bgbrianawesome_ESO wrote: »I also am on the fence on wearing 1 Med 1 Heavy piece of armor for the undaunted bonus.
SaltyWorley wrote: »bgbrianawesome_ESO wrote: »I also am on the fence on wearing 1 Med 1 Heavy piece of armor for the undaunted bonus.
Is that worth the lost benefits from the evocation/recovery light armor passives? You'd be losing 6% reduced magicka cost and 8% magicka recovery in exchange for an extra 3% max magicka, health, and stamina, and you have to put skill points into undaunted rather than just light armor. If you're a healer, I would think the reduced magicka cost and increased magicka recovery would be more useful since the increased health and stamina aren't particularly useful for that role.
bgbrianawesome_ESO wrote: »I do like the other healing classes don't get me wrong. I like the DPS and Magic managment that Sorcs have, and I like the Life Drain and healing ultimate NB's have too. It's just very hard to pick one over the other for the 3 classes that can heal. I have seen some talk about DK healing, but im just not too sure about it as I've had horrible luck playing DK's so far.
I stuck with the Templar because on Xbox, it seems less coordinated, and a greater need for emergency heals, and with the Templar you get 2 big ones in BOL and the Ultimate. The Sorc needed people stacked more often than the NB, which still needed it to an extent, where the Templar had tools to handle trouble moments no matter where the group was.
If they fix that issue with the Sorc/NB healing, then I may rethink what Im going to heal on. Its not terribly difficult to level so im not too worried about that. I have fun playing them all, I just want to maximize what im bringing to the table from a Healer perspective.
As far as how much help the undaunted bonus helped, I was leaning more toward the side that for a healer, all Light Armor was probably best. I just know there is a drastic increase in having 1 med 1 heavy on your physical resist, on top of the minuscule bonus' you'd get from wearing from their lines, and the undaunted bonus. I just can't see it being better, but I am not a super min/max cruncher, just a min/max reader heh.
Do you not use Siphon Spirit at all to help with Magica regen for you/others either?
bgbrianawesome_ESO wrote: »So long story short, I played the game in beta on PC, then waited for it to hit Xbox One. After a long wait, Its out and I've been having fun testing out all the healers with all the changes that have happened over the last year or so of the game being out on PC.
Long story short, I like each healer for various reasons, but in the end, I know if I want to do end game healing, the easiest way to do it is going to be via Templar healing.
That being said, I look at the guides, and Im just not too sure about them. I know this is a game that allows major flexibility in builds but to me, it seems a lot of the Templar builds leave off skills I would think are key. Things like Repentance, Purifying / Extended Ritual, Channeled Focus and Luminous Shards.
I also am on the fence on wearing 1 Med 1 Heavy piece of armor for the undaunted bonus.
So my question is.. What are the mid to upper end Vet level and End Game folks running these days (A lot of builds out there are from older patch versions of the game)? Are folks still dumping a ton of points into Magica and then a few into Health? I've seen a mixture of both for Templars.
The beauty with instant big heals and percents is the bigger the percents the more it is. When you consider all the passives i dont think you can boil down the 20% crit so simply . a crit heal will do much more with +30% focused healing then without for example. Much more math is needed. and yes the max magicka will increase the spell power. Then there is also the situational heal. AKA person has 20k hp. takes 15k damage. 1 GCD till next incoming 15k. None crit heals 9k puts person at 14k person dies. Crit heal puts person at 18-19k. Person lives. numbers are just an example but it happens often with red circles. You may not have time to cast 2 heals before they die where a crit would have saved them. Not that you can depend on crits all that often lol but -shrug- its situational in the healing world.
Lord Xanhorn wrote: »Firstly, Magelight only bumps your crit % by 10. You've said 20% several times and that's wrong. Secondly when comparing magelight and non magelight, all other variables are equal since they apply in both scenarios.
Also, for every example you can say the extra healing is impactful, there are likely way more examples of it not being impactful. For instance overhealing. If your teammate is down 5K and your normal heal goes for 5k then if it crits for 7.5k, the crit was meaningless.
If you compare magelight in terms of DPS, the argument for using it gets a tad better since over DPS really isnt a thing. But in terms of healing, its quite weak when compared with alternatives.
Lord Xanhorn wrote: »Firstly, Magelight only bumps your crit % by 10. You've said 20% several times and that's wrong. Secondly when comparing magelight and non magelight, all other variables are equal since they apply in both scenarios.
Also, for every example you can say the extra healing is impactful, there are likely way more examples of it not being impactful. For instance overhealing. If your teammate is down 5K and your normal heal goes for 5k then if it crits for 7.5k, the crit was meaningless.
If you compare magelight in terms of DPS, the argument for using it gets a tad better since over DPS really isnt a thing. But in terms of healing, its quite weak when compared with alternatives.
Pretty damn sure its 20% even tested with reflective light which only gave 10% ( to see if i even needed to use Inner light if all i had to do was cast reflective) and reflective did not raise it as much as inner did. Not near my ps4 to check though but still. pretty damn sure. You may want to check on that though since it would pretty much effect all your math if youre going by 10%.
Lord you are wrong.
10% is the RANK1 version of the spell magelight. if you put spell on bar and level it up you get 20%
you sir just looked like a dullard
Lord Xanhorn wrote: »Just look it up when you get home.
And remember, your character with 0 cloths on at level 1 will have inheriently 10% crit. So if you apply your magelight rank 4 and you have 20% crit, you have to subtract 10% from your 20% so the net benefit from magelight is 10%.
