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Suggestions for improving healing across classes

Spottswoode
Spottswoode
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I've been looking at this for some time, trying to find ways to keep healing more or less even across classes. Each class would still have its niche and be moderately comparable as healers. Right now there's a bit of disparity with Templars obviously having a substantial advantage. My suggestions are geared toward evening out those advantages.
Healing Staff
Healing staff skills need to be more on par with the Restoring Light Templar trees. My particular suggestions are to:
  • Increase the Restoration Expert passive from 8%/15% to 13%/25%. The Mending Passive is one of the great sources of Templars excellent healing and increasing the Restoration Expert Passive substantially would even the difference out.
  • Change Essence Drain passive to give spellpower or healing power increase. As it stands, the passive doesn't do a whole lot and basically causes healers to waste skill points. Changing Essence drain to a spellpower or healing power boost would make low magicka healing substantially more effective and make emergency healing more potent.
  • Add stamina return to Force Siphon or one of its morphs.

Templars
Templars need to be reworked slightly for more diverse builds. For the most part, they are right were they need to be.
  • Change Healing Ritual to a HoT while Channeled and increase it's radius to 12 meters. Right now the skill has nothing to offer that Breath of Life can't and takes up casting time that people need in the upper vet level dungeons and raids.
  • Increase the radius of Rune Focus to 6m or 8m. As a protective circle for myself, it's just fine. But I frequently don't need that much protection and my allies certainly need it more than I do.
  • Reduce the secondary heals of Breath of Life. This is to even out healing for other classes.

Nightblades
It was difficult for me to find any particular fault with Nightblade healing.
  • Add stamina increased stamina regeneration to Refreshing Path. The biggest complaint I've received from it is that it's too stationary for comfort. Adding stamina regeneration would make it easier for tanks to block while in it and others to dodge roll out of it.
  • Make Shadow Barrier pass to allies in Shadow AOE's or pass by activation. That short burst would be significantly helpful to allies.


Dragon Knights
Dragon Knights are in a decent place with shielding allies, but need some group and self heals.
  • As the Dragon Knights sole ranged damage ability, change the Obisidian Shard morph to an AOE heal. It's just silly to think that this would even be remotely worth slotting compared to the armor giving Stone Giant. The heal isn't remotely effective enough as a single target heal that doesn't heal the caster or nearby alllies.
  • Change Inhale to a ranged Fireball. I know this sounds like weird request, but this would make Draw Essence an ok ability for healers and make Dragon Knight mages easier to heal.
  • Change Helping Hands passive to give additional stamina to allies. Even a very minor stamina return would be a significant help with Igneous Shield, Magma Shell, and Obsidian Shard.
  • Change Inferno to give Minor Prophecy or Minor Resolve to alllies in the radius. This would be a significant help in some mob heavy boss battles.

Sorcerers
Sheesh, where to begin......Sorcs need healing skills. That much is certain. Sorcs are doing just fine increasing spell damage of their allies, so we don't need any more of that. I'm not sure of any particular skills or passives on Sorcs to change to make that happen.

Other Skills and Passives in need of tweaking
  • Reduce the flipping cost of Circle of Protection or increase the amount it blocks substantially. 7k stamina for 8% damage blocking is absolutely obscene. With the CC immunity, there's no need for the cost to so high and the return of both morphs to be dismal. (And yes, I was one of the people soloing dolmens with Turn Undead.)
  • Change Radiant Magelight to give minor protection to nearby allies. As it stands, there is basically a PVE and PVP morph. Evening out the two will make healers more competitive on both fronts.
  • Increase the radius of Blood Altar and its morphs. The radius is so small that I don't bother to use it unless I have absolutely no alternative heal. Making the health regeneration radius larger would make it more competitive.
  • Increase the activation distance of Energy Orb synergy. The change would need to be small, but it would greatly increase the skills efficacy. I find that leading allies' paths tends to not be enough most of the time when huge AOE's are involved and I am forced to spam the ever living crap out of it to make sure that they can activate the synergy.
  • Increase the amount of resources that Undaunted Command gives. This would go a great distance to leveling out healing among classes as not every class has a particular skill or buff but they DO have skills that have synergies.


That about wraps it up.
Edited by Spottswoode on February 2, 2016 11:48PM
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  • Jaeysa
    Jaeysa
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    Perhaps they could give an ultimate that doesn't require pvp to earn.
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  • Spottswoode
    Spottswoode
    ✭✭✭✭✭
    One or two new ultimates won't iron out the differences between classes but some new active skills for all classes would be welcome in my book.
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  • Fuzzybrick
    Fuzzybrick
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    If they simply buffed restoration staff id be happy. I DPS off heal on my Templar and I'm building my Magicka DK to be a main healer and I DPS off heal with my magicka NB. If they just made it so healing ward was on par with BOL then we would be good. Shield and heal 2 lowest targets. @ZOS_GinaBruno
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  • lolo_01b16_ESO
    lolo_01b16_ESO
    ✭✭✭✭✭
    ✭✭
    Healing Staff
    Healing staff skills need to be more on par with the Restoring Light Templar trees. My particular suggestions are to:
    • Increase the Restoration Expert passive from 8%/15% to 13%/25%. The Mending Passive is one of the great sources of Templars excellent healing and increasing the Restoration Expert Passive substantially would even the difference out.
      Mending is nearly useless imo. Up to 10% bigger heals doesn't matter much since you don't have medium size heals. BoL heals for 20k+ anyway, so you don't need an extra 10% and purifying ritual doesn't heal for enough to make 10% increase noticable.
    • Change Essence Drain passive to give spellpower or healing power increase. As it stands, the passive doesn't do a whole lot and basically causes healers to waste skill points. Changing Essence drain to a spellpower or healing power boost would make low magicka healing substantially more effective and make emergency healing more potent.
    • Add stamina return to Force Siphon or one of its morphs.
      good idea

