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Elsweyr - Tasear's Healer Collection (All Classes including Necromancer)

  • Tasear
    Tasear
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    for reasons... I didn't actually own a copy of winning photo till second ago. (see story in community creations subthread)


    f659d3141e986b5b526028886bebeaa1.jpg

    >.> my healer has some questionable hobbies!
    Edited by Tasear on May 7, 2018 10:43PM
  • thuad
    thuad
    Soul Shriven
    Deleted
    Edited by thuad on May 9, 2018 8:46PM
  • exiars10
    exiars10
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    I wrote a lot of in your other thread about being a PvE healer so I will try to avoid repeating most of things. I am at Undaunted 7 and once I hit 9 never again healer in group dungeons PUGs - only with friends or guild mates when they need healer.
    Just Cyrodiil PvP. I already play in Cyrodiil in PvE gear but it's all right (except stamina recovery) and is much more fun than being healer in group dungeons.

    In normal non-DLC dungeons I mostly do DPS and I have to play them to get skill points from quests. I avoid veteran as I play them mostly on pledge day and if everybody has pledge so we do as fastest as possible if all agree.

    Gear
    5x Law of Julianos + 3x Willpower (Arcane jewelry) + 3x Vicious Death

    I crafted Julianos which is a must for respectable DPS (I hit 10k), already had Arcane Willpower jewelry (glyphs are: reduce spell cost + magicka recovery + spell damage) and bought dirt cheap missing VD armor parts.
    Today is RoM pledge so I'm going to farm Amber Plasm :) for both PvE and PvP. When I get Amber Plasm (hopefully today), VD is going to be deconned.
    For Monster helm (once Summerset goes live) I have Sentinel of Rkugamz and I think it's fine. I have ready Ilambris, too if more firepower is needed :).

    Skill bars
    1) Healing Springs – Mutagen – Efficient Purge – Energy Orb – Bound Aegis // Aggressive Warhorn
    2) Elemental Blockade – Liquid Lightning – Crystal Fragments – Boundless Storm – Bound Aegis // Elemental Rage or Shooting Star

    Light‘s Champion ultimate is meh IMO. I used it but I don't understand point of it?
    Warhorn all the way in relatively high DPS group (30k+) otherwise I drop Elemental Rage or Shooting Star.

    As I typed in other thread I use Elemental Drain only in high DPS group otherwise (9/10) Frags.
    Healing Ward is meh as most tanks are DKs and there are so many Sorcerers...
    Combat Prayer is mostly useless even in high DPS groups as players run like headless chicken spread all over the place. No way I'm going to spend CP magicka on only one player.

    IMO Efficient Purge is super strong. There are some mobs which drop a lot of nasty debuffs... Cleanse has too high cost - better and cheaper to use Efficient Purge and Mutagen in succession. I won't even type about PvP...
    Energy Orb is strong if only more players used it. If nobody uses it even after I explain why they should I just stop dropping it. At least at Dolmens people use it.
    IMO Bone Surge is all right but I simply don't have slot for it in typical PUG run.
    Sanguine Altar - I plan to try it.

    If I get highly compentent group, Bone Surge and Sanguine Altar are simply useless, and in low-average DPS group you have to do DPS anyway, so all in all, not worth it. But great at Dolmen farming :).

    Other things
    I played veteran pledges in groups with CP players who were 800+ (I am 750+) and nobody complained that I am Sorcerer healer.

    Conclusion
    My 1st rule of playing group dungeons: never count on others to properly do they role.
    Healers are sadly obsolete in normal non-DLC dungeons. They are "useful" in veteran versions, but you should always concentrate on doing DPS as much as possible. I don't play veteran DLC dungeons for million reasons so no comment about it.
    Being buff bot to low-average DPS group (15-20k DPS and you do alone up to 10k) is the massive waste of time. Just kill enemies by yourself and heal when you need i.e. if DDs charge into mob in veteran let them insta gibbed so next time they let tank takes aggro.
    Healer meta like tank one (created by top players for top guilds and leaderboard runs) is useless in average PUG and you just harm yourself and waste time because of the 1st rule.
    This doesn't mean I encourage fake healers in PUG - no way, I start vote kick if I get one (like fake tanks).
    I don't play trials (maybe one day) so no comment.
    But compentent/skilled healers are in high demand in Cyrodiil PvP but that this for some other topic...
    I don't play ESO since 15.06. because Cyrodiil is broken since Summerset (PvE isn't much better, too)...

