Spottswoode wrote: »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.
It's Mending stacked with Purifying Ritual. 10% on top of 30% is substantial. That's how pretty much every templar heals.lolo_01b16_ESO wrote: »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 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.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
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.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.
While they are blocking, yes. After they block, they'll need it.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.
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.[*] 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
[*] 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
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.[*] 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
Again, the idea isn't stacking, it's covering the gaps. Potions have downtime and Dragonblood could be used at a more critical time.[*] 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
vladimilianoub17_ESO1 wrote: »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
Spottswoode 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.
Spottswoode 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
Spottswoode wrote: »vladimilianoub17_ESO1 wrote: »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.
Toc de Malsvi 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.
Toc de Malsvi 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.
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.
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.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.
vladimilianoub17_ESO1 wrote: »
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.
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???
Toc de Malsvi 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.
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.Joy_Division wrote: »
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.
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.
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".
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.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.
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.
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.
I really don't get the attitude against using healstaves as a weapon.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.
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.
@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.
Toc de Malsvi 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.
loving this topic, don't let it die folks
Justice31st wrote: »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.