    Templars
    Templars need to be reworked slightly for more diverse builds. For the most part, they are right were they need to be.
    • Change Healing Ritual to a HoT while Channeled and increase it's radius to 12 meters. Right now the skill has nothing to offer that Breath of Life can't and takes up casting time that people need in the upper vet level dungeons and raids.
      Need to be carefull how you balance it with healing springs, but that would certainly be better than it is right now
    • Increase the radius of Rune Focus to 6m or 8m. As a protective circle for myself, it's just fine. But I frequently don't need that much protection and my allies certainly need it more than I do.
    • Reduce the secondary heals of Breath of Life. This is to even out healing for other classes.
      I wouldn't like that as long as you can't set yourself as target for the big heal. It's bad enough when I use healing ward at 10% hp on my magicka nb and someone else gets it, but there I can at least cloak to avoid some damage untill I get my heal.

    Nightblades
    It was difficult for me to find any particular fault with Nightblade healing.
    • Add stamina increased stamina regeneration to Refreshing Path. The biggest complaint I've received from it is that it's too stationary for comfort. Adding stamina regeneration would make it easier for tanks to block while in it and others to dodge roll out of it.
      Increased stamina regen doesn't help tanks since their regen is 0.
    • Make Shadow Barrier pass to allies in Shadow AOE's or pass by activation. That short burst would be significantly helpful to allies.
      Shadow barrier doesn't stack with any major armour buff like volatile armour, lightning form or rune focus, so it wouldn't be that helpful


    Dragon Knights
    Dragon Knights are in a decent place with shielding allies, but need some group and self heals.
    • As the Dragon Knights sole ranged damage ability, change the Obisidian Shard morph to an AOE heal. It's just silly to think that this would even be remotely worth slotting compared to the armor giving Stone Giant. The heal isn't remotely effective enough as a single target heal that doesn't heal the caster or nearby alllies.
    • Change Inhale to a ranged Fireball. I know this sounds like weird request, but this would make Draw Essence an ok ability for healers and make Dragon Knight mages easier to heal.
      Don't dare taking away one of my tanks favourite skills
    • Change Helping Hands passive to give additional stamina to allies. Even a very minor stamina return would be a significant help with Igneous Shield, Magma Shell, and Obsidian Shard.
    • Change Inferno to give Minor Prophecy or Minor Resolve to alllies in the radius. This would be a significant help in some mob heavy boss battles.
      Minor Prophecy is the unique group buff, sorcs have (dks have minor brutality) and I personally like the idea that you need every class to get all possible buffs on your group

    Sorcerers
    Sheesh, where to begin......Sorcs need healing skills. That much is certain. Sorcs are doing just fine increasing spell damage of their allies, so we don't need any more of that. I'm not sure of any particular skills or passives on Sorcs to change to make that happen.

    Other Skills and Passives in need of tweaking
    • Reduce the flipping cost of Circle of Protection or increase the amount it blocks substantially. 7k stamina for 8% damage blocking is absolutely obscene. With the CC immunity, there's no need for the cost to so high and the return of both morphs to be dismal. (And yes, I was one of the people soloing dolmens with Turn Undead.)
    • Change Radiant Magelight to give minor protection to nearby allies. As it stands, there is basically a PVE and PVP morph. Evening out the two will make healers more competitive on both fronts.
    • Increase the radius of Blood Altar and its morphs. The radius is so small that I don't bother to use it unless I have absolutely no alternative heal. Making the health regeneration radius larger would make it more competitive.
      I don't think increasing the radius will do much. It still won't stack with potions or skills like dragonblood
    • Increase the activation distance of Energy Orb synergy. The change would need to be small, but it would greatly increase the skills efficacy. I find that leading allies' paths tends to not be enough most of the time when huge AOE's are involved and I am forced to spam the ever living crap out of it to make sure that they can activate the synergy.
    • Increase the amount of resources that Undaunted Command gives. This would go a great distance to leveling out healing among classes as not every class has a particular skill or buff but they DO have skills that have synergies.


    That about wraps it up.

