The Dungeon Off-Tank (DK Healer Build)

Cellentel
Cellentel
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This is a guide to healing dungeons with a Dragonknight. This build works great for all types of dungeons, including the HM DLC dungeons. It works fine for normal trials. I have not tried it in a vet trial so I won’t make any claims about its viability there, but I suspect it would do fine if the group is willing to work with it (most won’t be).

The Dragonknight is not a Templar, but this does not prevent it from being an effective healer. Healers in ESO provide both healing and support, and most of the skills they use are available to all classes:

Healing: the most important skills for end-game healing are Healing Springs and Combat Prayer, both of which are available to all classes.
Magicka management: this comes from Elemental Drain (Destro Staff) and Necrotic Orb (Undaunted), both of which are available to all classes.
Damage buffs: this comes primarily from sets and therefore is the same for any class. As a DK, we have a few extra ways to buff damage not available to other classes.
Templars are uniquely capable of supporting the group’s stamina management. As a DK, we can compensate a little bit with specific gear sets, but our stamina support will always be inferior to a Templar’s. However, defining “support” as “stamina management” is very narrow-minded; Dragonknights can offer support in other ways that Templars cannot. In certain situations one or the other is preferable, but overall neither class is better or worse than the other, they’re just different.

What types of support can the Dragonknight provide? You have access to the same set of skills that make Dragonknight tanks so popular:
  • Chains to pull enemies so they can be damaged with AoE
  • Igneous Shields to provide provide shields to your group
  • Igneous Weapons to provided Major Sorcery and Major Brutality to the group, increasing their damage
  • Engulfing Flames to increase fire damage done to an enemy
  • Choking Talons to immobilize enemies and inflict Minor Maim, reducing damage done
  • Deep Breath to AoE interrupt

This is extremely useful in groups with a non-DK tank, because you can provide traditional “tanking” abilities while the tank takes advantage to the unique strengths of their chosen class. You remain useful even if the tank is a stam DK, because you have a lot more magicka than they do and therefore can use the abilities much more often.

Gear

Use 1 Restoration Staff, 1 Destruction Staff. Each element Destruction Staff has different advantages:
  • Fire: works well with the increased fire damage inherent to a DK (for easier fights where you have time to do damage as well as heal).
  • Lightning: can be used to concuss enemies, applying Minor Vulnerability.
  • Ice: let’s you be a true off-tank. If the tank goes down, heavy attack to taunt the boss. Yes, I’ve done this. It’s pretty fun.

Healer gear sets are mostly the same regardless of class. The important 5-piece healing sets are:
  • Spell Cure Power: when you heal an ally at 100% health, they get a damage buff. Once you get a full set you should never take it off.
  • Kagrenac’s Hope: the best crafted set for healers, and the best set when you’re just starting out as a healer. It provides solid bonuses useful to healers and decreases resurrection time by 25%, decreasing the time you won’t be healing if you have to res someone.
  • Worm’s Raiment: reduces magicka costs by 5% for the whole group; this helps immensely with magicka sustain.
  • Infallible Aether: medium or heavy attacks apply Minor Vulnerability on an enemy, increasing their damage taken by 8%. In Homestead this was made partially redundant because Minor Vulnerability is also applied by the Concussed status effect that comes from lightning damage. However, in a 4-person dungeon you’re unlikely to have high concussed uptime and so IA remains very useful.
  • Sanctuary, Twilight Remedy, and Healing Mage are all becoming more popular since Homestead; I haven’t done much with them but any seem like fine choices.

Additionally, DK healers should consider the Sentinel of Rkugamz monster set. This set summons a Dwarven Spider that restores health and stamina to allies within its radius. It is one of your only ways to restore ally’s stamina (the other is the Master’s Resto Staff from vDSA but that is much harder to obtain). I find that most of the time the Sentinel of Rkugamz isn’t needed, but I recommend having one in your inventory in case you need it. The one-piece bonus increases your healing done, and therefore is useful if you have a single extra slot.