Just because 2 people are wrong doesn't mean I am a dullard. I'll shoot a video and put it on my youtube channel if needed. If not, you can just come back and tell me I was right. No biggie
Lord Xanhorn wrote: »Just look it up when you get home.
And remember, your character with 0 cloths on at level 1 will have inheriently 10% crit. So if you apply your magelight rank 4 and you have 20% crit, you have to subtract 10% from your 20% so the net benefit from magelight is 10%.
Just because 2 people are wrong doesn't mean I am a dullard. I'll shoot a video and put it on my youtube channel if needed. If not, you can just come back and tell me I was right. No biggie
I never checked if the next 4 ranks even raise it but by chance does the rank 1-4 from the morph raise it to 20%?
Lord Xanhorn wrote: »I'm sorry but you just keep bungling the info. Both Sunfire and both of its morphs and Magelight and both of its morphs give MAJOR PROPHECY.
Here is a direct copy and paste from the link I gave
Spell Critical Chance buffs
Minor Prophecy: +3% spell crit chance.
Sorcerer, Exploitation (passive, activating a dark magic ability)
Major Prophecy: +10% spell crit chance.
Mages Guild, Magelight (+morphs)
Dragonknight, Inferno (+morphs)
Templar, Sun Fire (+morphs)
Your tests should be as follows. Turn magelight off....Check crit%....lets say its 32%.....turn magelight on....you'll see its now 42% cause it went up by 10%
TLDR Magelight sucks!
Lord Xanhorn wrote: »I'm sorry but you just keep bungling the info. Both Sunfire and both of its morphs and Magelight and both of its morphs give MAJOR PROPHECY.
Here is a direct copy and paste from the link I gave
Spell Critical Chance buffs
Minor Prophecy: +3% spell crit chance.
Sorcerer, Exploitation (passive, activating a dark magic ability)
Major Prophecy: +10% spell crit chance.
Mages Guild, Magelight (+morphs)
Dragonknight, Inferno (+morphs)
Templar, Sun Fire (+morphs)
Your tests should be as follows. Turn magelight off....Check crit%....lets say its 32%.....turn magelight on....you'll see its now 42% cause it went up by 10%
TLDR Magelight sucks!
I believe Inner light and Magelight are currently bugged and display 20%, actual testing shows it is 10% however. I use Inner Light on both my bars and can confirm it raises my character sheet 20% even if it only gives 10%.
Lord Xanhorn wrote: »I'm sorry but you just keep bungling the info. Both Sunfire and both of its morphs and Magelight and both of its morphs give MAJOR PROPHECY.
Here is a direct copy and paste from the link I gave
Spell Critical Chance buffs
Minor Prophecy: +3% spell crit chance.
Sorcerer, Exploitation (passive, activating a dark magic ability)
Major Prophecy: +10% spell crit chance.
Mages Guild, Magelight (+morphs)
Dragonknight, Inferno (+morphs)
Templar, Sun Fire (+morphs)
Your tests should be as follows. Turn magelight off....Check crit%....lets say its 32%.....turn magelight on....you'll see its now 42% cause it went up by 10%
TLDR Magelight sucks!
I believe Inner light and Magelight are currently bugged and display 20%, actual testing shows it is 10% however. I use Inner Light on both my bars and can confirm it raises my character sheet 20% even if it only gives 10%.
Understood. Thank you. That would explain quite a bit.
Lord Xanhorn wrote: »I'm sorry but you just keep bungling the info. Both Sunfire and both of its morphs and Magelight and both of its morphs give MAJOR PROPHECY.
Here is a direct copy and paste from the link I gave
Spell Critical Chance buffs
Minor Prophecy: +3% spell crit chance.
Sorcerer, Exploitation (passive, activating a dark magic ability)
Major Prophecy: +10% spell crit chance.
Mages Guild, Magelight (+morphs)
Dragonknight, Inferno (+morphs)
Templar, Sun Fire (+morphs)
Your tests should be as follows. Turn magelight off....Check crit%....lets say its 32%.....turn magelight on....you'll see its now 42% cause it went up by 10%
TLDR Magelight sucks!
I believe Inner light and Magelight are currently bugged and display 20%, actual testing shows it is 10% however. I use Inner Light on both my bars and can confirm it raises my character sheet 20% even if it only gives 10%.
Understood. Thank you. That would explain quite a bit.
Lord Xanhorn wrote: »Lord Xanhorn wrote: »I'm sorry but you just keep bungling the info. Both Sunfire and both of its morphs and Magelight and both of its morphs give MAJOR PROPHECY.
Here is a direct copy and paste from the link I gave
Spell Critical Chance buffs
Minor Prophecy: +3% spell crit chance.
Sorcerer, Exploitation (passive, activating a dark magic ability)
Major Prophecy: +10% spell crit chance.
Mages Guild, Magelight (+morphs)
Dragonknight, Inferno (+morphs)
Templar, Sun Fire (+morphs)
Your tests should be as follows. Turn magelight off....Check crit%....lets say its 32%.....turn magelight on....you'll see its now 42% cause it went up by 10%
TLDR Magelight sucks!
I believe Inner light and Magelight are currently bugged and display 20%, actual testing shows it is 10% however. I use Inner Light on both my bars and can confirm it raises my character sheet 20% even if it only gives 10%.
Understood. Thank you. That would explain quite a bit.
So its a standoff....I'll get you next time I'm sure lol