Well, temps are getting a lot of nerfs to their heals. I don't mind that certain classes specialize in certain things just as long as there is room within weapon, guild, world and class skill lines to play into different roles a little. For example DKs are by far best at tanks but can definitely be purposes towards damage and have decent heals. No ones gonna run them as a serious healer but that's ok. What I do mind is that templars have crazy heals and a lot to burst damage in PvP. Although that's gonna change.
You don't know what you ate talking about.
Band Camp statements: To state "But this one time I saw X doing X... so that justifies X" Refers to the Band camp statement.
Coined by Maxwell
If you are a healer, and you are intent on doing well at your role, you must utilize a handful of skills. This mainly applies to trial settings, where fights can get rather difficult. These skills are not dependent on your class:
• Healing Springs - Your main heal for trials since it's a HoT, and a fantastic way to AoE heal for low cost
• Inner Light - Gives higher critical chance making you more effective
• Combat Prayer - A strong heal that buffs group DPS
• Elemental Drain - Helps your group sustain Magicka
• Harness Magicka - Can save you from death and also regain Magicka at the same time
• Necrotic Orb - Helps your group sustain Magicka, plus can help with healing (healing morph only)
• Blockade of Storms - Group damage buff via CP passives (may no longer be used in Morrowind)
• War Horn - Grants powerful group buffs
Other skills (situational or optional): Efficient Purge, Ward Ally, Force Siphon, Barrier
There are 8 out of 12 skills which are almost mandatory for Healers to slot. Essentially, your class will decide which 3-4 active skills and 1 ultimate skill to slot for most endgame healers. Let's break down what each class currently provides Healers:
Dragonknight:
• Molten Weapons - Useful for when running content and people want to save weapon/spell pots
• Cauterize - Grants extra Critical chance and heals, though it is not worth using over Inner Light
• Igneous Shield - Grants a small damage shield to your group and grants you Major Mending
• Fiery Chains - A great way to reposition enemies for DPS to kill faster
• Choking Talons - Helps root enemies and lower their damage
• Spiked Amor - Gives you more survivability
• Obsidian Shard - Weak heal for one ally
Sorcerer:
• Boundless Storm - Gives you more survivability and speed
• Dark Conversion - Grants lots of Magicka if you have time for it
• Bound Aegis - Nice buff to your own heals and resistances, but it requires two slots!
• Absorption Field - Can be useful for handling Gargoyles in Hel Ra Citadel, though it is mediocre at best for an actual Healer
• Twilight Matriarch - Your main addition to healing, serving as a powerful burst heal, despite it requiring two slots and being killable!
• Empowered Ward - Shields you and your Twilight/grants the group 10% more Magicka Recovery, though you lose the Magicka restore from Harness Magicka
Nightblade
• Funnel Health - Mainly a skill for DPS, though it heals too
• Soul Siphon - Disappointing. A terrible ultimate meant for healing allies
• Mark Target - Debuffs enemies, though it generally useless because tanks will apply the same debuffs
• Refreshing Path - A pretty good HoT that Healers can certainly make use of, plus it also boosts movement speed
• Consuming Darkness - A powerful Ultimate that is great for reducing group damage taken and is definitely an asset to Healers
Templar:
• Breath of Life - Fantastic, reliable burst heal
• Nova - Powerful ultimate for reducing group damage taken
• Channeled Focus - Provides you good resistance as well as Magicka
• Power of the Light - Applies a small debuff to enemies to increase Stam DPS
• Healing Ritual - A strong AoE heal, though its cast time makes it not worth slotting over competing skills
• Cleansing Ritual - A great AoE HoT, granting the group a Purge synergy
• Luminous Shards - Great skill that returns has a powerful synergy to return the user Stamina, as well as a bit of extra Stamina and Magicka overtime
• Sacred Ground - A passive that must be mentioned, since it gives the caster near-100% uptime on Major Mending. It gives Minor Mending in Morrowind.
From reading over these skills, it is no secret why practically all healers are Templars. The other classes don't provide anywhere near what Templars do, having only a few legitimately good Healer skills in their entire toolkits. Templars also provide unique support options unavailable to Non-Templar Healers, which is probably due to them having a dedicated Healing skill line. It isn't particularly a bad thing that Templars have unique abilities. Wardens have unique and powerful healing abilities too, which is why they'll be fun to use. There is simply no reason to ever use a Dragonknight, Nightblade, or Sorcerer over a Templar or Warden when it comes to being a Healer.