  • Spottswoode
    Spottswoode
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    Increase the Restoration Expert passive from 8%/15% to 13%/25%. The Mending Passive is one of the great sources of Templars excellent healing and increasing the Restoration Expert Passive substantially would even the difference out.
    Mending is nearly useless imo. Up to 10% bigger heals doesn't matter much since you don't have medium size heals. BoL heals for 20k+ anyway, so you don't need an extra 10% and purifying ritual doesn't heal for enough to make 10% increase noticable.
    It's Mending stacked with Purifying Ritual. 10% on top of 30% is substantial. That's how pretty much every templar heals.
    25% flat for emergencies is pretty comparable. That extra 10% is a lot more when you crit for 25000.
    That 10% also covers ALL of the Restoring Light skills. 10% on Rite of Passage makes a very potent emergency heal. The idea is getting out of the danger zone.
    wrote:
    Templars
    Templars need to be reworked slightly for more diverse builds. For the most part, they are right were they need to be.
    • Change Healing Ritual to a HoT while Channeled and increase it's radius to 12 meters. Right now the skill has nothing to offer that Breath of Life can't and takes up casting time that people need in the upper vet level dungeons and raids.
      Need to be carefull how you balance it with healing springs, but that would certainly be better than it is right now
    It wouldn't really fit the same niche. It's more of a stationary or spammed heal in this instance. Healing Springs really is used because it's instant and an AOE HoT, so a channeled HoT wouldn't fit squarely on the same niche.
    wrote:
    I wouldn't like that as long as you can't set yourself as target for the big heal. It's bad enough when I use healing ward at 10% hp on my magicka nb and someone else gets it, but there I can at least cloak to avoid some damage untill I get my heal.
    Smart healing in general needs to be reworked. Pets grab heals too much of the time, Positioning plays almost no part in it, and it gives heals to the players that don't need them based on their current HP and not their percentage. I would much rather have a customizable healing function where I could set priorities manually. That would be a mess though.
    It's tough to monkey with BoL without having a massive impact on healing. Mainly because everyone is excessively reliant on it.
    wrote:
    Nightblades
    It was difficult for me to find any particular fault with Nightblade healing.
    • Add stamina increased stamina regeneration to Refreshing Path. The biggest complaint I've received from it is that it's too stationary for comfort. Adding stamina regeneration would make it easier for tanks to block while in it and others to dodge roll out of it.
      Increased stamina regen doesn't help tanks since their regen is 0.
    While they are blocking, yes. After they block, they'll need it.
    wrote:
    [*] Make Shadow Barrier pass to allies in Shadow AOE's or pass by activation. That short burst would be significantly helpful to allies.
    Shadow barrier doesn't stack with any major armour buff like volatile armour, lightning form or rune focus, so it wouldn't be that helpful
    Every armor buff has gaps in it (short duration, part of rotation, better used situationally, etc.) and adding it in would make sure they aren't screwed over by lag or lacking resources. Stacking wasn't the idea. 2 seconds isn't much, but it's enough to block some very heavy boss hits if your armor buff lapses.
    wrote:
    [*] Change Inhale to a ranged Fireball. I know this sounds like weird request, but this would make Draw Essence an ok ability for healers and make Dragon Knight mages easier to heal.
    Don't dare taking away one of my tanks favourite skills

    A fireball morph would be preferable, but DK's have way too many short range fire skills. I don't want to remove it, so much as change it to be more flexible on the damage end. Since the number of enemies hit is where Draw Essence gets its magicka from...well...my hands are tied.
    wrote:
    [*] Change Inferno to give Minor Prophecy or Minor Resolve to alllies in the radius. This would be a significant help in some mob heavy boss battles.
    Minor Prophecy is the unique group buff, sorcs have (dks have minor brutality) and I personally like the idea that you need every class to get all possible buffs on your group
    That's kind of the problem here. With every class having a unique buff, it becomes difficult to balance out the roles between classes. If this were a more fixed class setup, I'd agree.
    We can have an offshoot or similar ability. The main thing is to have a method of similar or comparable performance between classes.
    wrote:
    [*] Increase the radius of Blood Altar and its morphs. The radius is so small that I don't bother to use it unless I have absolutely no alternative heal. Making the health regeneration radius larger would make it more competitive.
    I don't think increasing the radius will do much. It still won't stack with potions or skills like dragonblood
    Again, the idea isn't stacking, it's covering the gaps. Potions have downtime and Dragonblood could be used at a more critical time.

    In general, the active skills you are using now to buff and recuperate are based on the current reality of healing skills. Most of the changes herein are designed to rework that. It's an uphill struggle.


    I hate it when people do this.....
    Edited by Spottswoode on February 3, 2016 1:06AM
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  • vladimilianoub17_ESO1
    vladimilianoub17_ESO1
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    I dont think all that is needed.All I can say is that what is needed for others classes to be fun and effective at healing is just 1 resto ability equal or close to BoL.thats it.All other classes have some fun abilities that are good for healing but no class ability or resto ability can do what temp BoL does,big healing WITHOUT THE NEED OF AIMING.Thats the win of BoL,no need to aim.Add a similar ability to the resto staff and will see for sure other classes going the healing route and being effective.Temps still will have their healing exclusivity this will just make other classes able to heal equal or close to a templar.

    I still dont know why ZOS have not think about it andving it is big,zos dont realize that. implement it yet.The difference of having a no-aim heal skill vs not ha
    Edited by vladimilianoub17_ESO1 on February 3, 2016 1:15AM
  • Spottswoode
    Spottswoode
    ✭✭✭✭✭
    I dont think all that is needed.All I can say is that what is needed for others classes to be fun and effective at healing is just 1 resto ability equal or close to BoL.thats it.All other classes have some fun abilities that are good for healing but no class ability or resto ability can do what temp BoL does,big healing WITHOUT THE NEED OF AIMING.Thats the win of BoL,no need to aim.Add a similar ability to the resto staff and will see for sure other classes going the healing route and being effective.Temps still will have their healing exclusivity this will just make other classes able to heal equal or close to a templar.

