I actually have one more question I'm confused about.
So I'm hearing almost equal about both...
I'm hearing some people say templar have good strong heals but bad at resource managerment. But then I hear people argue they actually do have good resource management.
Then I hear people say sorcers are good at resource management but not as strong heals. But then I hear people argue they can be strong.
In all honesty, my main idea (or at least to amke myself feel good about being a healing sorcerer) Is that template have strong heals but sorcery have good resources to last longer.
So it's almost like, in my eyes, since sorcerers last longer they go around healing a lot and then templar use their heals in emergencies or when people start getting low almost.
Is this idea correct? Or should injaut accept the fact that there is no benefit with picking a sorcerer over a templar.
1. In the next patch the rank requirement for the skill vigor goes down from 8 months or so farming to 3 weeks farming
2. Using a templar as emergency/ secondary healer works very well, though it is unusual since random groups are normally unable to employ a dps/ secondary healer
3. restoration staff is about AoE heals over time and raising the group's damage while the templar healing is more about flexible and powerful burst healing which is more expansive.
In short, if you plan to heal random groups, you are dependent on the willingness of the group to use emergency skills and to stay close to each other.
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
Templars can heal in every situation meanwhile all the other classes, including sorcs, might struggle whenever your allies are too spread out.
So I know Templar have a healnline...only reason I didn't choose them is because I never cared for a templar/paladin like class and I always loved mages, so I made a sorcerer.
However I am just wondering if the templar heals me will be better healers then me because they have more skills.
I see two trees, a healing staff tree and support tree on my guy...so I think if I ever need, I can make a mix of these abilities to become a good healer...
I put all my Stat points in magic too...
Am I weak compared to a templar?
okay. i guess my last question is with dungeon and raids....
i like the idea of being able to do damage and heal.
What should I que as though? Healer or dungeon?
or just que as both?
I mean i dont mind queing as dps...but ya know...longer que times and why not just que as healer if id do just fine anyways?
DschiPeunt wrote: »Please disregard the false information in this thread.
Templars are the best healers in the game. Hands down. The only advantage to being a Sorc healer is their superior resource management. If you're using food, potions, Heavy Attacks to get back Magicka, and Channeled Focus, management isn't really that tough if you're spec'd and geared properly.
Every class can be a DPS, Healer or Tank, but let's not engage our Reality Distortion fields.
Templars are the best healers. They have access to every single Resto skill that Sorc healers have, AND Breathe of Life.
Oh, and REMEMBRANCE. My God, Remembrance is the best heal in the entire game.
Remembrance is a skill only noob healers use. If you are healing a raid with me and cast it, I'll make sure you are never healing with me again.
If you are talking about repentance, yes it's a good skill, but only 1 has to use it. Looking at the rising numbers of stamina templar DDs, it's not a must-have for healers and in a raid, you only need one templar to cast. The other healer can be a sorc or dk or nb, doesn't matter.
And good healers are also DDs, which makes the ressource management a bigger problem as for someone who only casts when someone doesn't have full health and is doing nothing the rest of the time. That makes sorcs an interesting choice for healing.
newtinmpls wrote: »So .... what I hear @Flameheart and @DschiPeunt saying seems to boil down to:
"My unique, excellent and well thought out build for a healer is super fabulous and because it works for me, it is totally beyond critique .... anyone who runs a healer using a particular skill that hasn't worked well for me must be inferior"
Bah.
If you find a combo that rocks for you - go for it.
If you find that a particular skill doesn't work for you - it might work fantastically for someone else.
And in my experience (YMMV) is that the longer any given group works together, the more synergies they will come up with. So be prepared for thought-provoking suggestions from your group.
DschiPeunt wrote: »
The only players that actively heal are the healers.
