group utility by using Cauterize as a cheap off heal without sacrificing the damage aspect of Flames of Oblivion. Also, let it heal the caster.

    My only real complaints on DK healing. I personally found it a little more painful in the learning curb in comparison to other class healers but it was fun learning it nonetheless
    Argonian forever
  • Seraphayel
    Seraphayel
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    I think another problem with Cauterize is the direct healing effect of the fire ball that we can't control. If it would apply a shield for the next 10-15 seconds instead of a direct heal it would be much more useful because the shield could actually have some use, even when the target is at 100% health at the moment the fire ball launches.
    PS5
    EU
    Aldmeri Dominion
    - Khajiit Arcanist -
  • Stannum
    Stannum
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    Autolycus wrote: »
    I've been healing on a DK for a long time (since beta) and agree that something needs to be done in an effort to rebalance DKs as healers pve. It's not going to be an easy job for ZOS though, because the implications for pvp are remarkable, especially once we factor in the re-vamped Dragon's Blood and Dragon Leap. DKs are already exceptionally strong in duel and small-group settings, and adding favorable heals and/or buffs will undoubtedly skew the balance. While this is something to keep in mind, it is not a good enough reason to ignore DK healers in pve.

    Cauterize, contrary to popular opinion and common belief, is an exceptionally useful skill. It is for this skill alone that we are able to use Resto/Destro instead of Resto/Resto. The destro bar is loaded with utility and group buffs (Necrotic Orb & Ele Drain, and another flex that changes with content, like Chains or Igneous Weapons), along with Cauterize and Inner Light. Cauterize is reliable and potent enough to cover 99% of necessary heals while we are re-applying buffs, and all other time should be spent on the front bar anyway. This of course assumes that we have our priorities in order, and that the proper HoTs and buffs are running before we swap to the back bar.

    Those of you up top there ^ saying that Cauterize is useless or bad are simply wrong. Sorry to say it, but if you don't see the value in Cauterize then you haven't been around the (PvE) block enough times. Healing in PvE is not about who has the strongest burst heal.
    My main heal is DK I always play resto/destro and used cauterize. As i found that its heal is good but usless (really i have comletely enought healing without it) I changed it for maglight simply for magika bonus that rises DPS. As i have blockade and emgiulfing flames on my destro bar (and use infernal guardian as monster set).

  • Autolycus
    Autolycus
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    Stannum wrote: »
    Autolycus wrote: »
    I've been healing on a DK for a long time (since beta) and agree that something needs to be done in an effort to rebalance DKs as healers pve. It's not going to be an easy job for ZOS though, because the implications for pvp are remarkable, especially once we factor in the re-vamped Dragon's Blood and Dragon Leap. DKs are already exceptionally strong in duel and small-group settings, and adding favorable heals and/or buffs will undoubtedly skew the balance. While this is something to keep in mind, it is not a good enough reason to ignore DK healers in pve.

    Cauterize, contrary to popular opinion and common belief, is an exceptionally useful skill. It is for this skill alone that we are able to use Resto/Destro instead of Resto/Resto. The destro bar is loaded with utility and group buffs (Necrotic Orb & Ele Drain, and another flex that changes with content, like Chains or Igneous Weapons), along with Cauterize and Inner Light. Cauterize is reliable and potent enough to cover 99% of necessary heals while we are re-applying buffs, and all other time should be spent on the front bar anyway. This of course assumes that we have our priorities in order, and that the proper HoTs and buffs are running before we swap to the back bar.

    Those of you up top there ^ saying that Cauterize is useless or bad are simply wrong. Sorry to say it, but if you don't see the value in Cauterize then you haven't been around the (PvE) block enough times. Healing in PvE is not about who has the strongest burst heal.
    My main heal is DK I always play resto/destro and used cauterize. As i found that its heal is good but usless (really i have comletely enought healing without it) I changed it for maglight simply for magika bonus that rises DPS. As i have blockade and emgiulfing flames on my destro bar (and use infernal guardian as monster set).

