I'm running 5 pc spell power cure and 5 pc alteration mastery on mine atm.
I was running worm cult instead of alteration, but outside of trials I find it just isn't as effective. Alteration mastery set gives 1% lower spell cost than worm and higher recovery.
Currently running a generic crafted staff combo until I can get a maelstrom staff. I run resto on one bar and lightning on the other to proc off balance for the group.
ThePaleItalian wrote: »I'm running 5 pc spell power cure and 5 pc alteration mastery on mine atm.
I was running worm cult instead of alteration, but outside of trials I find it just isn't as effective. Alteration mastery set gives 1% lower spell cost than worm and higher recovery.
Currently running a generic crafted staff combo until I can get a maelstrom staff. I run resto on one bar and lightning on the other to proc off balance for the group.
I didn't even think of that set. Is that 6% even on ultimates?
(From my PVE perspective.) I run with 5 SPC and 5 Worm. I'm looking for the Master restoration staff.
I have two swords in my back bar with my Khajiit. Magnus' Gift, just for more magicka, but I know it's not the best set to run.
I have a destruction staff with my Argonian, for Elemental Drain (until his orbs will be improved).
ThePaleItalian wrote: »I'm running 5 pc spell power cure and 5 pc alteration mastery on mine atm.
I was running worm cult instead of alteration, but outside of trials I find it just isn't as effective. Alteration mastery set gives 1% lower spell cost than worm and higher recovery.
Currently running a generic crafted staff combo until I can get a maelstrom staff. I run resto on one bar and lightning on the other to proc off balance for the group.
I didn't even think of that set. Is that 6% even on ultimates?
I'm not positive but I think so, it's 6% off all abilities.
ThePaleItalian wrote: »(From my PVE perspective.) I run with 5 SPC and 5 Worm. I'm looking for the Master restoration staff.
I have two swords in my back bar with my Khajiit. Magnus' Gift, just for more magicka, but I know it's not the best set to run.
I have a destruction staff with my Argonian, for Elemental Drain (until his orbs will be improved).
I do see alot of destro and resto combos. I will need to play with each to get a feel for it.
Thanks!ThePaleItalian wrote: »I'm running 5 pc spell power cure and 5 pc alteration mastery on mine atm.
I was running worm cult instead of alteration, but outside of trials I find it just isn't as effective. Alteration mastery set gives 1% lower spell cost than worm and higher recovery.
Currently running a generic crafted staff combo until I can get a maelstrom staff. I run resto on one bar and lightning on the other to proc off balance for the group.
I didn't even think of that set. Is that 6% even on ultimates?
I'm not positive but I think so, it's 6% off all abilities.
Can't hurt for me to try it out. Thank you!
ThePaleItalian wrote: »(From my PVE perspective.) I run with 5 SPC and 5 Worm. I'm looking for the Master restoration staff.
I have two swords in my back bar with my Khajiit. Magnus' Gift, just for more magicka, but I know it's not the best set to run.
I have a destruction staff with my Argonian, for Elemental Drain (until his orbs will be improved).
I do see alot of destro and resto combos. I will need to play with each to get a feel for it.
Thanks!ThePaleItalian wrote: »I'm running 5 pc spell power cure and 5 pc alteration mastery on mine atm.
I was running worm cult instead of alteration, but outside of trials I find it just isn't as effective. Alteration mastery set gives 1% lower spell cost than worm and higher recovery.
Currently running a generic crafted staff combo until I can get a maelstrom staff. I run resto on one bar and lightning on the other to proc off balance for the group.
I didn't even think of that set. Is that 6% even on ultimates?
I'm not positive but I think so, it's 6% off all abilities.
Can't hurt for me to try it out. Thank you!
I'm able to practically spam the resto staff ultimate, at least
Floki_Vilgerdarson wrote: »It does not matter what you wear until you master the art of healing. If you want to help your team "learn to heal" then worry about SPC etc.
