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Does + spell damage increase healing power more then +healing%? This is for a dedicated healer perspective. Normally in large scale pvp I will try to heal, rez, purge, buff, etc.
Healing can crit? That's useful info. I've just started healing and in normal dungeons it's very easy but in veteran dungeons I'm definitely wiping my team haha
Ok so +healing% will also increase vigor heals correct? I use vigor as well is why I ask. Currently I have +50% healing done and after update 11 I will have +59%. My crit is 35-38%.
If you're going to use vigor to heal have it on your secondary skill line with your damage weapon(if you're using one) to be honest I think it's more of a heal that should be used by someone who isn't a healer(there is a lot of skills which just heal better)
Okay...people...a dedicated healer should NOT be using vigor! It is a stamina ability, and doesn't scale with the rest of the stats that improve your magicka healing (spell damage, spell crit, magicka).
There are a couple stats that affect ALL healing, regardless of stamper mag. They are:
Critical damage modifier
Healing % done
Healing % done applies AFTER increases from spell damage and magicka, so it is technically best at improving healing as far as scaling is concerned, but you benefit most from it by having high spell damage and magicka. Thankfully, I don't think healing % done ever competes with either of the two stats as far as sets go, so don't worry about it.
PC NA AD
Gamma Fyr: Dunmer Sorcerer Stamina DPS (the Missing Sister...props to those who get the reference)
Samekh Fyr: Dunmer Nightblade Magicka DPS
Claire Le'Rouge: Breton Templar Heal/Tank (the Resplendent Bastion)
Augustus Constantine: Imperial Nightblade PvP (Blackwater Bandit)
Shadow-of-Sundered-Star: Altmer Dragonknight Lowbie
Things that improve healing (magicka-based):
- Spell power
- Spell critical
- Max magicka
- CP: Blessed (healing)
- CP: Elfborn (spell crit damage/healing)
- Mundus: The Apprentice (spell power)
- Mundus: The Mage (max magicka)
- Mundus: The Ritual (healing)
- Mundus: The Thief (crit)
Special cases:
- CP: Bastion (shields) - strengtgens shields, so also increases the heal of Healing Ward provided the shield is not destroyed or overridden, since that depends on the size of the remaining shield
- Weapon damage, weapon crit, max stamina, and associated mundus stones - stamina based heals like Vigor use these instead of the magicka and spell valies
Of the options, I recommend focusing on increasing spell power and/or max magicka, as these are more useful universally for all magicka spells.
A healer should probably focus on around 50% spell critical (give or take). More is overkill unless you are off healing on a magicka dps crit build.
The only fight I ever even consider slotting Vigor for is the second to last boss in veteran Fungal Grotto, since it drains health and magicka. With most groups my healer's plan of timing potions/ultimates is sufficient, but if a dps has health way below what they should I will consider slotting it "to be safe" (and typically only if we wipe the first time). As soon as the fight is over, if it was on my bar, it's off again. It doesn't have a place on a healer's bar.
Thats without adding the bonuses from the restoration and resto staff skill lines. My character is an Argonian Templar so I don't have 40k magica like the other 8736583655 other breton templars.
Is it without food ? Cause your magicka seems really low (even for an argonian, my main is khajiit templar so I know what magicka pool we can reach we our kind of races ). Same goes for your spell damage. If you're low level this can explain why your stats are low.
Increasing healing effectiveness is a strategy past its time for healers. That's not to say it won't make a comeback, but since the release of IC, it has been more beneficial for healers in both pvp and pve (trials included) to allocate those resources elsewhere. When IC first released I was getting 10k+ crits on a single tick of healing springs (in pve). Anyone can tell you how much overkill this is...
Since then, it has been best (in general, it will vary for some builds) to focus predominantly on max magicka and spell damage. My Argonian DK healer sits at 40k magicka and somewhere around 2k SD unbuffed (don't remember off the top of my head). Spell Power Cure is a must for any competitive pve healer. Be sure to slot Inner Light and Shooting Star on your primary healing bar for the increase to max magicka, and put Aggressive Horn on your off-bar with all of your buffs and secondary healing spells.
There's nothing wrong with increasing your healing effectiveness. All I'm saying is that it's largely unnecessary. You can be more beneficial to your party if you have higher magicka and SD, for two reasons primarily:
1. The increase in magicka and SD will make up a significant portion of the healing effectiveness you give up. Perhaps a powered weapon or a ritual mundus might be something you exchange for, say, the mage or apprentice.
2. For all dungeons and some (less challenging) trials your secondary bar is completely open to dps spells, affording your group a much easier time in many 4man encounters. A prime example of this is Molag Kena. The biggest issue I see people face when I teach them WGT is with the storm atronachs (if not for the lightning walls) and killing them fast enough. Interestingly enough, if you dps Kena fast enough, they never spawn. A healer can help with this a great deal.
Powered traits on resto staves add a nice flavor, but again, largely unnecessary. Consider instead taking an infused Master's Restoration staff. One healer running an infused staff at cp160 can effectively grant over 600 stamina recovery to up to 6 people at once. Two healers running this in a trial setting will afford the entire group the same amount, and while a healer is limited to hitting only 6 allies at a time with the enchantment, there is nothing preventing one ally from receiving the stamina recovery from both healers simultaneously. This isn't something we can control, but when it does happen, it's clearly a sizable amount of stamina to return
Here is a solid setup for now:
5 SPC
1 Kena
3 Willpower
2 Torugs (1 staff, 1 armor)
1 Master's Resto (infused)
As of next week, I believe this will be the best setup:
5 SPC
5 Gossamer
Master's Resto (infused)