DschiPeunt wrote: »newtinmpls wrote: »So .... what I hear @Flameheart and @DschiPeunt saying seems to boil down to:
"My unique, excellent and well thought out build for a healer is super fabulous and because it works for me, it is totally beyond critique .... anyone who runs a healer using a particular skill that hasn't worked well for me must be inferior"
Bah.
If you find a combo that rocks for you - go for it.
If you find that a particular skill doesn't work for you - it might work fantastically for someone else.
And in my experience (YMMV) is that the longer any given group works together, the more synergies they will come up with. So be prepared for thought-provoking suggestions from your group.
There is a difference between skills/sets/cp-allocations/etc that I personally dislike and skills/sets/cp-allocations/etc that are just not as good as others.
Example: I don't use rapid regeneration/mutagen, others do. I won't tell anyone not to use it, because it's a good skill, but as said: I don't use it.
On the other hand there are skills or combination of skills that work better than others and I usually tell people how and why they should remorph a special skill or what other skill they might want to check out.
And my build is totally open to any critique. I constantly ask other healers what sets they use, what skills and morphs they choose, where they spent their CP. I don't even like the term "build" since my setup is changing on a weekly basis.
If someone criticizes my setup, I will check out their suggestions as soon as possible. But I am also experienced enough to criticize someone else's setup.
Oh and I play with my group for half a year now and had the pleasure to play with some of the best healers in the game. I also helped out upcoming raid groups from other guilds than my main guild. I have teached some people the very basics of healing and learned a lot from others.
Soon the other healer in my raid group and me are going to use a "templar + other class"-healer-combo for our raid to synergize even better, so yeah I know about the power of using synergies with a well attuned group.
Thanks everyone for your helpful info
Ibe been repeating dungeons on my healer and been doing great as a sorcerer.
Only tricky part is I run out of mana most of the time so I gotta carefully time my cool downs good..IIake sure to use my Aman pots early in boss fights and every time my ultimate pops up (I for get the skill tree but it's the one that summons a giant lightening rock that kills people with lightening) I always use...it's actually very helpful since he can take some damage away from my teammates lol
Biggest difficulty is boss fights near hall ways. A boss that uses red in the hall way makes everyone take so much damage which is difficult to heal...just because it's hard to avoid...
Thanks everyone for your helpful info
Ibe been repeating dungeons on my healer and been doing great as a sorcerer.
Only tricky part is I run out of mana most of the time so I gotta carefully time my cool downs good..IIake sure to use my Aman pots early in boss fights and every time my ultimate pops up (I for get the skill tree but it's the one that summons a giant lightening rock that kills people with lightening) I always use...it's actually very helpful since he can take some damage away from my teammates lol
Biggest difficulty is boss fights near hall ways. A boss that uses red in the hall way makes everyone take so much damage which is difficult to heal...just because it's hard to avoid...
I don't know if you PVP, but I always run barrier on my primary bar when I'm healing as my sorcerer; it's my version of a "big heal" except I can use it proactively instead of reactively. If I know a big damage skill is coming, I can pop a nice 30k+ shield on all my party members to soften the blow. In addition, the magicka aid passive in that same skill tree increases your magicka regeneration by up to 10% for each support tree skill on your bar. I don't run out of magicka often, but if I were concerned with sustainability, I could easily put purge on my primary bar as well to give me 20% more magicka regen.
This is how I set up my bars when I'm main healing as a sorcerer. This may seem like overkill, but it works for me.
---Primary bar---
1. Blessing of Protection -> Combat Prayer:
A nice burst heal that also increases your group members' damage and defense. If you don't anticipate being in range of your group members during a fight, this could be switched out for purge, a DPS skill, the healing morph of necrotic orb, etc.
2. Regeneration -> Mutagen:
A heal over time than can do a small amount of burst healing if your group members have low health, plus it removes a debuff when that effect triggers (rapid regeneration is also an excellent morph because it heals faster over time; I've just always preferred mutagen) I can switch out this skill for crystal fragments, liquid lightning, mage's fury, etc. if I want a little more DPS. If you got the nightflame helmet and should piece set from the undaunted pledges, rapid regeneration may be the better morph because there are more frequent healing ticks which means more opportunities for the set bonus to proc.