    I still dont know why ZOS have not think about it andving it is big,zos dont realize that. implement it yet.The difference of having a no-aim heal skill vs not ha

    Regeneration and its morphs don't need to be aimed, heal for more (on all targets), and costs less. The win of BoL is it's a huge burst heal with secondary offhealing, it's instant, doesn't need aiming, and can be increased via purifying ritual. Frankly, compared to other healing skills in the game, it's OP. Adding in another BoL would kill the utility of every other healing skill or kill BoL itself.
    Edited by Spottswoode on February 3, 2016 1:23AM
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  • ajwest927
    ajwest927
    ✭✭✭
    Sorcerers
    Sheesh, where to begin......Sorcs need healing skills. That much is certain. Sorcs are doing just fine increasing spell damage of their allies, so we don't need any more of that. I'm not sure of any particular skills or passives on Sorcs to change to make that happen.

    They could change dark exchange abilities
    1. Reduce cost
    2. Make it a heal over time ability
    3. Increase range that the nearest 1 or 2 allies can you use it.
    4. If allies want stamina instead of magicka they can exchange it by using synergy
  • Spottswoode
    Spottswoode
    ✭✭✭✭✭
    ajwest927 wrote: »
    Sorcerers
    Sheesh, where to begin......Sorcs need healing skills. That much is certain. Sorcs are doing just fine increasing spell damage of their allies, so we don't need any more of that. I'm not sure of any particular skills or passives on Sorcs to change to make that happen.

    They could change dark exchange abilities
    1. Reduce cost
    2. Make it a heal over time ability
    3. Increase range that the nearest 1 or 2 allies can you use it.
    4. If allies want stamina instead of magicka they can exchange it by using synergy

    Dark Exchange is the likely target for a healing skill, but I honestly don't have enough experience playing Sorc to tell whether or not that skill should be repurposed for healing. I had thought to perhaps make the Twilight Matriarch put out an AOE heal, but it's got the same inherent problems with pets tagged on top of a necessary heal. Retooling any skill in the Sorc lines for healing or buffing is going to be a mess......ZOS has their work cut out for them on that one.
    Edited by Spottswoode on February 3, 2016 1:48AM
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  • vladimilianoub17_ESO1
    vladimilianoub17_ESO1
    ✭✭✭✭
    I dont think all that is needed.All I can say is that what is needed for others classes to be fun and effective at healing is just 1 resto ability equal or close to BoL.thats it.All other classes have some fun abilities that are good for healing but no class ability or resto ability can do what temp BoL does,big healing WITHOUT THE NEED OF AIMING.Thats the win of BoL,no need to aim.Add a similar ability to the resto staff and will see for sure other classes going the healing route and being effective.Temps still will have their healing exclusivity this will just make other classes able to heal equal or close to a templar.

    I still dont know why ZOS have not think about it andving it is big,zos dont realize that. implement it yet.The difference of having a no-aim heal skill vs not ha

    Regeneration and its morphs don't need to be aimed, heal for more (on all targets), and costs less. The win of BoL is it's a huge burst heal with secondary offhealing, it's instant, doesn't need aiming, and can be increased via purifying ritual. Frankly, compared to other healing skills in the game, it's OP. Adding in another BoL would kill the utility of every other healing skill or kill BoL itself.

    Please dont compare Regeneration to BoL in regards of effective healing.Just like you said BoL is OP for the many reasons you said and is that overpowerness what ppl look at the time to choose a healing class or build.

    I have healed with Temp,DK and Sorc and the difference at how effective you are at healing between Temp and other classes its huge and what makes that difference is without doubt the overpowerness and easy-healing that BoL has.Thats why I think a skill on resto staff equal or close to BoL can fix the problem.Not to mention more easy for ZOS to implement.Temps BoL still have the advantage that you dont need to equip a resto staff.
  • SirDopey
    SirDopey
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    To be completely honest, I'm pretty happy with the balance of healing among the classes as they are. I know a lot templars hate the fact the class doesn't have great burst damage compared the others, but they have BoL. And I say the same for the other classes, the reason they don't have a BoL equivalent is because of the burst damage and CC they have, which the templar lacks.

    If you tweak it so that all classes can be as effective at healing as templars, then imagine the flow on effects to pvp.....

    Also, do we want all classes so be so alike there's no significant difference???

    I understand some people would like their "DK and Sorc" healers to be as effective, but we have to be realistic about how much the game balances healing AND damage potential...
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  • Toc de Malsvi
    Toc de Malsvi
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    BoL should have been a resto staff skill from the start, swapping it with something from the resto staff tree would be the simplest fix. However I do like the changes you mentioned.
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  • SirDopey
    SirDopey
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    BoL should have been a resto staff skill from the start, swapping it with something from the resto staff tree would be the simplest fix. However I do like the changes you mentioned.

    Yes, yes! Lets give Sorcs BoL to go with their crystal frags and Overload!!!!

