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How does your burst heal stack up to Ward and others?

Evo444
Evo444
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It's not my playstyle to be duelisty/brawly and I usually do number tests for combos but I've always wondered who was best at recovering from low hp for my builds if they survived. Experience said Dk's with Coagulating Blood's low hp scaling. An old and outdated test confirmed it. That test was old before Arcanist/Necrom was a thing, and I've since wondered this question again after Arcanists and the Ward change for Sorcs. Due to other threads about Sorc Shields, I'd thought I'd share the results.
But 1st what about bias/skewed results? Dk, NB, Templar, Necro all had same setup of Wretched/Talfygs to mimic the Damage in Rallying Cry/1pc Weapon/spell damage monster/Swords and oaken (not meta, just for testing)for the buffs like major sorcery. Warden and Arcanist would have plague doctor equipped for their hp scaling heals(Above setup for normal heals). And Sorc would have 1pc Mag monster and Crafty Alfiq in place of Talfygs. Jewelry was just infused Weapon/Spell damage for everyone.
Due to Oakensoul-Templar is skewed by 8% as they would have minor vitality while standing in their rune where other classes most likely wouldn't have minor vitality up.
Each class would have their respective buffs up and skills slotted like DK's minor brutality, Necro's 3% 'x' done abilities, Sorc's Aegis, Arc's Crux and their Harnessed passive. Inner light was slotted for Sorc too but not the other classes as that's not meta I believe. Merciless Resolve was used for NB instead of the stam version. No divine mundus's were on except The Lord on warden for hp.
Besides that Champion points and passives were up which meant Bastion for Sorc and Arcanist but I did not slot anything blue for all classes as I guessed meta was like reduce dmg this/reduce dmg that/Increase dmg this/Increase dmg that. I didn't think they pick the 10% single target healing done blue star but you can theorycraft new numbers after these results.
Unless specified:noncrit, and this is in a duel so Battle Spirit is up. Also on PTS so Arctic Blast was skipped.

Top 5 in Value (If you just wanted the top performers)
Impervious Runeward 3crux stacks....14.3k to 7.1k shield + 6451heal at 3 crux................Note: When spammed, you wouldn't really have that heal. 36k hp
Hardened Ward.................................12.7k shield + 3681 heal........................................Note: We had 48.2k Mag
Coag Blood at 14% hp ......................11385...................................................................Note: 17k crit, gamble gamble
Shrewd Off. Class set 5 stack............10178
Theorized #Resistant Flesh ...............8939+4.5k armor.................................................Note: With "Curative Curse" up, but assuming the 4k armor helps against incoming damage.

DK)
Coag 100% hp............................7956.........11934crit
Coag 14%hp...............................11385.......17k crit
Scribe Skill..................................8287........Note: No burning heart passive as I assume you'd no longer have access to it
Scribe Skill 2nd cast M.Vitality.....9243.........15298crit

NB)
Class set takes place of talfygs later
Shrewd Offering.........................8432
Shrewd Offering 5 stack..............8750
Scribe Skill................................8432
SS 5 stack.................................8750
Scribe Skill 2nd cast...................9405
SS 2nd cast 5 stack....................9760
Shrewd Offering Class set...........9803
Shrewd Offering Class 5stack......10178

Templar)
HtD...........................................8549
HtD 15%hp................................9326
Scribe Skill................................8549
SS 2nd cast M.Vitality...............9535

Necromancer)
Resistant Flesh..........................8277
Scribe Skill................................8013
Scribe Skill M.Vitality.................8937
Theorycraft Nutshell Numbers for "Curative Curse" passive. Would be lower since we did basic math and not ESO's actual formula.
Theory R. Flesh..........................8939
Theory S.S.................................8654
Theory S.S. 2nd cast..................9936

Arcanist) Normal setup for Scribe skill and Runemend. Talfygs replaced by Plague doctor for Impervious Runeward Number 36842hp
Runemend................................8673...........Note: 2891*3
Scribe Skill................................8676
Scribe Skill M.Vit.......................9676
Impervious Runeward................14.3k to 7.1 shield ........6451heal at 3 crux

Warden) Normal setup for scribe skill. Taking off talfygs for plague doctor and to gain Hvy armor passives for polar wind with 41521hp
Polar Wind ...............................6942
P.W. with M. Vit.........................7951
Scribe Skill................................7849
Scribe Skill M.Vit.......................8755

Sorc) Crafty Alfiq.48.2k mag due to passives.
Hardened Ward............................12.7kshield+3681heal