    It sounds like your setup is oriented more towards dungeon healing, yes? I should probably have clarified that much of what I'm saying here isn't all that relevant in dungeons (or normal trials), as they are much more relaxed and less punishing, so we can change up a lot of things and still be okay. In the case with my group at least, and this may be different for other groups (note what I was saying about group composition having the ability to override some of these concepts), Engulfing Flames is covered by DK DDs, and since Blockade doesn't afford anything except for some damage over time (which don't get me wrong, it's appropriate in some cases), I prefer having that extra burst healing + SPC uptime. Everyone has their right to disagree, I'm just one opinion. But I think Cauterize really proves its value when you heal the tougher stuff.

    You certainly can heal everything in this game without Cauterize. I mean, it's not like we had Cauterize for the first two years of this game. I didn't use it for anything until a year ago and was still clearing the hard stuff back then too. So I'm definitely on board with what you're saying, at least to some extent. I think I may have taken "useless" in the wrong way to some extent too then, as it seems the intent was more to say that it's isn't necessary, rather than it has no value.
    Edited by Autolycus on 23 February 2017 23:34
  • Stannum
    Stannum
    ✭✭✭✭
    I heal vetDangeons and PvP.
    Use SPC5+Trini4(can use seducer for same regen bonuses, but had no SPC jewelry)+2IG.
    In PvE As I have enought mana regen, i keep engulfing, blockade and energy drain all the time and this with IG proc rises group DPS pretty good.
    In PvP i change blokade for chains and energy drain for clench.

    As for healing, using igni shields makes SPC proc on CD as most of the time your group is under shields. And i like using energy orbs in addition of resto skills, as it's very scalable healing tool, when your shields and ilustries healing are enought you do not use them, if you need aditional HoT you launch one, if you need massive healing for all the group you launch several and spam shield. All this allows you to control healing rate and SPC proc for group all the time, so cauterize looks like loosing some max mana pool for no significant profit.
  • Lastdragon567
    Lastdragon567
    Soul Shriven
    How well does Cauterize work with a 12 man trials group? I spend most of my time in vet trials on my resto bar casting healing springs, light attack, skill, healing springs due to the short life of springs. Makes the who thing seem rather rushed and flustered as I need to keep springs up as my main HoT on the group as I can't guarantee everyone has been hit with rapid regen.

    Compare that to the templar who can drop purifying circle which can last longer and has a larger radius as well as springs, who then has more time to switch bars, apply buffs/debuffs, support the group with shards etc.

    Also should Healing orb restore magicka in line with necrotic orb? I ran that for a while, which was great nice group HoT, but got complaints there was no magicka restore for synergy
  • Stannum
    Stannum
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    Also should Healing orb restore magicka in line with necrotic orb? I ran that for a while, which was great nice group HoT, but got complaints there was no magicka restore for synergy
    Energy orb grants magika restore same as base skill. But another morph grants more magicka as it restore additional amount instant on synergy use.

  • EldritchPenguin
    EldritchPenguin
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    Autolycus wrote: »
    I've been healing on a DK for a long time (since beta) and agree that something needs to be done in an effort to rebalance DKs as healers pve. It's not going to be an easy job for ZOS though, because the implications for pvp are remarkable, especially once we factor in the re-vamped Dragon's Blood and Dragon Leap. DKs are already exceptionally strong in duel and small-group settings, and adding favorable heals and/or buffs will undoubtedly skew the balance. While this is something to keep in mind, it is not a good enough reason to ignore DK healers in pve.

    Cauterize, contrary to popular opinion and common belief, is an exceptionally useful skill. It is for this skill alone that we are able to use Resto/Destro instead of Resto/Resto. The destro bar is loaded with utility and group buffs (Necrotic Orb & Ele Drain, and another flex that changes with content, like Chains or Igneous Weapons), along with Cauterize and Inner Light. Cauterize is reliable and potent enough to cover 99% of necessary heals while we are re-applying buffs, and all other time should be spent on the front bar anyway. This of course assumes that we have our priorities in order, and that the proper HoTs and buffs are running before we swap to the back bar.

    The problem with Cauterize is that it can't target the caster. The reduced range (relative to BoL) is fine for most cases. The issue is that endgame, competitive healers already have their skill selection largely dictated by what the group needs, not what the healer needs. Since our core healing utility is on the front bar, and we have no room to slot Embers or Dragon's Blood, this leaves us vulnerable on our back bar when it shouldn't. The key issue here is that in all other settings, DK self-heals are not an issue and are arguably some of the strongest in the same. There is plenty of truth to that argument.