3. Grand Healing -> Healing Springs:
A must-have for a sorcerer healer. I know some people who use illustrious healing because it lasts longer. I prefer springs because it helps with sustainability. Keep in mind, you don't have to cast this skill and wait for it to end before casting it again. If you spam this skill over and over, you don't have to wait the 1 second between ticks; which is very useful when you're taking a lot of damage over time. This is another reason why the springs morph is better in my opinion.
4. Steadfast Ward -> Healing Ward:
Another must-have in my opinion. I have enough cost reduction and magicka regen than I can spam this skill for a long time if my group is taking a lot of damage and is too spread out for healing springs. I use the healing morph because I PVP a lot, but Ward Ally isn't bad in my opinion. It gives you a guaranteed shield on yourself and an ally, and mutagen/springs can heal whomever is being shielded since the ward won't heal them when it expires.
5. Magelight -> Inner Light:
An extremely useful toggle that I keep on both bars when I'm main healing. The increase to critical chance means that your healing spells (including each tick from a HoT spell) have a chance to heal more. In addition, the magicka controller passive in the mage's guild skill tree gives you up to 2% more magicka and magicka regen for each mage's guild ability that you have slotted. That 2% stacks with the 2% magicka increase you already receive from the inner light morph.
U. Barrier -> Reviving Barrier:
As I mentioned above, this is my form of a "big heal." I use the reviving morph because the shield is actually a little stronger than the other morph, and the HoT effect it has means I can use dark conversion to recover magicka without having to worry about healing my group members for a few seconds; but both morphs of this skill are great. Once I fully upgrade the reviving morph to rank 4, I will probably go back to replenishing barrier. The shield is a little weaker, but it gives you back magicka and ultimate when it expires off over whomever received it. More ultimate means you have access to it more often.
If you don't PVP, any sorcerer ultimate could go here to get extra spell power from the expert mage passive. Meteor from the mage's guild tree is also an option for extra magicka and magicka regen from the mage's guild passives.
---Secondary bar---
1. Surge -> Power Surge:
This morph increases your spell power, which increases the amount of health restored by your heals. This skill could be substituted for entropy from the mage's guild tree, but I prefer surge because I can apply it outside of combat, and it's more effective in trash monster pulls because you don't constantly have to look for a target in order to reapply the effect. Entropy (and my preferred morph, degeneration) is useful during boss fights or against enemies that don't die after only a few seconds.
2. Circle of Protection -> Ring of Preservation:
This is a nice buff to apply to your group; it reduces the damage they take by 8% and gives them 20% more health regen. In addition, it gives the group members more incentive to stay close together so that the tank can easily taunt enemies, and everyone can get the healing from springs/combat prayer. Keep in mind that this skill costs stamina, and you drop the circle under your feet; so you'll have to run into the middle of battle to apply it, then run back out. I swap this skill out a lot depending on the situation. If I'm in a fight which requires frequent CC breaks, I don't use this skill because I already have limited stamina.
I can replace it with a DPS skill, annulment -> harness magicka from the light armor tree for another damage shield, bolt escape for added mobility, mutagen/combat prayer if I swapped them off my primary bar, necrotic orb or its morph, purge if the enemy has anything purgeable, encase to help keep enemies bundled together, etc.
If you swapped something off your primary bar as well, you could potentially put winged twilight -> restoring twilight in this slot for added DPS, plus that morph increases magicka regen for you and nearby group members. Weakness to elements and force siphon are also options depending on which staff you have equipped for this bar.