Other than the monster set, it doesn’t matter which sets are in which slots. There are a few different combinations possible depending on whether or not you have weapons from a set:
  • 5-5-1 (e.g. SPC, IA, 1-piece Sentinel; requires set weapons)
  • 5-5-0 (e.g. SPC, IA; does not require set weapons; if you have a master’s resto staff you would use this)
  • 5-4-2 (e.g. SPC, 4 piece IA, 2-piece Sentinel; requires set weapons)
  • 5-3-2 (e.g. SPC, 3 piece IA, 2-piece Sentinel; does not require set weapons).

      Most of the time I use 5-piece SPC, 5-piece IA and 1-piece Sentinel, but switch out an IA piece for the second Sentinel piece if I need the monster set. I could replace IA with any of the other 5-piece sets listed above without impacting my ability to be useful.

      Stats

      DPS are obsessed with having the perfect stat pool, because all other things being equally, more DPS is good. Healers don’t have to worry about that. There is no benefit to overhealing, so as long as you can get an ally to full health, the magnitude of the heal is not important. Therefore, you don’t have to be as picky about your stats.

      The priorities for a healer are, in order:
      • don’t be dead (healing done is 0)
      • don’t be out of magicka (healing done is whatever a restoration staff heavy attack does)
      • have a decent magicka to increase the magnitude of your heals

      Thus, your stat priorities are:
      • Health (aim for 19K or so; higher health makes you less likely to be dead and buffs Igneous Shields)
      • Magicka Regen
      • Max Magicka

      Food: Use blue Health + Magicka food, or purple Health + Magicka + Magicka Regen food.

      Mundus Stone: Atronach, for magicka regen

      Race: Any race will work fine, with an edge going to Magicka races. Breton is probably the best choice for a pure healer, but the difference between the races is fairly small. My character is an Altmer.

      Champion Points:

      This is not a scientific, data-proven distribution, but a solid setup is:
      • Mage: Blessed – 100, Elfborn – 56, Elemental Expert – 44
      • Warrior: Bastion – 32, Hardy – 82, Elemental Defender – 76, Thick Skinned – 10
      • Thief: Magician – 100, Arcanist – 100

      For reference, here is my character sheet. This is NOT an optimal setup – my gear is not perfect, and my CP are a bit different from above because I also tank on this character.
      xwJ3S9w.jpg

      Skills
      My default bar setup is the following:
      PsXx1QQ.png

      Restoration Staff bar:
      • Healing Springs (Restoration Staff): applies a 3-second HoT to all allies within its large radius. These stack with themselves so this ability is spammable. This is your bread-and-butter heal; if you don’t know what else to do, spam Healing Springs and things won’t die.
      • Combat Prayer (Restoration Staff): this is a burst heal to allies in front of you that also applies Minor Berserk (increased damage done) and Minor Resolve and Ward (increased resistances). Heals, buffs damage, and buffs resistances. You want to try to use this at least once every 8 seconds to keep the buffs active for the damage increase to the group (you may need to cast it multiple times if the group is positioned all over the place). Like Healing Springs, it is also a good choice for spamming.
      • Rapid Regen (Restoration Staff): applies a strong heal-over-time to 2 allies. With Homestead, this ability is no longer stupid – it now favors allies who don’t already have the HoT. Therefore, cast it twice to put it on the group and then reapply when it runs out. In easier content, this is usually all that’s required to keep allies alive.
      • Healing Ward (Restoration Staff): this is your single target burst heal. It heals a small amount and applies a damage shield for a few seconds that heals when it disappears. If someone’s health is dropping too fast for a HoT to save them (or if you can’t find them), cast this.
      • Igneous Shields (Earthen Heart): This has several different effects, all of which are useful. It provides a damage shield to you. Therefore, you are much less likely to die. It provides a damage shield to your group. The shield scales off of health and therefore isn’t super powerful, but it can be enough to help a DPS survive what would otherwise be a one-shot (particularly if they’re a bit low on health). Note that this buff has a fairly small range so you’ll want to stand closer to the rest of the group than you normally would as a healer. It provides Major Mending, increasing your healing done by 25%. Pretty staightforwardly useful. Try to cast this ability once every 6 seconds to keep Major Mending up (although obviously not at the expense of letting a group member die). It gives you ultimate when you cast it (6 second cooldown). This is another reason to cast the ability every six seconds
      • Aggressive Warhorn (Assault): this increases everyone’s stats by 10% and grants Major Force, giving a massive increase to critical damage for about 10 seconds. This is an enormous damage buff to the group so if you don’t need your ultimates to help keep the group alive, use this to increase DPS. Remember that as a DK you regen resources when you use your ultimate, so you want to use this as often as possible.