    The second largest drawback to DK healing is lack of synergies. We used to have a synergy with Magma Shell, but in an effort to rebalance and make the skill more useful, the damage shield component became automatic instead of requiring synergy. This was the right decision, but it leaves something to be desired for DKs in an environment where providing constant synergies is a must. This does not render DK healers obsolete in veteran trials, and again this is contrary to common opinion, because group composition has the potential to override the concept entirely (it only takes one magplar dps to recreate balance among synergy potential).

    Not that I expect it, but anyone who has seen my past comments on DK healing knows that I've used it in the most challenging content for as long as I've played. My first ever clear of vDSA (back when it was released, not any time recently) was on a DK healer, and I've healed other vet trials and hardmodes. Most people believe that they are hands-down disqualified for something like vet trial hardmodes or vMoL, but this is merely a mentality that spurs from a combination of ignorance and inexperience.

    I know better than to believe they cannot do that content, because I do it myself. But that doesn't change the fact that they lack certain very valuable utilities that other healers, especially Templars (think synergies) excel at. Their limited range, combined with limited synergies and the inability to heal oneself with Cauterize, makes DK healing substantially more difficult than healing as a Templar, and it is for this reason that they are not commonly used in endgame content. They actually do excel over Templars in a number of situations (such as chaining adds on the Twins), but these nuances are too few in number to change the general opinion, and there aren't many DK healers around to prove it otherwise. Their higher difficulty is also a barrier to entry, so fewer people try to learn it.

    At the end of the day, what matters most is group composition. It's entirely possible to have two non-Templar healers and beat vMol. It's not easy and would still require a solid group with knowledge of strategy and mechanics, but simply being of a different class doesn't prevent completion. Getting competitive leaderboard scores is a different, more complicated story, but that's a different discussion and I do not personally want to get into that here. Adding a synergy or two and creating an efficiency with Cauterize would go a very, very long way, and it's not much to ask for.

    Those of you up top there ^ saying that Cauterize is useless or bad are simply wrong. Sorry to say it, but if you don't see the value in Cauterize then you haven't been around the (PvE) block enough times. Healing in PvE is not about who has the strongest burst heal. The overwhelmingly vast majority of fights in PvE favor Healing Springs over any other heal, rendering this "need" for highest burst healing nearly pointless. I've never once been unable to heal up a near-dead player with a single cast of Cauterize, but in some cases it doesn't hurt cancel Cauterize into a Combat Prayer. It works on-demand, heals while you're rezzing or doing another mechanic, has the potential to heal someone while you are simultaneously targeting another, and requires no target to be useful. The Major Prophecy debate is pointless; it won't kill you to run both. We've been running Inner Light and Cauterize on the same bar for almost a year now. Although, I would absolutely back the concept of treating it like the old Sea of Flames, but for healing. That's an excellent idea.
    So if someone were to want to switch their DK to a healer because they're tired of juggling DoTs constantly, but has also never healed before, what advice might you give them to start out?
    Lilelle Adlis - Dark Elf Dragonknight

    Vaynothah Sailenar - Dark Elf Templar

    Sherivah Telvanni - Dark Elf Sorcerer

    Nephiah Telvanni - Dark Elf Nightblade
  • Autolycus
    Autolycus
    ✭✭✭✭✭
    Autolycus wrote: »
    I've been healing on a DK for a long time (since beta) and agree that something needs to be done in an effort to rebalance DKs as healers pve. It's not going to be an easy job for ZOS though, because the implications for pvp are remarkable, especially once we factor in the re-vamped Dragon's Blood and Dragon Leap. DKs are already exceptionally strong in duel and small-group settings, and adding favorable heals and/or buffs will undoubtedly skew the balance. While this is something to keep in mind, it is not a good enough reason to ignore DK healers in pve.

    Cauterize, contrary to popular opinion and common belief, is an exceptionally useful skill. It is for this skill alone that we are able to use Resto/Destro instead of Resto/Resto. The destro bar is loaded with utility and group buffs (Necrotic Orb & Ele Drain, and another flex that changes with content, like Chains or Igneous Weapons), along with Cauterize and Inner Light. Cauterize is reliable and potent enough to cover 99% of necessary heals while we are re-applying buffs, and all other time should be spent on the front bar anyway. This of course assumes that we have our priorities in order, and that the proper HoTs and buffs are running before we swap to the back bar.