To solve this, I believe it is time to take the useless skills and morphs of each of these three classes and make them strong for healers. We shouldn't nerf Templars class-defining skills to make them stand out less as healers. Rather, we should allow for these three classes to feel unique as well. If ZOS did this, we would not have to see our fellow Templar healers get nerfed so they can become almost equally as boring as their "competition"..
Here are my suggestions for buffing Dragonknight, Sorcerer, and Nightblade healers....Dragonknight:
• Molten Weapons
- Grant 5% more heavy attack damage to your entire group
• Cauterize:
- Make this a very powerful group HoT
- Increase duration to 20 seconds
- Cast 2 fireballs every 5 seconds that buff allies, providing a powerful HoT on them for 10 seconds and increasing their damage done by 3%. The fireballs can also ricochet and strike 2 more nearby allies each (6 allies buffed per burst of healing fireballs)
• Igneous Shield:
- With the Morrowind nerf in mind, allow Major Mending to last 2 seconds after the shield expires
• Hardened Armor:
- Provide the damage shield to nearby allies as well
- Grant Minor Mending to the caster for 10 seconds
• Obsidian Shard
- Grants the affected ally Minor Vitality for 6 seconds as well (helpful for when they take high burst damage)
Sorcerer:
• Shattering Prison:
- This useless morph of Encase is replaced with Healing Prison
- Immobilization now lasts 2 seconds
- Now leaves behind a patch of light small HoT that heals allies for 10 seconds when enemies escape from the immobilization or the duration expires
- One ally can activate the Dark Pledge synergy, granting them 25% of both their Magic and Stamina over 10 seconds, but also causing them to receive 50% less healing from their own healing dealt as well as 50% less resource regeneration for 10 seconds.
• Twilight Matriarch:
- Give this pet the ability to survive an attack that would normally kill it every 30 seconds, instead pushing the Twilight to 1 Health
• Crystal Blast:
- Change this useless morph of Crystal Shards to Crystal Rejuvenation
- This ability now has a 4 second cast time, and costs as much Magicka as Purge from the Support skill line
- Raises a crystal obelisk from the floor (ground-targeted) that heals allies near it (10m) every second for 15 seconds.
- You have a 1% chance when you heal an ally below 60% health (by any means of healing) to grant the proc for this ability
- The proc makes Crystal Rejuvenation instacast, cost 50% less Magicka, and last 25 seconds
- There is cooldown of 25 seconds on the proc
Nightblade
• Soul Siphon
- Change this ability, cause it's currently terrible
- Lays a rune on the floor as large as a Templar's Cleansing Ritual, providing a decently strong HoT for 16 seconds, and additional healing afterward for an additional 10 seconds.
- The rune pulses the Major Vitality buff every 8 seconds while the rune lasts, with the buff lasting 3 seconds.
• Reaper's Mark:
- Buff this morph of Mark Target to also debuff the Marked enemy with Minor Lifesteal
• Prolonged Suffering:
- Change this useless morph of Agony to Fatiguing Siphon
- Ability now causes the afflicted enemy (whether CCed or not) to pulse health every 1 second to your nearby allies for 8 seconds.
- A Siphon Stamina synergy will appear, granting the synergy user some Stamina over time (equal to that of Spear Shards, sharing a cooldown)
• Leeching Strikes:
- This morph changes into Affinity
- Now costs Magicka, and returns a small amount of Magicka every second when healing an ally
- Grants the user Minor Mending and well as 10% increased resurrection speed
- Has a 10% chance when active and healing an ally below 50% health to grant you 1 Utlimate every second for 3 seconds. Has a cooldown of 3 seconds.
Templar:
• Sacred Ground
- Leave this passive as it is in Morrowind, giving Minor Mending to the caster
• Rune Focus
- Grant Major Mending for 8 seconds on cast
• Luminous Shards:
- Unlink the synergy cooldown from this skill from that of Necrotic Orb. Allow this skill to only restore Stamina.