      Destruction staff bar:
      • Unrelenting Grip: the Dragonknight’s famous “chains” ability, this pulls an enemy to your location. Most DPS builds include AoE damage, and therefore the group’s damage goes up if all the enemies are standing on top of each other. This ability is great when there are lots of adds, useless when there are no adds.
      • Choking Talons (Draconic Power): immobilizes and applies Minor Maim to enemies, reducing their damage done. The immobilization effect prevents enemies that have been chained from running away and stops melee enemies from chasing after ranged DPS. Minor Maim means less damage going out, meaning less damage you have to heal. The tank will usually apply this to the boss, but it is super helpful to cast it periodically in trash fights.
      • Elemental Drain (Destruction Staff): debuff that applies Major Breach (decreases spell resistances) and Minor Magickasteal (restores magicka when hit) to an enemy. If you have magicka DPS, try to keep this on the boss as much as you can. If you don’t have any magicka DPS, this is useless.
      • Energy Orb (Undaunted): this releases an orb that damages enemies and provides a synergy. If an ally activates the synergy they restore magicka instantly and restore a small amount of magicka over time for a few seconds. This ability helps your group’s magicka sustain will also contributing a bit of damage. The other morph heals allies instead of damaging enemies, but does not restore a burst of magicka when activated (only the restoration over time). I find that I don’t need the extra healing so I favor the damage morph.
      • Crushing Shock (Destruction Staff): this is a ranged spammable that also interrupts casting enemies. Use this if you have time to contribute some DPS, or your group needs help interrupting enemies.
      • Reviving Barrier (Support): casts a large damage shield on the entire group, and restores ultimate when it goes away. If your group is struggling with a high-damage mechanic, this is great for providing extra wiggle room. The ultimate restoration means you can cast it more often, which means more resources (for you) and more shields (for your group).

      Note that there is a lot of flexibility in what goes on the destruction staff bar. You have a lot of choices for supporting your allies, and different situations and groups call for different things. Abilities that are extremely useful in some situations may be useless in others. Here are a number of abilities to consider:
      • Deep Breath (Draconic Power): AoE interrupt with some damage and self-heal. If you have a bunch of enemies stacked on top of each other, it can be difficult to target the right one to bash them. This solves that problem by interrupting all of them.
      • Cauterize (Ardent Flame) : this is a single-target burst heal that fires again automatically every five seconds for 15 seconds. I prefer Healing Ward as my single target heal, but that can only be on your restoration staff bar. If you feel the need for a burst heal on your backbar, this is a good choice. Beware that this ability cannot target you, so it cannot be used to save yourself.
      • Elemental Blockade (Destruction Staff): if you use a lighting staff and do not have IA, you can use this to Concuss enemies and apply Minor Vulnerability. Plus, it helps with damage (and gets buffed by DK passives you use a fire staff)
      • Eruption/Cinder Storm (Earthen Heart): does damage and slows enemies. The slow is helpful for crowd control, but you’d mainly use this in easier fights where you have an occasional chance to contribute some damage.
      • Engulfing Flames (Ardent Flame): enemies affected by this ability take extra damage from fire. If you have DPS who use a lot of fire but aren’t DKs themselves this is a helpful damage buff.
      • Igneous Weapons (Earthen Heart): applies Major Sorcery and Major Brutality to allies, increasing their spell and weapon damage by 20%. If your DPS do not already have these buffs (in dungeons, many will not), this is a nice damage increase.
      • Efficient Purge (Support): since you lack the Templar’s built-in purge synergy, this is a good way to remove negative effects from your drop. This is not necessary in most cases (they’re either easy to heal through or not purgeable) but useful in others