    OR EVEN BETTER, Magicka NB's BoL to go with their FEAR, CLOAK, and Siphon attacks, omg, you guys have so FIXED the game.....
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  • MrDerrikk
    MrDerrikk
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    BoL should have been a resto staff skill from the start, swapping it with something from the resto staff tree would be the simplest fix. However I do like the changes you mentioned.

    I disagree, I think there should however be an alternative in the Resto Staff line that provides burst healing other than Healing Ward, but does something other than straight healing. I personally think that the Combat Prayer line of healing should effect surrounding allies like BoL and the like, but give the other effects and a lesser heal.
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  • Joy_Division
    Joy_Division
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    ✭✭✭✭✭
    You got some interesting ideas here.

    I've healed with every class, this would be my comments.
    Healing Staff
    Healing staff skills need to be more on par with the Restoring Light Templar trees. My particular suggestions are to:
    • Increase the Restoration Expert passive from 8%/15% to 13%/25%. The Mending Passive is one of the great sources of Templars excellent healing and increasing the Restoration Expert Passive substantially would even the difference out.
    • Change Essence Drain passive to give spellpower or healing power increase. As it stands, the passive doesn't do a whole lot and basically causes healers to waste skill points. Changing Essence drain to a spellpower or healing power boost would make low magicka healing substantially more effective and make emergency healing more potent.
    • Add stamina return to Force Siphon or one of its morphs.

    All solid. Healing staffs would still be inadequate though. You lose a ton of spellpower for using them, 3 of their passives are outdated relics from Launch when heavy attacking was a thing, force siphon is a terrible healing spell, and regeneration no longer cuts it in this era of no soft caps.
    Templars
    Templars need to be reworked slightly for more diverse builds. For the most part, they are right were they need to be.
    • Change Healing Ritual to a HoT while Channeled and increase it's radius to 12 meters. Right now the skill has nothing to offer that Breath of Life can't and takes up casting time that people need in the upper vet level dungeons and raids.
    • Increase the radius of Rune Focus to 6m or 8m. As a protective circle for myself, it's just fine. But I frequently don't need that much protection and my allies certainly need it more than I do.
    • Reduce the secondary heals of Breath of Life. This is to even out healing for other classes.

    First two I can get behind. The third just makes the minor small secondary heals (average 4K in PvP) utterly pointless. The answer to making healing fun for non tempalrs is not "nerf templar".
    Nightblades
    It was difficult for me to find any particular fault with Nightblade healing.
    • Add stamina increased stamina regeneration to Refreshing Path. The biggest complaint I've received from it is that it's too stationary for comfort. Adding stamina regeneration would make it easier for tanks to block while in it and others to dodge roll out of it.
    • Make Shadow Barrier pass to allies in Shadow AOE's or pass by activation. That short burst would be significantly helpful to allies.
    Refreshing path area is too small, heal ticks are too small, damage ticks are too small. Maybe this was an ok skill with soft caps but its not now.
    Dragon Knights
    Dragon Knights are in a decent place with shielding allies, but need some group and self heals.
    • As the Dragon Knights sole ranged damage ability, change the Obisidian Shard morph to an AOE heal. It's just silly to think that this would even be remotely worth slotting compared to the armor giving Stone Giant. The heal isn't remotely effective enough as a single target heal that doesn't heal the caster or nearby alllies.
    • Change Inhale to a ranged Fireball. I know this sounds like weird request, but this would make Draw Essence an ok ability for healers and make Dragon Knight mages easier to heal.
    • Change Helping Hands passive to give additional stamina to allies. Even a very minor stamina return would be a significant help with Igneous Shield, Magma Shell, and Obsidian Shard.
    • Change Inferno to give Minor Prophecy or Minor Resolve to alllies in the radius. This would be a significant help in some mob heavy boss battles.

    Agree obsidian shard is a bad spell. Kind of an indictment of ZoS's treatment of DKs as this was given to them in the IC to "help." That's a bad change to Inhale because it is an essential skill for close-quarters DKs survivability. In no way would I take that trade. I can get behind a DK able to grant stamina to allies. Inferno needs to be competently redone. It's a DPS skill, not a heal skill. It should go back to what it was in 1.5. I do think people overate igneous shield as a healing tool. It only procs on the first HoT, IIRC, it does not modify the shield from healing word, and spamming it every 6 seconds is annoying and mana intensive.
    Sorcerers
    Sheesh, where to begin......Sorcs need healing skills. That much is certain. Sorcs are doing just fine increasing spell damage of their allies, so we don't need any more of that. I'm not sure of any particular skills or passives on Sorcs to change to make that happen.

    Sorcs were effective healers when the game came out because they alone had the means to raise the weapon damage on a healing staff and equipping a healing staff didn't tank your spell damage. It's potent evidence non-templar healing is meh because of the stupid DPS-centric arguments justifying magicka 2 sword users.
    Other Skills and Passives in need of tweaking
    • Reduce the flipping cost of Circle of Protection or increase the amount it blocks substantially. 7k stamina for 8% damage blocking is absolutely obscene. With the CC immunity, there's no need for the cost to so high and the return of both morphs to be dismal. (And yes, I was one of the people soloing dolmens with Turn Undead.)
    • Change Radiant Magelight to give minor protection to nearby allies. As it stands, there is basically a PVE and PVP morph. Evening out the two will make healers more competitive on both fronts.
    • Increase the radius of Blood Altar and its morphs. The radius is so small that I don't bother to use it unless I have absolutely no alternative heal. Making the health regeneration radius larger would make it more competitive.
    • Increase the activation distance of Energy Orb synergy. The change would need to be small, but it would greatly increase the skills efficacy. I find that leading allies' paths tends to not be enough most of the time when huge AOE's are involved and I am forced to spam the ever living crap out of it to make sure that they can activate the synergy.
    • Increase the amount of resources that Undaunted Command gives. This would go a great distance to leveling out healing among classes as not every class has a particular skill or buff but they DO have skills that have synergies.