3. Dark Exchange -> Dark Conversion:
My emergency magicka supply when my potions are on cool down. If you're comfortable with your magicka sustain, or stamina/CC breaking is a concern for a fight, this can easily be swapped out for something else. A nice combo is to swap this out for bolt escape while ring of preservation is on your bar. You can then bolt escape into battle (potentially stunning some enemies as you go), put down a ring, then bolt escape to a safe distance.
4. Conjured Ward -> Empowered Ward:
I personally use the empowered ward morph because of reasons stated in my signature, but I imagine most people go with hardened ward for a stronger shield. If you like using the restoring twilight for DPS and magicka regen, empowering ward can increase her damage. If you swap both ring of preservation and dark exchange off your secondary bar, and a skill off your primary bar, you would have slots for twilight and daedric curse -> daedric prey which would increase her damage further. Empowered ward and daedric prey would also increase the damage of your atronach if you chose to use it on this bar.
5. Magelight -> Inner Light:
Because toggles.
U. Meteor:
This ultimate slot changes frequently too. If I'm lagging really hard, I may put barrier on this bar so that I won't have to worry about my bar swap failing in an emergency (yes this is a major concern; lag is a mechanic which has to be taken into consideration). Negate is also an option for added utility. I use the suppression field morph because it reduces damage taken by 8% (does not stack with ring of preservation). The atronach is nice for an AOE stun, and the it's better than meteor for DPSing bosses which move around a lot. I typically keep meteor in this slot though because the extra magicka I get from the mage's guild passives increases the damage the shields on this bar can absorb.
Overload would give you access to a third bar for utility skills. I've only put overload on this bar a few times, and that was just to provide rapid maneuvers to the group so we could move through the dungeon faster. It may be worthwhile to put dark exchange on this bar if you don't anticipate using it much. I personally don't benefit much from having a third bar as my healer.
Thanks everyone for your helpful info
Ibe been repeating dungeons on my healer and been doing great as a sorcerer.
Only tricky part is I run out of mana most of the time so I gotta carefully time my cool downs good..IIake sure to use my Aman pots early in boss fights and every time my ultimate pops up (I for get the skill tree but it's the one that summons a giant lightening rock that kills people with lightening) I always use...it's actually very helpful since he can take some damage away from my teammates lol
Biggest difficulty is boss fights near hall ways. A boss that uses red in the hall way makes everyone take so much damage which is difficult to heal...just because it's hard to avoid...
I don't know if you PVP, but I always run barrier on my primary bar when I'm healing as my sorcerer; it's my version of a "big heal" except I can use it proactively instead of reactively. If I know a big damage skill is coming, I can pop a nice 30k+ shield on all my party members to soften the blow. In addition, the magicka aid passive in that same skill tree increases your magicka regeneration by up to 10% for each support tree skill on your bar. I don't run out of magicka often, but if I were concerned with sustainability, I could easily put purge on my primary bar as well to give me 20% more magicka regen.
This is how I set up my bars when I'm main healing as a sorcerer. This may seem like overkill, but it works for me.
---Primary bar---
1. Blessing of Protection -> Combat Prayer:
A nice burst heal that also increases your group members' damage and defense. If you don't anticipate being in range of your group members during a fight, this could be switched out for purge, a DPS skill, the healing morph of necrotic orb, etc.
2. Regeneration -> Mutagen:
A heal over time than can do a small amount of burst healing if your group members have low health, plus it removes a debuff when that effect triggers (rapid regeneration is also an excellent morph because it heals faster over time; I've just always preferred mutagen) I can switch out this skill for crystal fragments, liquid lightning, mage's fury, etc. if I want a little more DPS. If you got the nightflame helmet and should piece set from the undaunted pledges, rapid regeneration may be the better morph because there are more frequent healing ticks which means more opportunities for the set bonus to proc.
3. Grand Healing -> Healing Springs:
A must-have for a sorcerer healer. I know some people who use illustrious healing because it lasts longer. I prefer springs because it helps with sustainability. Keep in mind, you don't have to cast this skill and wait for it to end before casting it again. If you spam this skill over and over, you don't have to wait the 1 second between ticks; which is very useful when you're taking a lot of damage over time. This is another reason why the springs morph is better in my opinion.
