Multi-Target Burst: Combat Prayer
Efficient: Mutagen/Rapid Regeneration
Single Target Burst: Healing Ward
Multi-Target Efficiency: Healing Springs
No best heal in game
One thing to consider in healing in group dungeons, is it might not be your fault if your group dies. I've healed all the 4 man dungeons in the game, and have seen many groups that make the healer's job as hard as possible. If your group was taking a lot of damage, chances are the entire group was fairly inexperienced. While it is possible to run almost all the dungeons w/o a tank, inexperienced groups do benefit from having one. If a tank does not tank when he is expected to be taunting, and when dps do not know how to avoid/mitigate/dodge roll/block/self-heal to avoid taking damage it can be pretty hard for a healer to keep up with the damage that a group is taking and quickly run out of magicka.
I agree with all the advice given above, but don't be too hard on yourself. In my experience most of the time players die it's their own fault.
One thing to consider in healing in group dungeons, is it might not be your fault if your group dies. I've healed all the 4 man dungeons in the game, and have seen many groups that make the healer's job as hard as possible. If your group was taking a lot of damage, chances are the entire group was fairly inexperienced. While it is possible to run almost all the dungeons w/o a tank, inexperienced groups do benefit from having one. If a tank does not tank when he is expected to be taunting, and when dps do not know how to avoid/mitigate/dodge roll/block/self-heal to avoid taking damage it can be pretty hard for a healer to keep up with the damage that a group is taking and quickly run out of magicka.
I agree with all the advice given above, but don't be too hard on yourself. In my experience most of the time players die it's their own fault.
I agree with this to a large extent. Just as it is feasible to run with 3dps and 1 healer, it is also possible to 3dps and 1 tank, or 4 dps outright.
What distinguishes the players who are able to complete this content without a tank and/or healer is raid awareness, or in other words, paying attention to mechanics and reacting appropriately. The more experience you have, the easier it is to identify these things.
I think it's important to keep in mind that dying in a 4man is all but inconsequential. I choose to run with pug groups all the time just for fun, and even in some of the worst cases, one person going down isn't necessarily grounds for a wipe, or replacing someone, or even mentioning at all sometimes.
failkiwib16_ESO wrote: »level 10+ can handle healing dungeons, it just depends on how much knowledge you have of this game, or experience.
I advice you to:This is how the dungeon difficulties are set:
- Don't use grouping tool.
- Join 1-2 active social guilds
- Find and get friends, either from the guilds or other places.
- Try to get 5 pieces of Seducer set lightarmor, and go buy magicka enchants from a vendor for it.
- Get a restoration staff and a destruction staff both with training trait.
- When you join up for dungeons with your friends/ guildies - go for the easier dungeons first. You can do that by looking at the map, zoom out and see which areas are the starter areas, and work your way up from there.
The tier 1 dungeons are the easiest, and they are Banished Cells (Auridon), Spindleclutch (Glenumbra) and Fungal Grotto (Stonefalls). They are all located in starter areas for each faction, which is why they are the easiest ones.
The tier 2 dungeons are the second easiest, and they are Elden Hollow (Grahtwood), Wayrest Sewers (Stormhaven) and Darkshade Caverns (Deshaan). These are located on the secondary maps, so they are a bit harder than the Tier 1 dungeons. It goes like that all the way up to Coldharbour.. leave the DLC dungeons to be the last, as they actually are the hardest.
Use these skills in dungeons:
- Healing Springs (morph of Grand Healing - Restoration staff skill line)
- Rapid Regeneration (morph of Regeneration - Restoration staff skill line)
- Breath of Life (morph of Rushed Ceremony - Restoring Light skill line)
- Puncturing Sweep (morph of Puncturing Strikes - Aedric Spear skill line)
...of course you should slot more skill, but these are just the basics of what you need to finish most dungeons with.
One thing to consider in healing in group dungeons, is it might not be your fault if your group dies. I've healed all the 4 man dungeons in the game, and have seen many groups that make the healer's job as hard as possible. If your group was taking a lot of damage, chances are the entire group was fairly inexperienced. While it is possible to run almost all the dungeons w/o a tank, inexperienced groups do benefit from having one. If a tank does not tank when he is expected to be taunting, and when dps do not know how to avoid/mitigate/dodge roll/block/self-heal to avoid taking damage it can be pretty hard for a healer to keep up with the damage that a group is taking and quickly run out of magicka.
I agree with all the advice given above, but don't be too hard on yourself. In my experience most of the time players die it's their own fault.
I agree with this to a large extent. Just as it is feasible to run with 3dps and 1 healer, it is also possible to 3dps and 1 tank, or 4 dps outright.
What distinguishes the players who are able to complete this content without a tank and/or healer is raid awareness, or in other words, paying attention to mechanics and reacting appropriately. The more experience you have, the easier it is to identify these things.
I think it's important to keep in mind that dying in a 4man is all but inconsequential. I choose to run with pug groups all the time just for fun, and even in some of the worst cases, one person going down isn't necessarily grounds for a wipe, or replacing someone, or even mentioning at all sometimes.
You are 100% right. It all comes down to situational awareness and understanding game mechanics. I also primarily run in pugs. IMO the most important role in the group dungeons is the DPS, the more efficient they are in burning the enemies and reacting to game mechanics, the faster and easier the dungeon run will go. Also the entire group will have to worry much less about game mechanics because there will be many fewer of them to contend with if everything is dead.
You are also right about the deaths as well. having 1 or more player death, does not necessarily mean the end of a dungeon run. I've soloed down many of the bosses in the dungeons after every1 else wiped. It comes down to knowing your build and understanding mechanics. Having a player die is no reason to boot or to rage-quit a group. I am very patient in my groups, I prefer to explain game mechanics if a players are inexperienced. I have done training runs in all the group dungeons (including WGT and ICP) and find that if you are patient and take the time to explain the more mechanically complicated fights and offer constructive advice to less experienced players all can be done with minimal grief.
Like you say it mostly comes down to experience. There are fights in the dungeons that if everyone knows their role, should offer little trouble even in a pug. the same fight w 4 inexperienced players will be virtually impossible.