- Link the synergy cooldoown from this skill to the new Nightblade Fatiguing Siphon skill synergy, Siphon Stamina
• Repentance:
- Allow this morph to return Stamina to allies again
- Reduce the Stamina return to allies by 50%
General
• Necrotic Orbs: Restores Magicka again, as well as to allies.
Anyway, whether you like the changes I propose or not, I'd like you to think about the situation we are currently in. I believe some of these changes at least would help our currently weak Healer classes feel unique and even useful beside Templars and Wardens. Would you like to see Dragonknights, Sorcerers, and Nightblades made strong and unique healers in different ways than Templars and Wardens? Or would you rather Templar and Warden get weaker, have Templar class-defining skills nerfed, and have all healers overtime become more similar and boring?
Here's hoping non-Templar/Warden Healers don't get laughed at their entire lives going forward after Morrowind.....
exeeter702 wrote: »If you are a healer, and you are intent on doing well at your role, you must utilize a handful of skills. This mainly applies to trial settings, where fights can get rather difficult. These skills are not dependent on your class:
• Healing Springs - Your main heal for trials since it's a HoT, and a fantastic way to AoE heal for low cost
• Inner Light - Gives higher critical chance making you more effective
• Combat Prayer - A strong heal that buffs group DPS
• Elemental Drain - Helps your group sustain Magicka
• Harness Magicka - Can save you from death and also regain Magicka at the same time
• Necrotic Orb - Helps your group sustain Magicka, plus can help with healing (healing morph only)
• Blockade of Storms - Group damage buff via CP passives (may no longer be used in Morrowind)
• War Horn - Grants powerful group buffs
Other skills (situational or optional): Efficient Purge, Ward Ally, Force Siphon, Barrier
There are 8 out of 12 skills which are almost mandatory for Healers to slot. Essentially, your class will decide which 3-4 active skills and 1 ultimate skill to slot for most endgame healers. Let's break down what each class currently provides Healers:
Dragonknight:
• Molten Weapons - Useful for when running content and people want to save weapon/spell pots
• Cauterize - Grants extra Critical chance and heals, though it is not worth using over Inner Light
• Igneous Shield - Grants a small damage shield to your group and grants you Major Mending
• Fiery Chains - A great way to reposition enemies for DPS to kill faster
• Choking Talons - Helps root enemies and lower their damage
• Spiked Amor - Gives you more survivability
• Obsidian Shard - Weak heal for one ally
Sorcerer:
• Boundless Storm - Gives you more survivability and speed
• Dark Conversion - Grants lots of Magicka if you have time for it
• Bound Aegis - Nice buff to your own heals and resistances, but it requires two slots!
• Absorption Field - Can be useful for handling Gargoyles in Hel Ra Citadel, though it is mediocre at best for an actual Healer
• Twilight Matriarch - Your main addition to healing, serving as a powerful burst heal, despite it requiring two slots and being killable!
• Empowered Ward - Shields you and your Twilight/grants the group 10% more Magicka Recovery, though you lose the Magicka restore from Harness Magicka
Nightblade
• Funnel Health - Mainly a skill for DPS, though it heals too
• Soul Siphon - Disappointing. A terrible ultimate meant for healing allies
• Mark Target - Debuffs enemies, though it generally useless because tanks will apply the same debuffs
• Refreshing Path - A pretty good HoT that Healers can certainly make use of, plus it also boosts movement speed
• Consuming Darkness - A powerful Ultimate that is great for reducing group damage taken and is definitely an asset to Healers
Templar:
• Breath of Life - Fantastic, reliable burst heal
• Nova - Powerful ultimate for reducing group damage taken
• Channeled Focus - Provides you good resistance as well as Magicka
• Power of the Light - Applies a small debuff to enemies to increase Stam DPS
• Healing Ritual - A strong AoE heal, though its cast time makes it not worth slotting over competing skills
• Cleansing Ritual - A great AoE HoT, granting the group a Purge synergy
• Luminous Shards - Great skill that returns has a powerful synergy to return the user Stamina, as well as a bit of extra Stamina and Magicka overtime
• Sacred Ground - A passive that must be mentioned, since it gives the caster near-100% uptime on Major Mending. It gives Minor Mending in Morrowind.