      Ultimates:
      • Magma Shell (Earthen Heart): casts a damage shield on the group and limits incoming damage to you to 3% per hit. The shield is not as strong as Barrier’s and doesn’t last as long, but this makes a good alternative if you don’t have barrier. The limit on incoming damage is great if a fight goes south and you need to res the group – pop Magma Armor and let the boss wail on you while you get the tank back up.
      • Elemental Rage (Destruction Staff): if you don’t have Warhorn, this a good way to contribute to the group’s damage. If you use a fire staff this will be buffed by the DK passive.
      • Shooting Star (Mage’s Guild): Likewise, this is another good way to contribute to the group’s damage if you don’t have Warhorn.

      How To Play
      This section is a bit difficult to write because every fight and group is different, but I think it’s important to say something about how to play beyond just listing stats and skills.

      Assume a standard fight with about 7-8 enemies. One is the “boss” – maybe an actual boss, or maybe just the biggest normal enemy. The tank will likely taunt the boss and hold them in the center of the area. Here’s how I’d heal:
      • Before the group engages, I cast Rapid Regen so the entire group has it at the start of the fight, and cast Igneous Shield for a group shield and Major Mending for myself.
      • The tank engages. The DPS should stay close to them. I cast a Combat Prayer to give them Minor Berserk, then stand on top of them and cast Healing Springs at our feet.
      • Between the Healing Springs and the HoT from Rapid Regen, I’ve done all the healing I need to for the moment. It’s time to switch to support.
      • I barswap to my backbar and cast Elemental Drain on the boss to help the DPS sustain.
      • I then chain a few of the ranged enemies in so they’re on top of the tank and I. I cast Choking Talons to hold them in place and inflict Minor Maim.
      • Depending on how much damage the group is taking, I either barswap and cast Igneous + Combat Prayer + Healing Springs again, or I keep chaining.
      • If the fight drags on for a while, I will step back and toss a few Energy Orbs at the group to restore magicka.
      • In practice, of course, no fight has ever occurred exactly like that, but hopefully this shows the general style of gameplay.
    • sha-ext
      sha-ext
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      Sounds like a good set-up, you are not only playing support, but also dish out some dmg with your build - should be good for all 4-man content and i think it could also work for the easier vet trials, especially with the Sentinel of Rkugamz (using that on my NB healer).
      I also tried DK healing once (used trinimac set) and had a lot of fun with it :)
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    • Tasear
      Tasear
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      This is insightful, though surprised you don't have any group shields... I thought that's why dk were kings and queens of.
      Edited by Tasear on March 15, 2017 11:10PM
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    • Cellentel
      Cellentel
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      Igneous Shields is the main group shield. It's not big, but you spam it frequently so it ends up absorbing a nice amount. Barrier and Magma Armor are group shield ultimates and I generally have one or the other slotted.
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    • dmanlongb14_ESO
      I would swap out Crushing Shock for Fiery Breath. The dot and damage to fire debuff put on the mob is too good to pass up.

      I would also never run Choking Talens unless I had a tank that didn't use a shield. You are already getting maim from tanks along with fracture.

      I would always run Cinder Storm. It lasts 18 seconds and hits like a truck. It provides a 70% slow which is almost as good as Talons- minus the synergy. It never leaves my bar. Drop it and forget it for 18 seconds- watch mobs melt.

      I also always use Unrelenting Grip. This is what makes Dragon Knight healers one of the very best. Its overpowered actually.

      Being able to pull ranged mobs into the group to be AoE down is so incredibly strong that I find it hard to see how another healer can even compete with this utilty. Also, you can spam it on bosses for no magica cost, adding a good amount of DPS

      I would run Standard of Might as my second ultimate. It provides 12% damage increase and 12% damage reduction which is very powerful along with amazing DPS if people click the synergy. Did I mention, it lasts 17 seconds? Most ultimate's are way shorter. Tanks usually run shell so you are good there.