    Agree COP isn't very good anymore. Interesting idea for radiant magelight, though minor protection is actually a strong buff and not sure having it always on is a good idea. Blood altar needs to get away from small health regeneration bonus because that's next to worthless in a game with no softcaps. Agree about energy orb and I would add, it'snon-synergy heal needs a larger radius and a higher amount.
    Edited by Joy_Division on February 3, 2016 5:10AM
  • dsalter
    dsalter
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    i'v played a healer on many builds, and even in many games, and without a doubt BoL is where temps are automatically better than any other healer.

    most of what you listed is decent but i feel some are pretty underwhelming. DK and undaunted skills primarily.

    DK: i kinda like the obsidian shard heal, i feel it should be alittle stronger but also grant the healed target a minor mending buff for 8seconds, making it worth it.
    regarding a fireball, this should be a fire breath morph where one is for close range focus and the other is a spit fire for long range.
    inferno could easily have a morph that gives off a healing aura and call it cleansing flames.

    Undaunted: the fountain of wtf as i like to call it. blood alter needs to be reworked or changed entirelly as it's prime usefulness is the synergy and that has a rather large CD. this slot in my opinion would be excellent for a BoL imitation, a lesser one of course so templars get to keep their signature move.

    these are the main things i disagreed with otherwise i like your thoughts, change without to much put into breaking things
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  • Spottswoode
    Spottswoode
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    Please dont compare Regeneration to BoL in regards of effective healing.Just like you said BoL is OP for the many reasons you said and is that overpowerness what ppl look at the time to choose a healing class or build.

    I have healed with Temp,DK and Sorc and the difference at how effective you are at healing between Temp and other classes its huge and what makes that difference is without doubt the overpowerness and easy-healing that BoL has.Thats why I think a skill on resto staff equal or close to BoL can fix the problem.Not to mention more easy for ZOS to implement.Temps BoL still have the advantage that you dont need to equip a resto staff.

    That wasn't my intention. If Regeneration healed on par with BoL, you wouldn't need BoL. I don't mean to come off as snarky on this, but more BoL isn't what is needed. Mainly for reasons @SirDopey pointed out....

    SirDopey wrote: »
    If you tweak it so that all classes can be as effective at healing as templars, then imagine the flow on effects to pvp.....

    Also, do we want all classes so be so alike there's no significant difference???

    Ehh...that's not really the intent here....
    Every class shouldn't be the same at healing, every class should perform healing in it's own way with the difference being comparable. We can have a clear defined "HPS healer", "Shield healer", and "Damage boosting healer", and "HoT Healer" without one class having pretty much dominated the entirety of healing just because it has one skill.
    Even with all of the changes I have listed, BoL would still be the best burst heal. Only radically redesigning that skill itself would change that. And making the heal staff skill line better at low health healing won't kill the Templars powerful burst healing when combined with Purifying Ritual.

    MrDerrikk wrote: »
    BoL should have been a resto staff skill from the start, swapping it with something from the resto staff tree would be the simplest fix. However I do like the changes you mentioned.

    I disagree, I think there should however be an alternative in the Resto Staff line that provides burst healing other than Healing Ward, but does something other than straight healing. I personally think that the Combat Prayer line of healing should effect surrounding allies like BoL and the like, but give the other effects and a lesser heal.

    Making emergency healing on par with Templars would make Blessing of Restoration and Combat Prayer comparable to BoL. Having a radial heal would probably make it a good alternative to BoL.



    All solid. Healing staffs would still be inadequate though. You lose a ton of spellpower for using them, 3 of their passives are outdated relics from Launch when heavy attacking was a thing, force siphon is a terrible healing spell, and regeneration no longer cuts it in this era of no soft caps.
    Healing staff alone isn't the way I think it should be done. Using class skills in tandem with the healing staff is how I think we get better results and more diverse builds.
    Force siphon really isn't so much a heal spell as it is a support spell. Nightblades make good use of it with all of their other stacked HoTs.
    I disagree with Regeneration as it's the only healing skill, other than Ward Ally, that I would use in a dungeon regularly. It's not extremely potent, but it's definitely useful.

    First two I can get behind. The third just makes the minor small secondary heals (average 4K in PvP) utterly pointless. The answer to making healing fun for non tempalrs is not "nerf templar".
    More like, remove the BoL addiction slowly. I would be okay with healing the same amount in HoTs, but the skill clearly needs some trimming. Dropping the healing significantly would be disastrous. It's a skill that has to be changed delicately.
    Refreshing path area is too small, heal ticks are too small, damage ticks are too small. Maybe this was an ok skill with soft caps but its not now.
    I find it adequate when stacked with Mutagen, Funnel Health, and Soul Siphon. It's tricky, but it works pretty well. I don't see it useful as a damage spell, but as a damage/HoT when combined with other skills, it's pretty useful. Especially when I need to GTFO.