From reading over these skills, it is no secret why practically all healers are Templars. The other classes don't provide anywhere near what Templars do, having only a few legitimately good Healer skills in their entire toolkits. Templars also provide unique support options unavailable to Non-Templar Healers, which is probably due to them having a dedicated Healing skill line. It isn't particularly a bad thing that Templars have unique abilities. Wardens have unique and powerful healing abilities too, which is why they'll be fun to use. There is simply no reason to ever use a Dragonknight, Nightblade, or Sorcerer over a Templar or Warden when it comes to being a Healer.
To solve this, I believe it is time to take the useless skills and morphs of each of these three classes and make them strong for healers. We shouldn't nerf Templars class-defining skills to make them stand out less as healers. Rather, we should allow for these three classes to feel unique as well. If ZOS did this, we would not have to see our fellow Templar healers get nerfed so they can become almost equally as boring as their "competition"..
Here are my suggestions for buffing Dragonknight, Sorcerer, and Nightblade healers....Dragonknight:
• Molten Weapons
- Grant 5% more heavy attack damage to your entire group
• Cauterize:
- Make this a very powerful group HoT
- Increase duration to 20 seconds
- Cast 2 fireballs every 5 seconds that buff allies, providing a powerful HoT on them for 10 seconds and increasing their damage done by 3%. The fireballs can also ricochet and strike 2 more nearby allies each (6 allies buffed per burst of healing fireballs)
• Igneous Shield:
- With the Morrowind nerf in mind, allow Major Mending to last 2 seconds after the shield expires
• Hardened Armor:
- Provide the damage shield to nearby allies as well
- Grant Minor Mending to the caster for 10 seconds
• Obsidian Shard
- Grants the affected ally Minor Vitality for 6 seconds as well (helpful for when they take high burst damage)
Sorcerer:
• Shattering Prison:
- This useless morph of Encase is replaced with Healing Prison
- Immobilization now lasts 2 seconds
- Now leaves behind a patch of light small HoT that heals allies for 10 seconds when enemies escape from the immobilization or the duration expires
- One ally can activate the Dark Pledge synergy, granting them 25% of both their Magic and Stamina over 10 seconds, but also causing them to receive 50% less healing from their own healing dealt as well as 50% less resource regeneration for 10 seconds.
• Twilight Matriarch:
- Give this pet the ability to survive an attack that would normally kill it every 30 seconds, instead pushing the Twilight to 1 Health
• Crystal Blast:
- Change this useless morph of Crystal Shards to Crystal Rejuvenation
- This ability now has a 4 second cast time, and costs as much Magicka as Purge from the Support skill line
- Raises a crystal obelisk from the floor (ground-targeted) that heals allies near it (10m) every second for 15 seconds.
- You have a 1% chance when you heal an ally below 60% health (by any means of healing) to grant the proc for this ability
- The proc makes Crystal Rejuvenation instacast, cost 50% less Magicka, and last 25 seconds
- There is cooldown of 25 seconds on the proc
Nightblade
• Soul Siphon
- Change this ability, cause it's currently terrible
- Lays a rune on the floor as large as a Templar's Cleansing Ritual, providing a decently strong HoT for 16 seconds, and additional healing afterward for an additional 10 seconds.
- The rune pulses the Major Vitality buff every 8 seconds while the rune lasts, with the buff lasting 3 seconds.
• Reaper's Mark:
- Buff this morph of Mark Target to also debuff the Marked enemy with Minor Lifesteal
• Prolonged Suffering:
- Change this useless morph of Agony to Fatiguing Siphon
- Ability now causes the afflicted enemy (whether CCed or not) to pulse health every 1 second to your nearby allies for 8 seconds.
- A Siphon Stamina synergy will appear, granting the synergy user some Stamina over time (equal to that of Spear Shards, sharing a cooldown)
• Leeching Strikes:
- This morph changes into Affinity
- Now costs Magicka, and returns a small amount of Magicka every second when healing an ally
- Grants the user Minor Mending and well as 10% increased resurrection speed
- Has a 10% chance when active and healing an ally below 50% health to grant you 1 Utlimate every second for 3 seconds. Has a cooldown of 3 seconds.