I think this game is funny, everyone thinks gear is the answer. Learn your class. That simple.
xblackroxe wrote: »Floki_Vilgerdarson wrote: »It does not matter what you wear until you master the art of healing. If you want to help your team "learn to heal" then worry about SPC etc.
I think this game is funny, everyone thinks gear is the answer. Learn your class. That simple.
What does that even mean? Healing means supporting your group the best you can and that includes sets.
Floki_Vilgerdarson wrote: »xblackroxe wrote: »Floki_Vilgerdarson wrote: »It does not matter what you wear until you master the art of healing. If you want to help your team "learn to heal" then worry about SPC etc.
I think this game is funny, everyone thinks gear is the answer. Learn your class. That simple.
What does that even mean? Healing means supporting your group the best you can and that includes sets.
I have over 1000 champion points and I am a healer as my primary class.
Do I use spc, sanctuary and worm cult? Yes I do and have all jewelry so I can use the best set for the group on the fly.
I just want new healers to stop worrying about these sets that are made to help your team mostly. You cannot help your team until you learn to heal and then you start putting together these additional sets to enhance your abilities.
I am so tired of seeing baby healers running around with these sets thinking they have a clue.
Everyone thinks sets are the magic that changes their game.
Practice makes perfect and "you can't polish a turd".
Alt mastery would only affect yourself however, while worm you + 11 other group members.I was running worm cult instead of alteration, but outside of trials I find it just isn't as effective. Alteration mastery set gives 1% lower spell cost than worm and higher recovery.
What makes Kagrenac's so good among the crafted sets?Taleof2Cities wrote: »I run Spell Power Cure and Kagrenac's for both PvP and PvE dungeons. For vet Trials your groupmates may want you to switch to a better support set than Kag's ... already mentioned above:
Worm
Sanctuary
Alteration Mastery
ThePaleItalian wrote: »(From my PVE perspective.) I run with 5 SPC and 5 Worm. I'm looking for the Master restoration staff.
I have two swords in my back bar with my Khajiit. Magnus' Gift, just for more magicka, but I know it's not the best set to run.
I have a destruction staff with my Argonian, for Elemental Drain (until his orbs will be improved).
I do see alot of destro and resto combos. I will need to play with each to get a feel for it.
Thanks!ThePaleItalian wrote: »I'm running 5 pc spell power cure and 5 pc alteration mastery on mine atm.
I was running worm cult instead of alteration, but outside of trials I find it just isn't as effective. Alteration mastery set gives 1% lower spell cost than worm and higher recovery.
Currently running a generic crafted staff combo until I can get a maelstrom staff. I run resto on one bar and lightning on the other to proc off balance for the group.
I didn't even think of that set. Is that 6% even on ultimates?
I'm not positive but I think so, it's 6% off all abilities.
Can't hurt for me to try it out. Thank you!
paulsimonps wrote: »If you want to use it in Trials this is what you want to do:
Main set: 5xSpell Power Cure
Secondary set options: Gossamer, Twilight Remedy, Sanctuary, Mending Mage or Worm's Raiment
You will always want to go Spell Power Cure in PvE no matter what and then you want to combine that with one of those above mentioned sets. My recommendations is to have a Worm's Raiment set up and an additional set up with one of the other 4 sets, my recommendation would be Gossamer. You want to do this so that whenever you actually do Trials and the other Healer only has Worm then you can swap out to the other set up, but also if the other healer doesn't have worm then you can run it.
Now you will have 1 slot open after that, and there are a few things you can do with that, an easy option to grind for and get would be to go with either one piece of The Troll King or one piece of Sentinel of Rkugamz, both of them have a one piece bonus of 2% Healing Done. Now what would be better to run but requires some more work than the first option is to get your weapons to be the last 1piece, what you would want there is a Master Restoration staff and then have on your other bar a Destruction staff. The destruction staff can be whatever set you want cause it won't matter but I would recommend this. Make it a lightning destruction staff with the charged trait enchanted with a shock glyph. This will have a really high chance of proc'ing concussion and help with minor vulnerability up time as well as off-balance up time if you also use Wall of Elements on your destruction staff bar.
