I think 5 SPC + 5 Worm/Sanctury is way better (add 1 shoulder or Master staves)
also skills force me to ask questions. Damage skills in heler build? Say NO for DLC-dungeons and not-craglorn trials.
I'm very interested does this build good in high-end con tent? I mean vDSA, Falkreth, Bloodforge, Hist Shadows, vAS, vMoL, vHoF?
To be honest I it's not a good idea. First sorc heals are mostly basied off max magicka so if anyone I would do spc and necropotence. The extra healing you could get from sanctury can be almost made up with bone surge skill giving minor vitality.
There's another checky guy who came up with some alternative loadout for more damage but honestly looking at @troomar variation does seem like superior is damage. I also know other sorc healers or off healers do use nercopotance. This viable for more damage and greater class healers, but less supportive.
I have no death in almost ever dungeon in game. I think about I missing bloodroot cause I am too lazy and wayrest 1 but that's well a story for another time. I haven't did many trials this month, but it does work very well.. been distracted making gold and working on my other healers. But don't worry, stays true to my style and they are quite original and highlights the strengths that the class can give to say the least. (one of them uses a frost staff ...for good reason).
I'm playing a Bosmer Sorc Healer too and I would like to add my experience with healing trials. I created my character independently on Tasear's build, but his build helped me a lot with skill variations, equip and other thoughts. I'm only CP 450 and I've healed only normal trials, so keep that in mind. On the other hand, there are no guides by seasoned sorcerer healers for trials. I would like to point out differences between 4-man content (veteran pledges) and trials, because I think it may not be so obvious.
Equip
Firstly, I really like the combination of SPC + Worm. I really do. Though SPC + Twiligh Remedy is simply better. I helps you with the big dissadvantage sorc healers have - lack of HoTs. I also use heavy Domihaus Shoulder part. I tried the light version too, but the undaunted passive and heavy armor passive for HP is better than mana recovery.
As weapon traits I use Powered on both Healing and Destruction Staff.
Skills
- Resto Bar
Combat Prayer - In 4-man content, this is mostly used for the Minor Berserk buff. But in trials it has another very important usage - it heals everyone in front of you for around 6k health! With the combination of Healing Springs you can pull out a lot of healing power.
Twilight Matriarch - You don't need it in trails, that's a fact. But I keep it on my bars anyway for two reasons: (1) It's something I call "heal tank" button. Matriarch's heal targets two players around you. The target is independent on your position, it's automatic and it prioritize players with low amount of health. It's also incredibly strong heal. That's a perfect solution to heal that 45k HP ball. Tanks generally don't need your heals unless something went wrong. And when something went wrong with the tank, it usually causes a lot of chaos. A perfect situation for this skill! But you may use it only once or twice in whole trial. (2) Passive bonuses for you. The bonuses are nice to have, so even if you don't need the skill itself, you can just have the pet out to boost your stats. If there are new interesting skills in the future, this skill will be probably the first one I would change for something else though. In 4-man content, this skill is useful and you can even use it as your main heal together with Mutagen (in case your team is good and you want to pull out more dps yourself)
Healing Springs - The main heal of all healers, no doubt. Again, it heals everyone in the target area. It's usually used when ppl are stacked in one place, but you can use it when you are running around. Because you can stack up to 3 effects in one moment, you can predict the path of your team and cast it in front of you. It's not very effective, but it can help you. In 4-man content, it's just an aoe heal.
Mutagen - Oh man, this skill is bad in trials. I mean, the effect is great and you should definitelly use it, but it's such a pain to keep it up. This skill remainds me every second how sorc healers lack HoTs in general. On the other hand, in 4-man content, this is usually my main heal. And if the dungeon is hard, just support it with some Healing Springs.