    The problem with Cauterize is that it can't target the caster. The reduced range (relative to BoL) is fine for most cases. The issue is that endgame, competitive healers already have their skill selection largely dictated by what the group needs, not what the healer needs. Since our core healing utility is on the front bar, and we have no room to slot Embers or Dragon's Blood, this leaves us vulnerable on our back bar when it shouldn't. The key issue here is that in all other settings, DK self-heals are not an issue and are arguably some of the strongest in the same. There is plenty of truth to that argument.

    The second largest drawback to DK healing is lack of synergies. We used to have a synergy with Magma Shell, but in an effort to rebalance and make the skill more useful, the damage shield component became automatic instead of requiring synergy. This was the right decision, but it leaves something to be desired for DKs in an environment where providing constant synergies is a must. This does not render DK healers obsolete in veteran trials, and again this is contrary to common opinion, because group composition has the potential to override the concept entirely (it only takes one magplar dps to recreate balance among synergy potential).

    Not that I expect it, but anyone who has seen my past comments on DK healing knows that I've used it in the most challenging content for as long as I've played. My first ever clear of vDSA (back when it was released, not any time recently) was on a DK healer, and I've healed other vet trials and hardmodes. Most people believe that they are hands-down disqualified for something like vet trial hardmodes or vMoL, but this is merely a mentality that spurs from a combination of ignorance and inexperience.

    I know better than to believe they cannot do that content, because I do it myself. But that doesn't change the fact that they lack certain very valuable utilities that other healers, especially Templars (think synergies) excel at. Their limited range, combined with limited synergies and the inability to heal oneself with Cauterize, makes DK healing substantially more difficult than healing as a Templar, and it is for this reason that they are not commonly used in endgame content. They actually do excel over Templars in a number of situations (such as chaining adds on the Twins), but these nuances are too few in number to change the general opinion, and there aren't many DK healers around to prove it otherwise. Their higher difficulty is also a barrier to entry, so fewer people try to learn it.

    At the end of the day, what matters most is group composition. It's entirely possible to have two non-Templar healers and beat vMol. It's not easy and would still require a solid group with knowledge of strategy and mechanics, but simply being of a different class doesn't prevent completion. Getting competitive leaderboard scores is a different, more complicated story, but that's a different discussion and I do not personally want to get into that here. Adding a synergy or two and creating an efficiency with Cauterize would go a very, very long way, and it's not much to ask for.

    Those of you up top there ^ saying that Cauterize is useless or bad are simply wrong. Sorry to say it, but if you don't see the value in Cauterize then you haven't been around the (PvE) block enough times. Healing in PvE is not about who has the strongest burst heal. The overwhelmingly vast majority of fights in PvE favor Healing Springs over any other heal, rendering this "need" for highest burst healing nearly pointless. I've never once been unable to heal up a near-dead player with a single cast of Cauterize, but in some cases it doesn't hurt cancel Cauterize into a Combat Prayer. It works on-demand, heals while you're rezzing or doing another mechanic, has the potential to heal someone while you are simultaneously targeting another, and requires no target to be useful. The Major Prophecy debate is pointless; it won't kill you to run both. We've been running Inner Light and Cauterize on the same bar for almost a year now. Although, I would absolutely back the concept of treating it like the old Sea of Flames, but for healing. That's an excellent idea.
    So if someone were to want to switch their DK to a healer because they're tired of juggling DoTs constantly, but has also never healed before, what advice might you give them to start out?

    I'd start small, like with pledges. Healing Springs and Healing Ward are your bread&butter skills for keeping people alive. When the group sticks together like they should (or when mechanics allow them to), Springs is really all you need. This much of it is true for any healer, including Templars. As DKs, we get our resources back when we use an ultimate, so recovery doesn't need to be any higher than ~1-1.2k for the toughest content. Here is a good place to start with skills (for dungeons):

    Bar 1 (resto): Combat Prayer, Igneous Shield, Healing Springs, Healing Ward, Inner Light. Ult: Shooting Star
    Bar 2 (destro): Ele Drain, Necrotic Orb, Igneous Weapons, Cauterize, Inner Light. Ult: Aggressive Horn

    Shooting Star is mostly for the passive benefits, as we typically want to use Aggressive Horns to boost our group, but it does come in handy if the tank has a horn ready, or when there's a lot of trash. Igneous Weapons is good for dungeons, as it allows your dps to use welfare potions instead of the good ones. Necrotic Orb is a flex skill for dungeons, as the fights are typically pretty short, and thus magicka sustain is not as difficult. You can trade it for Chains, Talons, Engulfing Flames, or any other skill that might be beneficial to your group.