    Agree obsidian shard is a bad spell. Kind of an indictment of ZoS's treatment of DKs as this was given to them in the IC to "help." That's a bad change to Inhale because it is an essential skill for close-quarters DKs survivability. In no way would I take that trade. I can get behind a DK able to grant stamina to allies. Inferno needs to be competently redone. It's a DPS skill, not a heal skill. It should go back to what it was in 1.5. I do think people overate igneous shield as a healing tool. It only procs on the first HoT, IIRC, it does not modify the shield from healing word, and spamming it every 6 seconds is annoying and mana intensive.
    DK's have way too many close range skills. The idea is to make Inhale of one of the morphs use a ranged fireball instead of the close AOE. It can still be a ranged AOE and it wouldn't change the healing portion of it. Draw Essence is my pick for the ranged fireball, because it can hit more targets that way for magicka recovery. I understand that it's an essential DK healing skill (since they nerfed the everliving bejeezus out of Dragon Blood) I don't want to nerf it, I just want to make it more usable for Mages. Personally, I would go for the Spear Shards type of aiming where you can target the area immediately in front of you.
    Retooling Inferno as a healing skill isn't the intent. Retooling it as a support/dps skill is. Sea of Flames is the target for that. Making the skill useful for mages all around would be beneficial, I think. Redesigning the entire skill would probably be better though.
    I don't use Igneous Shield as an overall healing booster. I primarily use it for the shield. I also slot Magma Shell so I can shield stack pretty big. I also combine the spell with Blessing of Restoration so I get the 30% on that if I don't have active HoTs running.
    Sorcs were effective healers when the game came out because they alone had the means to raise the weapon damage on a healing staff and equipping a healing staff didn't tank your spell damage. It's potent evidence non-templar healing is meh because of the stupid DPS-centric arguments justifying magicka 2 sword users.
    I really don't get the attitude against using healstaves as a weapon.
    Agree COP isn't very good anymore. Interesting idea for radiant magelight, though minor protection is actually a strong buff and not sure having it always on is a good idea. Blood altar needs to get away from small health regeneration bonus because that's next to worthless in a game with no softcaps. Agree about energy orb and I would add, it'snon-synergy heal needs a larger radius and a higher amount.

    Energy Orb actually heals about 20% more than it says it does because of the Undaunted Command passive. And the amount increases with the percentage amount.
    Edited by Spottswoode on February 3, 2016 8:36AM
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  • Fuzzybrick
    Fuzzybrick
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    I believe the classes are fine the unbalance is a good thing. But to make a viable healer healing ward should shield and heal 2 targets. In my opinion that would be close enough to BOL to make an acceptable healer. No other class will take away from the templar's utilities, nor should they. When I run my Templar dps healers don't need to worry about supplying stamina to the group because shards are a part of my rotation. Healers don't need to be a battery for everyone. I'm enjoying my DK healer, ingenious shield 30% healing bonus works great with healing staff. I dont even have enough room on my bars to equip obisidian Shard and could care less about that ability even if it was a good ability.
    Edited by Fuzzybrick on February 3, 2016 8:26AM
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  • MrDerrikk
    MrDerrikk
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    @Fuzzybrick

    I don't agree with your Healing Ward changes simply because it would make the other morph pretty useless. IMO all that HW needs is to have that silly pause+stop when you use it, as there have been many times I've gone to use it in a heated battle and some AoE or such happens at precisely the wrong moment.
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  • Fuzzybrick
    Fuzzybrick
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    MrDerrikk wrote: »
    @Fuzzybrick

    I don't agree with your Healing Ward changes simply because it would make the other morph pretty useless. IMO all that HW needs is to have that silly pause+stop when you use it, as there have been many times I've gone to use it in a heated battle and some AoE or such happens at precisely the wrong moment.

    Good point, but "my" change was less drastic than the others suggested. I was merely simplifying a solution. My point was a healer should make sure no one dies. They don't need to do anything else. Everyone is so worried about restoring stamina or magicka or combat prayer. Every other class can buff the group too. Let them do it. If you want a damage bonus make sure you got a NB in your group for crit, or a Sorc in your group for spell crit or DK in your group for weapon damage. But I'm sure if healing ward was changed they would change the other morph as well.
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  • JayhawK
    JayhawK
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    BoL should have been a resto staff skill from the start, swapping it with something from the resto staff tree would be the simplest fix. However I do like the changes you mentioned.