Empowered Ward - Nothing to add
Ultimate - Absorption Field or Aggresive Warnhorn - I really like Absorption Field, I use it whenever I can. It heals everyone in the bubble and although its heals are quite weak, it ticks twice in a second. It's very useful during "pounding" or "poisoning" phases of some bosses. It can also be used in corridors (when everyone is running around like a headless chicken ... in some trials, corridor fights are much harder than the bosses alone, ehem). And its especially useful when you're the only healer in the trial team. For some trials (nAA, nMoL, or some bosses in other trails) this skill is an overkill though and you will support your team better with Aggressive Warnhorn.
- Destruction Bar
Elemental Drain - Nothing to add, usefull everywhere.
Twilight Matriarch - See above
Energy Orbs - This is your only skill how you support your team with stamina. You must use it, period. But what it's not so obvious is its healing component. Yes, the healing is weak, but read the description carefully - it heals you and your allies nearby. What is meaningless in 4-man content is really good in trials. Sorc healers lack HoTs and this is a perfect solution, because this is basically your another HoT. Just pop up this skill every few seconds. It synergies with everything - allies can use it to replenish mana + stamina (+ another HoT from Twilight Remedy) and if they don't use it, it just heals them all (and you have more time to keep Mutagen up). The healing component is situational though, but it helps when your team is stacked up.
Elemental Blockade - What is absolutely necessary in 4-man content is useless in trials. Let any DPS use it. I prefer to support my team with buffs. So instead of this skill I use ... tadaa ... Defensive Rune. Wait, what? Well, the skill is pointless, but it's the cheapest skill to pop up Minor Prophecy buff. I tried to use Dark Conversion for this purpose, but the skill is slow and breaks my rotation. And I don't have mana problems anyway.
Bone Surge - Cool skill, but not in trials. It affects up to four team mates only. And it requires the synergy button being hit. And it lasts only 10 seconds. Its situational and it's better to let tanks run it. I prefer another skill - Ring of Preservation. I love this skill even more than Absorption Field, and that's something! It affects everybody in the circle and it also helps with stamina. And if your teammates are running around? Use it for yourself! It protects, it regenerates stamina, it lowers the cost of Roll dodge. I use this skill on reuse, there is always a circle somewhere by me It has only one major potential issue - it costs a lot of stamina and if you don't watch what's happening around, you may spend the stamina you would need for a break free or a fast roll in the same second, which may cause your death. But I keep spamming it
Ultimate - Overlord. Why? Because we are sorcerers and we can show up our third bar to everyone. Up your bum, templars!- I'm still experimenting with this bar
- Unnarmed Third Bar
Dark Exchange - Great skill to use in between fights. In 4-man content it's great for speed runs, don't bother with recovery, just pew-pew and Dark Exchange when you run to other pack of mobs. In trials, this is not that useful, because you usually don't do speed runs. But when you hear a templar complaining about mana issues, you can show them. This skill can be a life saver. I also use it to pop up Minor Prophecy buff at the beginning of the fight.
Sanguine Altar - This is a great skill when you need to mark a Heavy Sack location. Apart from that? Situational, hard to use, slow. I don't like this skill generally, but I keep it on my third bar, because it helps with some corridor fights. I tried to use it on bosses with little success, the casting duration is long and I was interupted most of the time. And being interrupted while on third bar with utility skills? Not a good idea in trials.
Bounless Storm - In 4-man content this is just an additional to your Dark Exchange and speed runs. You also became a tank (well, half tank at least). In trials I use it as a support when I need to run fast somewhere. I also use it at the beginning of the fight sometimes. I think this skill may be very useful to help you keep yourself alive, but I haven't utilize that yet in trials much.
Twilight Matriarch - See above
Echoing Vigor - Yes, this is a stamina heal. Do I use it? Yes, I do. But differently than you probably think. I'm not crazy to try being a stamina healer or incorporating stamina heals in my build. Do you remember my "heal tank" button? So this is my "heal allies when something bad happened and I need to keep them alive until I switch from my third bar to my Resto Bar" button. Yeah, a long name, very situational usage, very niche skill, almost useless. But you can say you use Vigor in trials as a healer. Now on the serious hand, this skill is more useful in 4-man content, because I don't use my third bar in trials much. And Vigor has limited number of targets. So yeah, this is my free slot for trials.