    Ideally, you'll want to use Spell Power Cure and Infallible Aether. Though there are some exceptions to this being ideal, I won't cover them just now, and you can't really go wrong with this setup. The basic rotation is Igneous Weapons > Cauterize > Ele Drain > Swap > Combat Prayer > Heavy Attack > Igneous Shield > Springs x3 > Swap > Necrotic Orb x2 > Ele Drain. Note that Ele Drain and Necrotic Orbs are not necessary if your dps is all stam.

    Edit: Active healing is the "busy work" of a healer's job. It's obviously our responsibility as healers to keep people alive, but accomplishing that is not a full-time job. For some time now healers in ESO have been more like Buff Totems than traditional healers... where boosting our group's damage or survivability comes first, and healing is simply done when it is necessary. As long as your buffs and debuffs are active, you can do whatever else you see fit, whether that's restoring stamina (through Healing Springs, see below), dealing damage, chaining and/or CCing enemies, etc. You should be prioritizing those buffs whenever they are about to run out. This is, in part, why Cauterize is a valuable skill for us. It allows us to focus on other things while it does the healing for us. It's not perfect, but neither are we. As you use it more, you start to get comfortable with when to refresh it, and when to use it over Ward for burst healing. It does a pretty good job of acting as a back-up heal when we aren't on our resto bar.

    Part of what makes DK healing difficult to learn is the timing of Cauterize. Think of it as a 15s HoT, but with burst potential, rather than as a straight burst heal. Most of the time we simply keep it active and let the smart healing do its job. However, whenever we are on the back bar to reapply buffs, like Ele Drain, or to cast Necrotic Orb (or chains, talons, etc.), Cauterize is very important to have because swapping back to the main bar to cast Springs or Ward is sometimes not quick enough. We need something to burst them back up and give us another second to swap, or they may die in the meantime.

    Casting Cauterize for burst healing restarts its duration. This is both good and bad, because it means we now have 15 full seconds to not worry about it anymore (unless we decide to use it again the next time we are on the back bar), but it also now occurs at a different point in the rotation, making it harder to track. I want to reiterate that most of time, it is treated as a buff or HoT. We want it to always be active, but we don't want to waste time casting it again unless we need that burst. That time is always better spent buffing and debuffing or restoring your tank's stamina.

    This leads me into my last point (at least when it comes to the basics), which is having a Master's Resto Staff. It is no secret that DKs lack the ability to provide stamina to their group, and this is the key to doing just that. Our perfect staff is a cp160 infused Master's Resto, to maximize the stamina return. Now I understand as well as anybody that this is trickier for newer and lower CP players, but (as someone who main tanks vet trials) tanks that really know what they're doing and have their build figured out don't urgently need your stamina return to do their job effectively. That being said, we are a support role, and should do that to the best of our ability.

    Shards is incredibly valuable. Endgame vet trials tanks don't urgently need stam by means of shards; they've got it figured out and can almost always sustain themselves, so Shards is valued more in endgame content for its ability to proc Alkosh, rather than for the stam. Again though, newer players and players with lower CP will definitely need help with stamina from time to time. It's not your job to make sure the tank can always block; it's simply your job to help out with it. You, as the healer, will be contributing a noteworthy amount of stamina to your tank just by doing those 2-3 Healing Springs every rotation (which also gives you a solid chance to keep SPC active), and that really should be good enough for your tank. If it's not, then they probably have a little work to do still too, which is fine, but it's not your sole responsibility to keep their stam full; that is part of the tank's job too.