    If something similar to BoL was available as a resto skill, they would have to adjust everything about the templar class to make it competitive in PvP. Instead of boosting healing for everyone why not just nerf Breath of life's healing on others. Adjust it so that its strong heal can only apply to the caster and leave it as a self-heal or make the heal a lot weaker on others. Templars keep their strong unique healing for themselves in pvp and other classes would be closer to templar healing in PvE.
  • dsalter
    dsalter
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    loving this topic, don't let it die folks :D
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  • Spottswoode
    Spottswoode
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    dsalter wrote: »
    loving this topic, don't let it die folks :D

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  • Mivryna
    Mivryna
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    I still find it ridiculous that not only is Blood Altar kind of bad already, it's also even worse for Vampires. You'd think Vampires would get some kind of great benefit from it, but it's the opposite.
  • Spottswoode
    Spottswoode
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    Sooo...from the patch notes.
    Restoring Light
    • Breath of Life (Rushed Ceremony morph): This morph now only fires one additional secondary heal, previously two heals.
    • Cleansing Ritual:
    • Increased the healing from the Purify synergy from this ability and its morphs by 12%.
    • Fixed an issue where this ability and its morphs could be used to cleanse projectiles that were mid-flight. It now matches the behavior of the Purge ability.
    • Focused Healing: This passive ability now grants you the Major Mending buff while standing in your own Cleansing Ritual, Rune Focus, or Rite of Passage area effects and for up to 2/4 seconds after leaving them at Ranks I/II, instead of granting you 15/30% more healing to allies standing in your own Cleansing Ritual, Rune Focus, or Rite of Passage.
    • Healing Ritual: Reduced the cast time for this ability and its morphs by 25%, and reduced the healing done by 25%.
    • Radiant Aura (Restoring Aura morph): This morph now grants you and your allies the Major Intellect buff upon activation, as well as having an increased radius as a morph effect.
    • Restoring Focus (Rune Focus morph): This morph now grants you the Minor Protection buff, in addition to granting the Minor Vitality buff as a morph effect.
    • Rite of Passage: In order to prevent visual issues or issues where the channel would end prematurely, this ability and its morphs can no longer be cast in mid-air.
    • Rune Focus: Revised the tooltips for this ability and its morphs to indicate that the Major Ward and Major Resolve buffs will stick to you for 8 seconds after leaving the rune, while the morph effects of Channeled Focus and Restoring Focus require you to remain in the rune at all times.
    Restoration Staff
    • Essence Drain: This passive ability now also grants you the Major Mending buff for 1.5/3 seconds after completing a fully-charged Heavy Attack at Ranks I/II.
    • Mutagen (Regeneration morph): Fixed an issue where the secondary heal that fires when the target goes below 20% Health could not critically strike.
    • Path of Darkness:
    • This ability and its morphs now continue to grant the Major Expedition buff for up to two seconds after leaving the path.
    • Increased the damage of this ability and the Refreshing Path morph by 25%.
    • Refreshing Path (Path of Darkness morph): Reduced the time this morph continues to heal yourself and allies to 2 seconds after leaving the path, down from 3 seconds.


    Summon Twilight Matriarch (Summon Winged Twilight morph):
    • This pet’s special ability will now cause it to heal itself and up to 2 friendly targets for 20% of your maximum Magicka.
    • This pet no longer siphons her health to you if you fall below 35% Health, due to the active ability changes for Summon Winged Twilight described below.

    Funnel Health (Strife morph): Reduced the application of the heal over time to you and one additional friendly target, previously two friendly targets.

    Obsidian Shard (Stonefist morph): Increased the healing from this morph by 16%.
    Inhale:
    • Increased the exhale damage (the second hit) from this ability and the Draw Essence morph by 40%. The Deep Breath morph has had its exhale damage increased by 16% to match this value.
    • This ability and its morphs now hits 6 targets, increased from 3 targets, and follows standard area of effect damage guidelines for additional targets.
    • Increased the cost of this ability and its morphs by 6%.
    • Inferno:
    • This ability and its morphs are no longer toggle abilities; instead, they will grant their Critical Strike rating benefit as long as they are slotted.
    • The ability can be activated to summon an aura of flames for 15 seconds, which launches a fireball at an enemy every 5 seconds.
    • The fireball has been changed to deal direct damage instead of damage over time.
    • Increased the damage from the fireball by 15%.
    • Note: The Flames of Oblivion morph will continue to grant the Weapon Critical Strike rating while slotted as a morph effect.
    • Sea of Flames (Inferno morph): This morph has been renamed to Cauterize, and will now summon an Aura of Cauterizing Flames, launching a fireball at an ally to heal them instead of an enemy to damage them.
    • Purge:
    • Reduced the amount of targets this ability and its morphs affect to a maximum of 6 targets, previously 20 targets.
    • Increased the radius of this ability and its morphs to 18 meters from 12 meters.
    • This ability and its morphs now only affect your group, instead of any friendly nearby ally.
    • Magma Shell (Magma Armor morph):
    • This morph no longer grants a synergy to allies for a powerful damage shield; instead, it automatically applies the damage shield on nearby allies when the ability is used.
    • Increased the radius of the shield application to 8 meters from 5 meters.

    I don't like a lot of these changes...but I'll have to see how they play out in the PTS.
    Edited by Spottswoode on February 4, 2016 2:00AM
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  • Justice31st
    Justice31st
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    Or how about giving every class the Templar healing tree, and giving templars a tree similar to the DPS output of a sorcerer. Since the tree is pretty much useless now.
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  • Spottswoode
    Spottswoode
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    Or how about giving every class the Templar healing tree, and giving templars a tree similar to the DPS output of a sorcerer. Since the tree is pretty much useless now.

    Or we could, you know, adapt. Not saying it's all good, but attempting to use the new setup may be prudent to making criticisms.
    Edited by Spottswoode on February 4, 2016 3:02AM
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