Note. In some trials (HoF) you need to run Purge. I use this skill on my Destruction Bar instead of Defensive Rune.
CP distribution
Generally I use the same distribution as you, Tasear. The only difference I have is Blessed / Elfborn. I don't know how useful is to have them maxed out. I keep them 75 / 75 for now and I spend more points in Staff Expert.
I hope my experience helps new sorc healers.
This build is completely viable for all veteran DLC HM dungeons. It's completely viable for normal trials (I also had a chance to solo heal the final boss and some corridor boss fights in Craglorn normal trials. I'm not running veteran trials yet, so I can't say for myself, but Tasear is running them, so I guess it's viable.
For dungeons, SPC + whatever suits you is fine. For me for normal trials, SPC + Twilight > SPC + Worm. I haven't tried Sanctuary, I don't like +Health and +4% Healing Taken on an armor set (trash stats)
Damage skills on healer's bar are not for doing damage, but for providing buff/debuff for DPS. Wall of Elements = concussion, Lightning Splash = Huge HoT on demand.
content like normal trials is vialable nearly for PvP party which lost their way to Cyro and teleported to any craglorn normal. As to me the point is only in DLC content, veteran mode
also u told that Lightning Splash is for damage but in previous sentence u told about these ability for debuff only, not for dps...
Note: this ability cant provide rly good dps with all CP in healing
I think 5 SPC + 5 Worm/Sanctury is way better (add 1 shoulder or Master staves)
also skills force me to ask questions. Damage skills in heler build? Say NO for DLC-dungeons and not-craglorn trials.
I'm very interested does this build good in high-end con tent? I mean vDSA, Falkreth, Bloodforge, Hist Shadows, vAS, vMoL, vHoF?
To be honest I it's not a good idea. First sorc heals are mostly basied off max magicka so if anyone I would do spc and necropotence. The extra healing you could get from sanctury can be almost made up with bone surge skill giving minor vitality.
There's another checky guy who came up with some alternative loadout for more damage but honestly looking at @troomar variation does seem like superior is damage. I also know other sorc healers or off healers do use nercopotance. This viable for more damage and greater class healers, but less supportive.
I have no death in almost ever dungeon in game. I think about I missing bloodroot cause I am too lazy and wayrest 1 but that's well a story for another time. I haven't did many trials this month, but it does work very well.. been distracted making gold and working on my other healers. But don't worry, stays true to my style and they are quite original and highlights the strengths that the class can give to say the least. (one of them uses a frost staff ...for good reason).
I have no death in all dungeons too, these achieves cost nothing.
but i'm looking for competitive sorc healers build in vBF, vFH, vCoS, vRoM...
The overlord function ... it's to apply buffs to allies at the start or when you can find time in longer fights. The playstyle is very chaotic but it most makes sorc most flexible in reacting to various situations.
I tried Necropotence in the past, it was really bad. But I'm not into Max Magicka much, my treshhold is 30k. I also tried Sorrow's Mother. It was even worse (which surprised me). I tried Healing mage set - bad due to risky playstyle. I tried Seducer - this one was good, I was healing nMoL when I was CP 160 with it I also tried the famous "BiS" Julianos - bad. I tried Trinimac and Bahraha's Curse - these were fun, try it for PuG.I also know other sorc healers or off healers do use nercopotance.
Well, I'm using your build @Tasear, just with some minor modifications. I'm probably more inclining to a hybrid build with the Circle of Protection spamming. That was the reason I wanted to get more stamina without losing healing power. But I will definitely try the Earthgore monster set.The overlord function ... it's to apply buffs to allies at the start or when you can find time in longer fights. The playstyle is very chaotic but it most makes sorc most flexible in reacting to various situations.
Exactly, I have the same issue. I couldn't implement overlord into standard rotation without anyone dying in the process , so I'm using it at the beginning of the fight mostly.
---
I think it would really help if this topic was separated into two independent topics (PuG build + Trial build), because it's confusing when someone comes with tweaks. Some tweaks will work for PuG, but won't work for trials.