      I don't think people put enough emphasis on DPS from the healer. if you can heal as well as contribute DPS you are effectively Nerfing the bosses health by a percentage - which really really strong.
      Edited by dmanlongb14_ESO on March 24, 2017 2:21PM
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    • Autolycus
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      Hello fellow DK healer! It's about time someone else came out of the cracks. I agree with a great deal of this; I don't want to take away from such a detailed post by prodding at nuances, and I understand what you've detailed out here, so I just want to say "nice work." For the record, DK healers are certainly capable in vet trials too, it's just harder to play than other classes. Thanks for the post!
      Edited by Autolycus on April 5, 2017 9:19PM
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    • Masel
      Masel
      Class Representative
      I have one thing I need to address: Infallible Aether. Since homestead you are better off using charged staffs with shock enchantments for all enemies that are not wispmothers, shock atronachs and spider daedras. The reason is that IA overwrites the concussion effect and prevents off-balance from happening.

      So you're giving your group 8% more damage, yes, but you're simultaneously taking away 10% of the damage.

      So you might want to look into twilight remedy, worm, mending and sanctuary more. I don't see any reason why other classes aren't accepted as healers in trials. All my heals except ritual come from the restoration staff anyway. The major drawback is that you don't get major mending as easily as templars get it, but you use igneous shield often enough anyway.
      Edited by Masel on March 26, 2017 9:45AM
      PC EU

      All Trial Trifecta Titles Done!

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    • Cellentel
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      Yes, the lightning/off-balance meta would work here, but I'm not certain it is better. I'm not completely convinced that it is as useful in a dungeon environment as in a trial since there is only one healer (less uptime) and the DPS are less likely to be running exploiter (depends entirely on who you usually group with). Aether is easy to proc (the first tick of a channel from resto applies it, even after Homestead) and doesn't depend on a particular DPS build to be useful.

      Plus, most importantly: I spent long enough farming it I darn well want to use it somewhere. :)
      Edited by Cellentel on March 27, 2017 3:57PM
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    • Masel
      Masel
      Class Representative
      Cellentel wrote: »
      Yes, the lightning/off-balance meta would work here, but I'm not certain it is better. I'm not completely convinced that it is as useful in a dungeon environment as in a trial since there is only one healer (less uptime) and the DPS are less likely to be running exploiter (depends entirely on who you usually group with). Aether is easy to proc (the first tick of a channel from resto applies it, even after Homestead) and doesn't depend on a particular DPS build to be useful.

      Plus, most importantly: I spent long enough farming it I darn well want to use it somewhere. :)

      All stamina dds have the exploiter unlocked, and magicka dds should ALL unlock it asap. It's free damage for you :) I main DDs and saw that many healers still rely on aether and thus make my own concussion build useless. And that on the other hand annoys me a lot :smiley: aether is still very good as the 4-piece, but the 5-piece has lost most of its use against all enemies but storm atros, spider daedras and wispmothers...
      PC EU

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    • dmanlongb14_ESO
      Is anyone concerned that with the Warden coming out that non-Templar/Warden healers will be even more ignored?

      Looking at the wardens skill line, they are going to be incredibly powerful healers with tons of utility and resources.

      Is it the developers intention that all classes have a place at the table for healing?

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    • Autolycus
      Autolycus
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      Is anyone concerned that with the Warden coming out that non-Templar/Warden healers will be even more ignored?

      Looking at the wardens skill line, they are going to be incredibly powerful healers with tons of utility and resources.

      Is it the developers intention that all classes have a place at the table for healing?

      All classes already have a place at the table for healing. I know non-templar healers who run all vet trials from every class. Classes are almost balanced (with regard to healing) as we speak today. The only "major" change that needs to be made is to add a class synergy to a non-ultimate skill for DKs and NBs.
      Edited by Autolycus on March 28, 2017 1:49PM
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    • dmanlongb14_ESO
      So, I have been running normal pledges with my 160 cp dedicated healing dragon knight and I really enjoy the playstyle.