    Edit: Get used to healing people with Healing Springs from far away, even if it's just on a single person. Sometimes a well-placed Springs is better than a Healing Ward. Part of this is because it is a potent heal in and of itself and covers a large area, and partly because it procs SPC on the target(s) and restores stamina (with Master's Resto). There are some fights that will require you to heal a group from far away, and for this, you need to be good at dropping Springs at a distance. It may be helpful to change your Gameplay settings so that ground-targeted abilities are cast instantly. This applies to all ground-targeted AoEs (such as Eruption), so be mindful of that, but it will cut down the time it takes you to heal people and make animation-cancelling easier.
    Edited by Autolycus on 24 February 2017 19:47
  • Lastdragon567
    Lastdragon567
    Soul Shriven
    If you wish to switch to a DK healer be prepared to juggle HoTs instead of DoTs as well as get some ***holes who boot you or are generally hostile when you join as a healer. Specifically from stamina guys as they have to focus more on their sustain as you can't support them the same way you can magic users.

    Otherwise it is good fun, I do enjoy healing on my DK (he's an argonian so extra healing buff too) Igneous shield is brilliant, if you don't have barrier ulti then Magma shell is a nice substitute, run elemental drain and either energy or necrotic orbs.

    My guildies were fine with me running as healer on veteran trials, but it was a bit of a sustain race for me. Fortunately me and the templar heal could fire orbs at each other for support :D I manage about 45% of the group healing output, which is not bad considering self heals etc

    Just wish we had some stamina support or a class aoe heal/better cauterize
  • Autolycus
    Autolycus
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    @Lastdragon567 I like your totem idea. I had a similar thought, but yours may be better! Since one morph for this skill is used almost exclusively by aspiring healers, it wouldn't be a big deal to change it. I don't think many people would miss it. The thought I had was to keep it exactly how it is in function, but as soon as it hits the target, a synergy option becomes available for anyone with 5m (or maybe up to 7-8m). The synergy restores 4-5% of the synergizer's max stamina, and gives them Minor Protection for 8-10s.

    I happen to think that totems are really cool. Your idea is a good one. They should do something though, because as it is right now, that skill has very limited use, and personally I don't bother with it.
    Edited by Autolycus on 24 February 2017 20:17
  • dodgehopper_ESO
    dodgehopper_ESO
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    ✭✭✭
    Seraphayel wrote: »
    I think Dragon Knight healers don't necessarily need a skill like you suggest (although I would love to have one). The best thing as Dragon Knight healer is Igneous Shield with it's Major Mending buff. The Shield is quite nice (~ 10-15% of max HP depening if you shield DPS or the tank) and 6 seconds 25% more healing and Igneous Shield is pretty cheap.

    It also gives a nice stamina buff and helps to feed ultimate which helps to self recover. I've played with running as a DK healer, my only problem so far has been the squishiness of the character. I'm feeling like I should swap over to heavy armor, but I know that will drastically hurt my output. It feels like a catch 22.
    US/AD - Dodge Hopper - Vet Imperial Templar | US/AD - Goj-ei-Raj - Vet Argonian Nightblade
    US/AD - Arondonimo - Vet Altmer Sorcerer | US/AD - Azumarax - Vet Dunmer Dragon Knight
    US/AD - Barkan al-Sheharesh - Vet Redguard Dragon Knight | US/AD - Aelus Vortavoriil - Vet Altmer Templar
    US/AD - Shirari Qa'Dar - Vet Khajiit Nightblade | US/AD - Ndvari Mzunchvolenthumz - Vet Bosmer Nightblade
    US/EP - Yngmar - Vet Nord Dragon Knight | US/EP - Reloth Ur Fyr - Vet Dunmer Sorcerer
    US/DC - Muiredeach - Vet Breton Sorcerer | US/DC - Nachtrabe - Vet Orc Nightblade
    EU/DC - Dragol gro-Unglak - Vet Orc Dragon Knight | EU/DC - Targan al-Barkan - Vet Redguard Templar
    EU/DC - Wuthmir - Vet Nord Sorcerer | EU/DC - Kosh Ragotoro - Vet Khajiit Nightblade
    <And plenty more>
  • Lastdragon567
    Lastdragon567
    Soul Shriven
    @Autolycus yeah I love that theres an extra heal available, but the cast time and the erratic heal off obsidian shard has never made it a favourite with me. I get that some guys love it, especially for PvP i'm guessing, but yah know it could be such a nice little group pocket healer skill
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