---
As my first testing impressions to the tweaks I suggested:
- The higher stamina pool feels good! Totally love it.
- Bigger heals? So far I don't feel any difference.
- Lower Max Magicka? So far I don't feel any difference.
- Lower Max Health? I'm usually the last man standing so this have never been an issue to me (I run and roll dodge a lot :P)I tried Necropotence in the past, it was really bad. But I'm not into Max Magicka much, my treshhold is 30k. I also tried Sorrow's Mother. It was even worse (which surprised me). I tried Healing mage set - bad due to risky playstyle. I tried Seducer - this one was good, I was healing nMoL when I was CP 160 with it I also tried the famous "BiS" Julianos - bad. I tried Trinimac and Bahraha's Curse - these were fun, try it for PuG.I also know other sorc healers or off healers do use nercopotance.
Btw. All the values I listed in the table are with the summon on, that means +8% HP, so yeah, I sitting at <17k HP without my pet and without Ebon Armory bonus.
If I update I will give you appropriate credits for the modifications.
I will try it when I get another staff, i will also change my enchantment to Weapon Damage.I would honestly consider transmute it to decisive
I think 5 SPC + 5 Worm/Sanctury is way better (add 1 shoulder or Master staves)
also skills force me to ask questions. Damage skills in heler build? Say NO for DLC-dungeons and not-craglorn trials.
I'm very interested does this build good in high-end con tent? I mean vDSA, Falkreth, Bloodforge, Hist Shadows, vAS, vMoL, vHoF?
To be honest I it's not a good idea. First sorc heals are mostly basied off max magicka so if anyone I would do spc and necropotence. The extra healing you could get from sanctury can be almost made up with bone surge skill giving minor vitality.
There's another checky guy who came up with some alternative loadout for more damage but honestly looking at @troomar variation does seem like superior is damage. I also know other sorc healers or off healers do use nercopotance. This viable for more damage and greater class healers, but less supportive.
I have no death in almost ever dungeon in game. I think about I missing bloodroot cause I am too lazy and wayrest 1 but that's well a story for another time. I haven't did many trials this month, but it does work very well.. been distracted making gold and working on my other healers. But don't worry, stays true to my style and they are quite original and highlights the strengths that the class can give to say the least. (one of them uses a frost staff ...for good reason).
I have no death in all dungeons too, these achieves cost nothing.
but i'm looking for competitive sorc healers build in vBF, vFH, vCoS, vRoM...
That's what I mean. This thread contains (I give you credit @troomar ) the most competitive sorc builds published. It works everywhere and with easy.
Twilight Matriarch - See above
Echoing Vigor - Yes, this is a stamina heal. Do I use it? Yes, I do. But differently than you probably think. I'm not crazy to try being a stamina healer or incorporating stamina heals in my build. Do you remember my "heal tank" button? So this is my "heal allies when something bad happened and I need to keep them alive until I switch from my third bar to my Resto Bar" button. Yeah, a long name, very situational usage, very niche skill, almost useless. But you can say you use Vigor in trials as a healer. Now on the serious hand, this skill is more useful in 4-man content, because I don't use my third bar in trials much. And Vigor has limited number of targets. So yeah, this is my free slot for trials.
FrancisCrawford wrote: »Why do you need Vigor as an emergency heal when you already have Twilight Matriarch on the same bar?
I think 5 SPC + 5 Worm/Sanctury is way better (add 1 shoulder or Master staves)
also skills force me to ask questions. Damage skills in heler build? Say NO for DLC-dungeons and not-craglorn trials.
I'm very interested does this build good in high-end con tent? I mean vDSA, Falkreth, Bloodforge, Hist Shadows, vAS, vMoL, vHoF?
To be honest I it's not a good idea. First sorc heals are mostly basied off max magicka so if anyone I would do spc and necropotence. The extra healing you could get from sanctury can be almost made up with bone surge skill giving minor vitality.