4. Steadfast Ward -> Healing Ward:
Another must-have in my opinion. I have enough cost reduction and magicka regen than I can spam this skill for a long time if my group is taking a lot of damage and is too spread out for healing springs. I use the healing morph because I PVP a lot, but Ward Ally isn't bad in my opinion. It gives you a guaranteed shield on yourself and an ally, and mutagen/springs can heal whomever is being shielded since the ward won't heal them when it expires.
5. Magelight -> Inner Light:
An extremely useful toggle that I keep on both bars when I'm main healing. The increase to critical chance means that your healing spells (including each tick from a HoT spell) have a chance to heal more. In addition, the magicka controller passive in the mage's guild skill tree gives you up to 2% more magicka and magicka regen for each mage's guild ability that you have slotted. That 2% stacks with the 2% magicka increase you already receive from the inner light morph.
U. Barrier -> Reviving Barrier:
As I mentioned above, this is my form of a "big heal." I use the reviving morph because the shield is actually a little stronger than the other morph, and the HoT effect it has means I can use dark conversion to recover magicka without having to worry about healing my group members for a few seconds; but both morphs of this skill are great. Once I fully upgrade the reviving morph to rank 4, I will probably go back to replenishing barrier. The shield is a little weaker, but it gives you back magicka and ultimate when it expires off over whomever received it. More ultimate means you have access to it more often.
If you don't PVP, any sorcerer ultimate could go here to get extra spell power from the expert mage passive. Meteor from the mage's guild tree is also an option for extra magicka and magicka regen from the mage's guild passives.
---Secondary bar---
1. Surge -> Power Surge:
This morph increases your spell power, which increases the amount of health restored by your heals. This skill could be substituted for entropy from the mage's guild tree, but I prefer surge because I can apply it outside of combat, and it's more effective in trash monster pulls because you don't constantly have to look for a target in order to reapply the effect. Entropy (and my preferred morph, degeneration) is useful during boss fights or against enemies that don't die after only a few seconds.
2. Circle of Protection -> Ring of Preservation:
This is a nice buff to apply to your group; it reduces the damage they take by 8% and gives them 20% more health regen. In addition, it gives the group members more incentive to stay close together so that the tank can easily taunt enemies, and everyone can get the healing from springs/combat prayer. Keep in mind that this skill costs stamina, and you drop the circle under your feet; so you'll have to run into the middle of battle to apply it, then run back out. I swap this skill out a lot depending on the situation. If I'm in a fight which requires frequent CC breaks, I don't use this skill because I already have limited stamina.
I can replace it with a DPS skill, annulment -> harness magicka from the light armor tree for another damage shield, bolt escape for added mobility, mutagen/combat prayer if I swapped them off my primary bar, necrotic orb or its morph, purge if the enemy has anything purgeable, encase to help keep enemies bundled together, etc.
If you swapped something off your primary bar as well, you could potentially put winged twilight -> restoring twilight in this slot for added DPS, plus that morph increases magicka regen for you and nearby group members. Weakness to elements and force siphon are also options depending on which staff you have equipped for this bar.
3. Dark Exchange -> Dark Conversion:
My emergency magicka supply when my potions are on cool down. If you're comfortable with your magicka sustain, or stamina/CC breaking is a concern for a fight, this can easily be swapped out for something else. A nice combo is to swap this out for bolt escape while ring of preservation is on your bar. You can then bolt escape into battle (potentially stunning some enemies as you go), put down a ring, then bolt escape to a safe distance.