      My biggest issue is cauterize. I love it and I hate it. What a pain in butt ability this is. I wont heal me, so I have to either constantly swap to Healing Springs for self healing or run Regeneration - which i do not want to do.

      The way I see it is that certain abilites are must haves for a DK healer:


      Healing Springs
      Combat Prayer
      Healing Ward
      mystic or necrotic orb or elemental drain
      Igneous Shields
      Elemental Blockade for dps
      Igneous Weapons - amazing and frees up pots or abilty from your dps or tank
      Unrelenting Grip - I don't see how people can run without this talent - Its some of the best utility in the game.
      Cinders or Talons - I prefer Cinders because its "fire and forget" for 18 seconds and hits like a truck while providing CC

      The talents above are almost non-negotiable to me. They provide the perfect combination utility, healing, and DPS (best utility).

      With my single spot remaining, I have cauterize..

      Fantastic Fire and forget heal that can allow me to focus on something besides healing while it handles my dirty work all while providing me crit.

      It wont heal me and therefore I have to swap to my healing bar constantly and healing spring myself up. This is very frustrating and counter intuitive.















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    • Autolycus
      Autolycus
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      With my single spot remaining, I have cauterize..

      Fantastic Fire and forget heal that can allow me to focus on something besides healing while it handles my dirty work all while providing me crit.

      It wont heal me and therefore I have to swap to my healing bar constantly and healing spring myself up. This is very frustrating and counter intuitive.

      Try using your Combat Prayer as your burst heal instead.
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    • dmanlongb14_ESO
      Autolycus wrote: »
      With my single spot remaining, I have cauterize..

      Fantastic Fire and forget heal that can allow me to focus on something besides healing while it handles my dirty work all while providing me crit.

      It wont heal me and therefore I have to swap to my healing bar constantly and healing spring myself up. This is very frustrating and counter intuitive.

      Try using your Combat Prayer as your burst heal instead.

      what about Energy Orb? Does it heal the caster?
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    • Autolycus
      Autolycus
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      Autolycus wrote: »
      With my single spot remaining, I have cauterize..

      Fantastic Fire and forget heal that can allow me to focus on something besides healing while it handles my dirty work all while providing me crit.

      It wont heal me and therefore I have to swap to my healing bar constantly and healing spring myself up. This is very frustrating and counter intuitive.

      Try using your Combat Prayer as your burst heal instead.

      what about Energy Orb? Does it heal the caster?

      Yes, Energy Orb will heal the caster if the caster is within proximity. There are two components to Energy Orb, the HoT and the synergy for the burst heal. Both of them will heal you too, but you obviously can't be the one to synergize it if you cast it.

      I wouldn't rely on this to keep you healed up though. I'd be curious to get the OP's thoughts on self-healing too, but I tend to treat Springs like a buff and supplementary HoT skill unless the mechanics call for stack healing. When people spread out though, I usually carpet the area with just a couple Springs right before a mechanic and follow with Combat Prayer immediately after. You have to know the mechanics (and their timing) to be able to do this. But I heal through the Warrior's channeled swipes with just preemptive Springs and well-timed Combat Prayers. If you are consciously aware of your group and make an effort to keep them between you and the tank, most of the time it works itself out.

      For everything else, there's Mastercard Cauterize. Now I know that Cauterize doesn't help you specifically since it can't target you, but you don't necessarily need it to. I keep Cauterize on my back bar because mechanically it's the same as any other buff, similar to how Sorc pets work in the sense that they are cast initially for an ongoing fire-and-forget benefit, with the option to cast a secondary ability. Cauterize is the same way pretty much, we keep it active and let it roll to whoever it thinks is best (heal over time), or have the option of re-casting early (burst heal). We should spend as little time as we can on a buff bar, so Cauterize serves as an "oh ***" button while we're reapplying. It's up to us as healers to know when something more threatening is about to happen so that we can switch back to our primary bar.