What I just recommended here is for Trials and overall end game content. If all you want to do is Regular dungeons then just Run SPC and then whatever, its a dungeon, it really won't matter that much. But if you want to optimize and be as effective as you can be then run my recommendation or at least something similar, there are plenty of ways to do it and there is a lot of wiggle room, far more so than a what a Damage Dealer has, so play around and see what fits your playstyle.
IronCrystal wrote: »paulsimonps wrote: »If you want to use it in Trials this is what you want to do:
Main set: 5xSpell Power Cure
Secondary set options: Gossamer, Twilight Remedy, Sanctuary, Mending Mage or Worm's Raiment
You will always want to go Spell Power Cure in PvE no matter what and then you want to combine that with one of those above mentioned sets. My recommendations is to have a Worm's Raiment set up and an additional set up with one of the other 4 sets, my recommendation would be Gossamer. You want to do this so that whenever you actually do Trials and the other Healer only has Worm then you can swap out to the other set up, but also if the other healer doesn't have worm then you can run it.
Now you will have 1 slot open after that, and there are a few things you can do with that, an easy option to grind for and get would be to go with either one piece of The Troll King or one piece of Sentinel of Rkugamz, both of them have a one piece bonus of 2% Healing Done. Now what would be better to run but requires some more work than the first option is to get your weapons to be the last 1piece, what you would want there is a Master Restoration staff and then have on your other bar a Destruction staff. The destruction staff can be whatever set you want cause it won't matter but I would recommend this. Make it a lightning destruction staff with the charged trait enchanted with a shock glyph. This will have a really high chance of proc'ing concussion and help with minor vulnerability up time as well as off-balance up time if you also use Wall of Elements on your destruction staff bar.
What I just recommended here is for Trials and overall end game content. If all you want to do is Regular dungeons then just Run SPC and then whatever, its a dungeon, it really won't matter that much. But if you want to optimize and be as effective as you can be then run my recommendation or at least something similar, there are plenty of ways to do it and there is a lot of wiggle room, far more so than a what a Damage Dealer has, so play around and see what fits your playstyle.
For curiosity, why recommend Gossmers? I don't know anyone who runs that in vet trials.
paulsimonps wrote: »IronCrystal wrote: »paulsimonps wrote: »If you want to use it in Trials this is what you want to do:
Main set: 5xSpell Power Cure
Secondary set options: Gossamer, Twilight Remedy, Sanctuary, Mending Mage or Worm's Raiment
You will always want to go Spell Power Cure in PvE no matter what and then you want to combine that with one of those above mentioned sets. My recommendations is to have a Worm's Raiment set up and an additional set up with one of the other 4 sets, my recommendation would be Gossamer. You want to do this so that whenever you actually do Trials and the other Healer only has Worm then you can swap out to the other set up, but also if the other healer doesn't have worm then you can run it.
Now you will have 1 slot open after that, and there are a few things you can do with that, an easy option to grind for and get would be to go with either one piece of The Troll King or one piece of Sentinel of Rkugamz, both of them have a one piece bonus of 2% Healing Done. Now what would be better to run but requires some more work than the first option is to get your weapons to be the last 1piece, what you would want there is a Master Restoration staff and then have on your other bar a Destruction staff. The destruction staff can be whatever set you want cause it won't matter but I would recommend this. Make it a lightning destruction staff with the charged trait enchanted with a shock glyph. This will have a really high chance of proc'ing concussion and help with minor vulnerability up time as well as off-balance up time if you also use Wall of Elements on your destruction staff bar.
What I just recommended here is for Trials and overall end game content. If all you want to do is Regular dungeons then just Run SPC and then whatever, its a dungeon, it really won't matter that much. But if you want to optimize and be as effective as you can be then run my recommendation or at least something similar, there are plenty of ways to do it and there is a lot of wiggle room, far more so than a what a Damage Dealer has, so play around and see what fits your playstyle.