4. Conjured Ward -> Empowered Ward:
I personally use the empowered ward morph because of reasons stated in my signature, but I imagine most people go with hardened ward for a stronger shield. If you like using the restoring twilight for DPS and magicka regen, empowering ward can increase her damage. If you swap both ring of preservation and dark exchange off your secondary bar, and a skill off your primary bar, you would have slots for twilight and daedric curse -> daedric prey which would increase her damage further. Empowered ward and daedric prey would also increase the damage of your atronach if you chose to use it on this bar.
5. Magelight -> Inner Light:
Because toggles.
U. Meteor:
This ultimate slot changes frequently too. If I'm lagging really hard, I may put barrier on this bar so that I won't have to worry about my bar swap failing in an emergency (yes this is a major concern; lag is a mechanic which has to be taken into consideration). Negate is also an option for added utility. I use the suppression field morph because it reduces damage taken by 8% (does not stack with ring of preservation). The atronach is nice for an AOE stun, and the it's better than meteor for DPSing bosses which move around a lot. I typically keep meteor in this slot though because the extra magicka I get from the mage's guild passives increases the damage the shields on this bar can absorb.
Overload would give you access to a third bar for utility skills. I've only put overload on this bar a few times, and that was just to provide rapid maneuvers to the group so we could move through the dungeon faster. It may be worthwhile to put dark exchange on this bar if you don't anticipate using it much. I personally don't benefit much from having a third bar as my healer.
Do console players have a 2nd bar?
3. thats garbage healing ward is by far the most effective "burst" heal by either covering up the traget with an extreme powerful shield while your hots are still ticking or a heal of
Allowing the target to be in execute range just to make the bubble powerful enough is more a sign of courage than of flexibility. A templar can decide if it should be dared, every other healer can´t.
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
Imo Sorcs are better PvE healers and especially far better PvP healers. A templar healer in PvP won't last more than a second once focused, while a Sorc just keeps on going, and in PvE BoL is just about convenience, not healing power, with Sorc having far superior spamming ability.
cschwingeb14_ESO wrote: »So much BS in this thread. Templars are far and away better healer/support than any other class. DW all by itself is 400 more spell damage (including extra set bonus), and templars are the only class that can use that weapon for primary healing. The disparity is so large that I'm willing to bet that a Templar not using resto staff at all can heal as well other classes that are required to use one.
Other classes need to have significant healing/support abilities added before they can come close. ie, NB funnel health. But that's still not enough.
Ditto for emergency healing. Healing ward is OK, but it's not nearly as good as BoL. Ults cannot be counted here.
I'm not saying that content can't be completed the way balance is right now, because it obviously can. Plenty of content can be completed by having a tank/healer and 3 DPS. Or even 3-manned by a decent group
I'm saying that in a group with mediocre/undergeared DPS and/or tanks, a Templar healer has much more ability to help that group complete content than any other class.
felinith66 wrote: »On a side note, I discovered that Blessing of Restoration from the Resto staff, is significantly faster and heals as much as BOL
cschwingeb14_ESO wrote: »So much BS in this thread. Templars are far and away better healer/support than any other class. DW all by itself is 400 more spell damage (including extra set bonus), and templars are the only class that can use that weapon for primary healing. The disparity is so large that I'm willing to bet that a Templar not using resto staff at all can heal as well other classes that are required to use one.
Other classes need to have significant healing/support abilities added before they can come close. ie, NB funnel health. But that's still not enough.
Ditto for emergency healing. Healing ward is OK, but it's not nearly as good as BoL. Ults cannot be counted here.
I'm not saying that content can't be completed the way balance is right now, because it obviously can. Plenty of content can be completed by having a tank/healer and 3 DPS. Or even 3-manned by a decent group
I'm saying that in a group with mediocre/undergeared DPS and/or tanks, a Templar healer has much more ability to help that group complete content than any other class.
So uh, ...no. We run vCOA without a healer. I slot a destro staff and my master daggers. My siphoning is more than enough to keep the group up. If I need to be healing hard I will run a resto/destro. We run low DPS all the time, that is how you see who needs help and where. Haven't had an issue yet.