There's another checky guy who came up with some alternative loadout for more damage but honestly looking at @troomar variation does seem like superior is damage. I also know other sorc healers or off healers do use nercopotance. This viable for more damage and greater class healers, but less supportive.
I have no death in almost ever dungeon in game. I think about I missing bloodroot cause I am too lazy and wayrest 1 but that's well a story for another time. I haven't did many trials this month, but it does work very well.. been distracted making gold and working on my other healers. But don't worry, stays true to my style and they are quite original and highlights the strengths that the class can give to say the least. (one of them uses a frost staff ...for good reason).
I have no death in all dungeons too, these achieves cost nothing.
but i'm looking for competitive sorc healers build in vBF, vFH, vCoS, vRoM...
That's what I mean. This thread contains (I give you credit @troomar ) the most competitive sorc builds published. It works everywhere and with easy.
well, do you comleted listed vetDLC with sorcerer healer or not? Do you completed Challenger DLC meta-achievments with this build or not? If yes, I would be very interested, if no I go my way
FrancisCrawford wrote: »Why do you need Vigor as an emergency heal when you already have Twilight Matriarch on the same bar?
Vigor is a joke, forget it.
But I do use it. Maybe the word "emergency" is wrong, it's rather "prevention". The point is that Matriarch is a burst heal which you use after something happens. Vigor is a HoT which you use before something bad happens. Now if you look at my third bar, you can see there are two skills that require 1.5s to cast. Yes, I could cancel the casting and use Matriarch, but that's a bad solution plus you spend more time on third bar recasting the original ability, and that's not desirable. And because sorcs don't have any other HoT available (except slow Mutagen), then Vigor here you go.
The rotation looks like this:
Overload (go to bar 3) -> Vigor -> Blood Altar (and/or Dark Conversion) -> Overload (back to bar 2)
Mutagen and Vigor stack.
I posted this in your original post, so if changes were made then I apologize...
@Tasear hey this is FalseTheory from your guild, I dig the build but I would change your back Bar Lightning Staff glyph and here’s why:
I have tanked dungeons with the guild a few times and on my Tank I run Torug’s and infused crusher enchant, when you apply your crusher it would overwrite my crusher and actually create less penetration.
That’s just my two thoughts. I think berserker enchant would pair nice for extra spell damage or return stamina glyph and then maybe you could switch races to Argonian and use tri pots plus the Argonian passive for stamina sustain.
Feel free to correct me if I’m wrong!
Edit: although I would agree that for solo, non Torug’s/infused crusher Tank, or 3 dps content, crusher would be your best bet.
Yesterday I met sorc healer in vBf it was awfull. She didnt know about tactic but ask us to do all these things and be strong team. One of our guys were first time in vBF so my patience go over when this healer skip all tactic and just spam springs while need to interrupt boss. We kicked him and easily complete dungeon with new healer
Yesterday I met sorc healer in vBf it was awfull. She didnt know about tactic but ask us to do all these things and be strong team. One of our guys were first time in vBF so my patience go over when this healer skip all tactic and just spam springs while need to interrupt boss. We kicked him and easily complete dungeon with new healer
So what you are saying is what? I didn't explain to my teammate not communicate, but decided to kick them when things weren't going well because of class. Sounds like you had bigger issues then the healer.
Google healer memes. There's jokes for when you blame the healer.
Lightspeedflashb14_ESO wrote: »Yesterday I met sorc healer in vBf it was awfull. She didnt know about tactic but ask us to do all these things and be strong team. One of our guys were first time in vBF so my patience go over when this healer skip all tactic and just spam springs while need to interrupt boss. We kicked him and easily complete dungeon with new healer
So what you are saying is what? I didn't explain to my teammate not communicate, but decided to kick them when things weren't going well because of class. Sounds like you had bigger issues then the healer.
Google healer memes. There's jokes for when you blame the healer.