Templar:
• Sacred Ground
- Leave this passive as it is in Morrowind, giving Minor Mending to the caster
• Rune Focus
- Grant Major Mending for 8 seconds on cast
• Luminous Shards:
- Unlink the synergy cooldown from this skill from that of Necrotic Orb. Allow this skill to only restore Stamina.
- Link the synergy cooldoown from this skill to the new Nightblade Fatiguing Siphon skill synergy, Siphon Stamina
• Repentance:
- Allow this morph to return Stamina to allies again
- Reduce the Stamina return to allies by 50%
General
• Necrotic Orbs: Restores Magicka again, as well as to allies.
Anyway, whether you like the changes I propose or not, I'd like you to think about the situation we are currently in. I believe some of these changes at least would help our currently weak Healer classes feel unique and even useful beside Templars and Wardens. Would you like to see Dragonknights, Sorcerers, and Nightblades made strong and unique healers in different ways than Templars and Wardens? Or would you rather Templar and Warden get weaker, have Templar class-defining skills nerfed, and have all healers overtime become more similar and boring?
Here's hoping non-Templar/Warden Healers don't get laughed at their entire lives going forward after Morrowind.....
Your heart is in the right place.. non templar healers need to have prominence.
However you are a little misguided, raw healing capabilities between the 4 classes has always been relatively on par, that isn't an opinion. It's important to note something that I have been saying for years and something that rich just recently explained on eso live. Class skills are weighted differently and are balanced around the availability of the universal skill lines. This is why when you have a dedicated healing skill line in the templar and warden it does not mean, by very design philosophy from the devs, that they are the exclusive intended healers. It simply means their compensation for the resto staff is to a lesser extent than the other classes in the same healer role. The skills available from both warden and templar's healing skill lines are parrallels more than they are additional layers to the resto staff skills.
Increasing the raw healing capabilities of dk sorc and nb will not solve anything as they already push out raw healing comparable to both warden and templar, as I have tested on beta. The primary issue has always been the lack of a critical utility. A utility that Templars had exclusive access to.
Your run down on the non templar healer offerings was a bit disingenuous if I'm being honest. Unfortunately there are far too many people playing this game that will chose to remain ignorant to the fact that healing as a role is not relegated to the 2 classes with innate healing skill lines. Frankly based solely on very rigorous testing in the current beta, having a non templar healer environment is entirely viable in the hardest pve content. But too few players are going to realize that. They only ones laughing at non Templar healers are lesser players.
NinthPrince64 wrote: »I originally created a cookie-cutter Templar to make it easier to get into PUGs and and to offer another role to my guild. I have come to enjoy healing, but I am likely woefully under educated with respect to how they work "under the hood".
That said, is it possible that ZOS is trying to create a situation where the combination of a Templar healer with another non-Templar healer becomes optimal for trial content? In other words, could it be that that skills of a Templar would be better complimented by the skills of non-Templar healer rather than a second Templar?
andreasranasen wrote: »
andreasranasen wrote: »
These selfish posts from template Healers are the real troll post. All what was done was balance. Is there fear that someone going to take your job?
It's like with woman or colored people got equal rights. Everyone was crying that it would not work or it should people. It's going to work
Silver_Strider wrote: »Not against your suggestion but I do have a few of my own for NB
Blur - Let this apply to teammates, up to 6 people. This would offer a nice utility by providing the group with Major Evasion with a secondary benefit depending on morph (Major Expedition would probably be the go to since Minor Resolve/Ward are covered by Combat Prayer)
Refreshing Path - Add a synergy that gives a small burst heal/ups the HoT component of the skill. More synergies for more uptime on Moondancer and Alkosh.
Shades - Having it apply Minor Vulnerability or Minor Fracture/Breech would help this skill greatly overall, regardless of role.
Soul Siphon - I do like the burst heal this grants and I'm not for changing it for a copy pf Cleansing Ritual. I'd be more for it letting it grant Major Berserk though.
andreasranasen wrote: »
These selfish posts from template Healers are the real troll post. All what was done was balance. Is there fear that someone going to take your job?
It's like with woman or colored people got equal rights. Everyone was crying that it would not work or it should people. It's going to work