Final comments: So it seems like Arc shield with 3 crux gave most value. I think Arc's shield is powerful because if you look at the ESO's gameplay as if it was turn based, Arc casts Runeward, you damage the 1st second shield down to 1. Arc does Damage skill and his shield is passively restored to a lesser value around ~7.5k. You use a skill to break the shield they still have. So it was pretty much like your turn got skipped if you were on the offensive. Back to defensive value, If we were to throw consistency into this argument as you aren't always having 3 crux when spamming Runeward.
Sorc's Hardened Ward would take the cake in value as it's pretty much equal to Critting every time on DK's Coagulating Blood each time at low hp. Otherwise every other burst heal would have to crit to even be close to Hardened Ward's value. Also I understand the Polar Wind number might be a shocker to some people but actual healer dedicated builds that use polar wind have even higher hp than 40k hp, but it's also possible that I could be missing something that I should've had, and even if you were to look at brawly warden builds they most likely don't use polar wind.
All in all to answer my question of who recovers best at low hp. Really anyone can hold block and use a burst heal and recover easy I just have a build setup where someone would feel compelled to roll dodge after they get stunned and eat more ticks of Radiant Oppression because of it. But it was nice to see what the difference in numbers were again and my experience would confirm that Sorc's Hardened Ward is equivalent to Dk's low hp crit Coags as I've had Sorcs eat radiant oppression at low hp and actually get out of execute range with spamming Hardened Ward majority of times.

Keep in mind again, this is champion star passives up with Bastion red perk and the 10% healing done star was not slotted for anyone, but even if it was it wouldn't really change the ranking in value between your burst heal and the 2 shield abilities.
With that, enjoy the numbers.
  • MEBengalsFan2001
    MEBengalsFan2001
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    Your post doesn’t show much unless all classes have the same stats.

    Increased to healing should only come from resources and not health or dmg values. This would improve pvp greatly. Instead of stacking health and dmg you would need resources. If this change happens skill damage should only come from damage and not resources. Making resources of stamina or magic the only stat for healing and dmg stat as the only stat used for damage.


    As for shield, in pvp you should never get more than 45% of health from a shield.
  • Evo444
    Evo444
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    Your post doesn’t show much unless all classes have the same stats.
    I think you're implying for all these classes to have same magicka and health? That would be less accurate to meta. A random meta DK is probably Wretched + Rallying Cry whereas a Sorc maybe has Wretched + Crafty Alfiq which would mean yes the sorc is gonna have a higher magicka number especially due to their passives. Unless you're talking about incoming damage taken numbers but this test is more for value from recovering at low hp.
    The test did have abilities slotted that I think meta would have like Leeching being on same bar as Offering which means 3% healing done and 8% mag for them or sorcs having Aegis for magicka + minor resolve. I think it'd be more innaccurate if I didn't slot those.
  • Jsmalls
    Jsmalls
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    Great analysis.

    I would just like to throw in some things to consider with the caveat that I am a Sorc main so I do have some inadvertent bias from this.

    I understand the point of including Bastion for Sorc and Arcanist because that is the meta choice. But what this doesn't account for is the mitigation received from choosing another Red CP star. Depending on the star chosen this can range from intermittent 5-10% mitigation. This slightly inflates values for Sorc and Arcanist.

    Additionally, and you absolutely broke out shield versus health numbers but Shield versus health values are very hard to judge value versus value. Shield is not effected by block mitigation, it is temporary, and it always scales on less efficient stats (Magicka/health, Sorc having arguably the better scaling of Magicka).

    That being said you definitely used a more "balanced" version of Ward by testing it at 49k Magicka. The more troublesome Ward builds have 55-60k Magicka but do lack a bit in versatility or damage to achieve this. But these setups would increase Sorc values by 10-20%.

    With all that being said Ward is in an extremely strong place (Overtuned) in 1v1 situations, but quickly falls off as the number of attackers increases.

    Some of the strongest damage mitigation comes from block casting, or damage avoidance such as LoS or Dodge rolling. Avoiding too much damage renders the cast of the Shield useless (waste of resources) as the Shield will expire and you'll be left with the small heal. This may be balanced by the absorbance of damage from DoTs and unblockable/undodgeable abilities however. Hard to compare this as apples to apples because it just isn't. And I think generally the bigger threat in OW PvP are direct damage abilities.
  • MEBengalsFan2001
    MEBengalsFan2001
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    I am for an over haul on how healing and damage values are calculated in this game. I would like to see healing based on resources and damage from abilities/ultimates bases on damage. Shields based on health only. The more variable in the game the more issues arise from trying to balance the game. This is why some classes end up being over powerful because the game use multiple variables for calculating damage healing or shields strength.
    Edited by MEBengalsFan2001 on 27 July 2024 17:21
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