For curiosity, why recommend Gossmers? I don't know anyone who runs that in vet trials.
I feel like a lot of people are underestimating its usefulness. A 15% chance to completely negate a possible fatal attack? Yes please. And what I see for next update with the possibility of a Warden as 2nd healer and a warden off-tank you could give everyone in the group Major Ward and Resolve with the Wardens Ice fortress and with combat prayer the healers would give everyone the Minor Ward and Resolve, combine that with Major Evasion and your team will be a really fricking sturdy one. I think it will add more survivability than Sanctuary or Mending Mage and too few people actually use the synergies to get full benefit from Twilight remedy, very very very few DPS actually use a synergy every 10s, most simply do it when they see a necrotic orb. So that is my reasoning
IronCrystal wrote: »paulsimonps wrote: »If you want to use it in Trials this is what you want to do:
Main set: 5xSpell Power Cure
Secondary set options: Gossamer, Twilight Remedy, Sanctuary, Mending Mage or Worm's Raiment
You will always want to go Spell Power Cure in PvE no matter what and then you want to combine that with one of those above mentioned sets. My recommendations is to have a Worm's Raiment set up and an additional set up with one of the other 4 sets, my recommendation would be Gossamer. You want to do this so that whenever you actually do Trials and the other Healer only has Worm then you can swap out to the other set up, but also if the other healer doesn't have worm then you can run it.
Now you will have 1 slot open after that, and there are a few things you can do with that, an easy option to grind for and get would be to go with either one piece of The Troll King or one piece of Sentinel of Rkugamz, both of them have a one piece bonus of 2% Healing Done. Now what would be better to run but requires some more work than the first option is to get your weapons to be the last 1piece, what you would want there is a Master Restoration staff and then have on your other bar a Destruction staff. The destruction staff can be whatever set you want cause it won't matter but I would recommend this. Make it a lightning destruction staff with the charged trait enchanted with a shock glyph. This will have a really high chance of proc'ing concussion and help with minor vulnerability up time as well as off-balance up time if you also use Wall of Elements on your destruction staff bar.
What I just recommended here is for Trials and overall end game content. If all you want to do is Regular dungeons then just Run SPC and then whatever, its a dungeon, it really won't matter that much. But if you want to optimize and be as effective as you can be then run my recommendation or at least something similar, there are plenty of ways to do it and there is a lot of wiggle room, far more so than a what a Damage Dealer has, so play around and see what fits your playstyle.
For curiosity, why recommend Gossmers? I don't know anyone who runs that in vet trials.
Lightspeedflashb14_ESO wrote: »
Go go further, lynx is just looking at it from his own point of view. When the best ways is to look at it as worm saving the group between 20% and 60% magic cost vs just you at 6%. I am aware that this isnt actually how it maths out but it helps people to understand how important worm is to the group.
Also I have never understood the absolute obsession that some healers have with regen, I have healed everything short of vmol, and this is just because I can't ever find a group for it, with 1k regen, wearing SPC+ worm and a master staff. Although I am Argonian Master Healer race, with 40k magic, so that makes even trash pots give back 10k magic.
IronCrystal wrote: »paulsimonps wrote: »IronCrystal wrote: »paulsimonps wrote: »If you want to use it in Trials this is what you want to do:
Main set: 5xSpell Power Cure
Secondary set options: Gossamer, Twilight Remedy, Sanctuary, Mending Mage or Worm's Raiment
You will always want to go Spell Power Cure in PvE no matter what and then you want to combine that with one of those above mentioned sets. My recommendations is to have a Worm's Raiment set up and an additional set up with one of the other 4 sets, my recommendation would be Gossamer. You want to do this so that whenever you actually do Trials and the other Healer only has Worm then you can swap out to the other set up, but also if the other healer doesn't have worm then you can run it.