Some are quite funny
Lightspeedflashb14_ESO wrote: »Yesterday I met sorc healer in vBf it was awfull. She didnt know about tactic but ask us to do all these things and be strong team. One of our guys were first time in vBF so my patience go over when this healer skip all tactic and just spam springs while need to interrupt boss. We kicked him and easily complete dungeon with new healer
So what you are saying is what? I didn't explain to my teammate not communicate, but decided to kick them when things weren't going well because of class. Sounds like you had bigger issues then the healer.
Google healer memes. There's jokes for when you blame the healer.
Some are quite funny
Nah it's dps in eso. Like why won't you let me cure your boo boos
Whooa, another update, and a positive one!
I was testing my changes and made a short video about my rotation I'm using right now. I'm fully sustainable for infinite time with these results (uptime for 12-man trial if I was the only healer in the party):
Party buffs
Minor Endurance 91%
Minor Protection 91%
Spell Power Cure 88%
Minor Intellect 83%
Minor Resolve 77%
Minor Ward 77%
Minor Berserk 77%
Self buffs
Major Resolve 89%
Major Ward 89%
Empowered Ward 89%
Major Expedition 33%
Major Mending 25%
Debuffs
Major Breach 100%
Minor magickasteal 100%
Of course in trials I have to break the rotation sometimes and my overload won't be available 100% time, but that's not a big deal. Please note that the main change is I'm running Overload on Resto bar.
Rotation:
Elemental Drain -- Ring of Preservation -- Elemental Orb -- (swap) -- Combat Prayer* -- Combat Prayer* -- Empowered Ward* --
(Heavy attack) -- Healing Springs -- Healing Springs -- Overload -- Boundless Storm -- Overload -- Mutagen -- (swap) -- Elemental Orb -- (swap) -- Combat Prayer* -- Combat Prayer* -- Empowered Ward* -- (Heavy attack) -- Healing Springs -- Healing Springs -- Mutagen -- (swap)
(Rince and repeat)
* = animation cancelling
Link to the video:
https://youtube.com/watch?v=Lcy1MaOPRic
There is a lot unspoken about the rotation and trials, but I just wanted to prove that the changes are viable, not to overwhelm this topic with figures. There is also an issue with healing spikes in the rotation I'm preparing more rigorous research about it and I will release it later.
Anyway, I know about the changes in the upcoming update and most of them are very welcome. Although I don't really like to use skills with casting time in my rotation, blood altar is a skill I use sometimes. And I use it exactly for the purpose it's going to be buffed, so this is a game changer.
Update 3.3.3: Synergies now have a 20 second cool-down for each individual Synergy, reduced down from 30 seconds.
God bless you ZoS!
No, this is wrong, really.
A build for beginners must be easy to use with good results.
Inner Light is a lackluster skill and there is no reason to use it. However, it's a good skill for beginners, but not as a replacement for Empowered Ward.
Circle of Protection is a bad choice for beginners. I had to make a significant change to my build to be able to use it in my rotations and I still ended up with a sacrifice (lower health). That skill costs around 7k stamina! It's almost a whole pool what standard healers have. And don't forget standard healers don't have a big stamina recovery.
Impulse is a huge Magicka drain, but can be fun to use. I would choose Liquid Lightning or Lightning Flood though.
Blood altar is hard to use with good results in PuG and I wouldn't recommend it to beginners.
Bone shield has the same issue as Circle of Protection. It's a stamina skill with "hard to see" any outcome.
If I made a build for beginners, I would choose:
Main Resto Bar: Mutagen - Grand Healing - Summon Twilight matriarch - Inner light - Empowered ward
Back Lightning Staff: Element Blockade - Lightning Flood - Summon Twilight matriarch - Element drain - Dark Exchange
Please note that under the term "beginner" I imagine someone running normal dungeons or some easy veteran dungeons (Fungal Grotto I). Therefor no Combat Prayer, no Orbs -> Less healing, more dps, more fun. From this basic set you can go both direction: 1) Do you want more dps? Then change Inner Light and Dark Exchange for Volatile Familiar and Grand Healing for Daedric Prey. 2) Do you want to be a true healer? Follow Tasear's Build