      Honestly, I find a great deal of healing as a DK is contingent upon knowing the mechanics already, and being able to anticipate things before they hit the group. DK healing requires a proactive playstyle, not necessarily for things like vet dungeons, but certainly for trials. It's really important, at least in my opinion, to prepare for anticipated mechanics by running Springs preemptively and be ready to use Combat Prayer when the hit lands.
      Edited by Autolycus on April 5, 2017 9:20PM
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    • dmanlongb14_ESO
      DK healing is a ton of fun, but It does have quite a few issues that make me hesitant to invest a lot of time in the character.

      Cauterize not healing the caster. They could fix this by making Obsidian Shard super cheap, but its expensive and also random healing - so why outside of a few special circumstance would I ever use it in PvE?

      Most importantly, DPS. DPS is the best utility and to me - super important as a healer to contribute.

      DK healer has the worst DPS of all the healers. I leveled a templar, nightlblade and DK to 50 to heal on them and then got all 3 decent start sets - even got spell power cure 5 piece already on the DK. DK DPS is abysmal.

      Templar has amazing DPS and has the biggest toolkit while healing. Nightblade has the best DPS (not by much) and almost zero unique utility. DK has the lowest DPS and pretty decent utilty.
      Edited by dmanlongb14_ESO on April 6, 2017 6:32PM
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    • Tasear
      Tasear
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      How do you feel about the Morrowind changes?
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    • Cellentel
      Cellentel
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      I haven't had a chance to heal with my DK on the PTS, so I can't say for sure. Post-patch DKs will have the only on-demand source of Major Mending, which is a plus, but it will go away when shields drop. The orbs changes will reduce the Templar monopoly on stam sustain, but it's still not clear what the final changes will look like once the patch lands so it's hard to tell the extent of the effects.

      In general, DK healers will be no worse off next patch, and probably a bit better. I'm looking forward to it.

      Incidentally, I've now healed several vet trials with my DK and it worked fine.
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    • Cellentel
      Cellentel
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      I healed vMoL with my DK last night, it worked great. There weren't any situations where me being a Templar would have made a noticeable difference. The other healer was a Templar and was able to take care of the Templar-specific things (like Power of the Light) and I was able to make good use of several DK-exclusive abilities. I won't claim that it is the most optimal class to heal with in there, but it is 100% viable. This was my first time healing vMoL on any class; I'd tanked it previously.

      I wore SPC/Worm + Master Resto. The bars I used were:
      • Resto: Healing Ward, Healing Springs, Combat Prayer, Mystic Orb, Igneous Shields, Magma Armor
      • Destro: Elemental Drain, Purge, Cauterize, Lightning Wall, Chains, Aggressive Horn

      For the twins, I moved orbs to my destro bar and replaced it with Deep Breath so I could join the interrupting fun (this proved very handy for the burn phase at the end). For Rakkat, I replaced chains with Harness Magicka in case I needed extra shielding, but in practice I don't think Harness was necessary.

      Notes on the utility of a few skills:
      • Purge is only necessary for the twins.
      • I used Cauterize so I had a burst heal on my destro bar. In practice I didn't use it very often so that is probably a flex spot.
      • I did very little chaining so I probably could have replaced it with something. I was prepared to help with chaining on the twins but our dedicated chainers did such a good job I did not have an opportunity.
      • Magma Armor was a crutch, but it did provide a handy group-wide panic button a handful of times. I mostly used warhorn as my ult.
      • I spammed Igneous Shields a lot; probably more than was optimal. My excuse is that its a good habit to get into for next patch since Major Mending goes away if the shield breaks.
      • Either orb morph works; you just want to make sure each healer has a different type.

      There are a lot of places to optimize stuff but overall it worked very nicely. I don't expect any major changes to this build will would be needed for next patch, beyond whatever global meta changes apply to everyone.

      Suahjp3.jpg
      Edited by Cellentel on May 8, 2017 4:30PM
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