Now you will have 1 slot open after that, and there are a few things you can do with that, an easy option to grind for and get would be to go with either one piece of The Troll King or one piece of Sentinel of Rkugamz, both of them have a one piece bonus of 2% Healing Done. Now what would be better to run but requires some more work than the first option is to get your weapons to be the last 1piece, what you would want there is a Master Restoration staff and then have on your other bar a Destruction staff. The destruction staff can be whatever set you want cause it won't matter but I would recommend this. Make it a lightning destruction staff with the charged trait enchanted with a shock glyph. This will have a really high chance of proc'ing concussion and help with minor vulnerability up time as well as off-balance up time if you also use Wall of Elements on your destruction staff bar.
What I just recommended here is for Trials and overall end game content. If all you want to do is Regular dungeons then just Run SPC and then whatever, its a dungeon, it really won't matter that much. But if you want to optimize and be as effective as you can be then run my recommendation or at least something similar, there are plenty of ways to do it and there is a lot of wiggle room, far more so than a what a Damage Dealer has, so play around and see what fits your playstyle.
For curiosity, why recommend Gossmers? I don't know anyone who runs that in vet trials.
I feel like a lot of people are underestimating its usefulness. A 15% chance to completely negate a possible fatal attack? Yes please. And what I see for next update with the possibility of a Warden as 2nd healer and a warden off-tank you could give everyone in the group Major Ward and Resolve with the Wardens Ice fortress and with combat prayer the healers would give everyone the Minor Ward and Resolve, combine that with Major Evasion and your team will be a really fricking sturdy one. I think it will add more survivability than Sanctuary or Mending Mage and too few people actually use the synergies to get full benefit from Twilight remedy, very very very few DPS actually use a synergy every 10s, most simply do it when they see a necrotic orb. So that is my reasoning
I see your reasoning. Almost every group I run with uses Mending as the secondary set as it decreases the damage enemies do.
In a 4 man dungeon group, 5% reduced magicka cost just isn't as worthwhile, especially when odds are that at least one of those 3 players is a stamina build, and sometimes all 3 are.
In any situation where I'm grouped with 5 or more people, sure, worm becomes increasingly better. But for solo or 4 man dungeons, I'd rather have alteration mastery.Lightspeedflashb14_ESO wrote: »
Go go further, lynx is just looking at it from his own point of view. When the best ways is to look at it as worm saving the group between 20% and 60% magic cost vs just you at 6%. I am aware that this isnt actually how it maths out but it helps people to understand how important worm is to the group.
Also I have never understood the absolute obsession that some healers have with regen, I have healed everything short of vmol, and this is just because I can't ever find a group for it, with 1k regen, wearing SPC+ worm and a master staff. Although I am Argonian Master Healer race, with 40k magic, so that makes even trash pots give back 10k magic.
I like having higher regen because I can't always heal efficiently. I run with random players from group finder, and a lot of times those players are just plain bad. You get bow wizards and poor dps, you get tanks that can't block (or taunt), and you get idiots that stand in stupid.
With a good team, I hardly ever have to overheal, but most of the time I'm spamming breath of life and healing springs like mad.
I also tend to throw, out as much damage as I can between heals, so the regen can help there.
I don't run Worm in 4 man groups.
I also don't run healing springs in 4 man groups, it's a great ability but it's pointless if you are an experienced healer. You should be able to keep your group's HP up using Rapid Regen/Mutagen, Ritual and maybe resto ulti / BoL.
Honestly, for 4 man groups the best crafted set is Julianos. Slot in a few DPS skills (Reflective light, Wall of elements, Jesus beam) and use a charged Lightning staff for max concussion uptime.
Floki_Vilgerdarson wrote: »It does not matter what you wear until you master the art of healing. If you want to help your team "learn to heal" then worry about SPC etc.
I think this game is funny, everyone thinks gear is the answer. Learn your class. That simple.