    Aldmeri Dominion (PC Europe via Steam)

    The cowardly Wood Elves are best noted for their unwillingness to engage in a face-to-face attack; a Bosmer will strike at you from every side except the front. You won't cross swords with a Bosmer, but you might catch an arrow in the throat. Be wary in forests and jungles, and watch your back.
  • Tasear
    Tasear
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    exiars10 wrote: »
    I wrote a lot of in your other thread about being a PvE healer so I will try to avoid repeating most of things. I am at Undaunted 7 and once I hit 9 never again healer in group dungeons PUGs - only with friends or guild mates when they need healer.
    Just Cyrodiil PvP. I already play in Cyrodiil in PvE gear but it's all right (except stamina recovery) and is much more fun than being healer in group dungeons.

    In normal non-DLC dungeons I mostly do DPS and I have to play them to get skill points from quests. I avoid veteran as I play them mostly on pledge day and if everybody has pledge so we do as fastest as possible if all agree.

    Gear
    5x Law of Julianos + 3x Willpower (Arcane jewelry) + 3x Vicious Death

    I crafted Julianos which is a must for respectable DPS (I hit 10k), already had Arcane Willpower jewelry (glyphs are: reduce spell cost + magicka recovery + spell damage) and bought dirt cheap missing VD armor parts.
    Today is RoM pledge so I'm going to farm Amber Plasm :) for both PvE and PvP. When I get Amber Plasm (hopefully today), VD is going to be deconned.
    For Monster helm (once Summerset goes live) I have Sentinel of Rkugamz and I think it's fine. I have ready Ilambris, too if more firepower is needed :).

    Skill bars
    1) Healing Springs – Mutagen – Efficient Purge – Energy Orb – Bound Aegis // Aggressive Warhorn
    2) Elemental Blockade – Liquid Lightning – Crystal Fragments – Boundless Storm – Bound Aegis // Elemental Rage or Shooting Star

    Light‘s Champion ultimate is meh IMO. I used it but I don't understand point of it?
    Warhorn all the way in relatively high DPS group (30k+) otherwise I drop Elemental Rage or Shooting Star.

    As I typed in other thread I use Elemental Drain only in high DPS group otherwise (9/10) Frags.
    Healing Ward is meh as most tanks are DKs and there are so many Sorcerers...
    Combat Prayer is mostly useless even in high DPS groups as players run like headless chicken spread all over the place. No way I'm going to spend CP magicka on only one player.

    IMO Efficient Purge is super strong. There are some mobs which drop a lot of nasty debuffs... Cleanse has too high cost - better and cheaper to use Efficient Purge and Mutagen in succession. I won't even type about PvP...
    Energy Orb is strong if only more players used it. If nobody uses it even after I explain why they should I just stop dropping it. At least at Dolmens people use it.
    IMO Bone Surge is all right but I simply don't have slot for it in typical PUG run.
    Sanguine Altar - I plan to try it.

    If I get highly compentent group, Bone Surge and Sanguine Altar are simply useless, and in low-average DPS group you have to do DPS anyway, so all in all, not worth it. But great at Dolmen farming :).

    Other things
    I played veteran pledges in groups with CP players who were 800+ (I am 750+) and nobody complained that I am Sorcerer healer.

    Conclusion
    My 1st rule of playing group dungeons: never count on others to properly do they role.
    Healers are sadly obsolete in normal non-DLC dungeons. They are "useful" in veteran versions, but you should always concentrate on doing DPS as much as possible. I don't play veteran DLC dungeons for million reasons so no comment about it.
    Being buff bot to low-average DPS group (15-20k DPS and you do alone up to 10k) is the massive waste of time. Just kill enemies by yourself and heal when you need i.e. if DDs charge into mob in veteran let them insta gibbed so next time they let tank takes aggro.
    Healer meta like tank one (created by top players for top guilds and leaderboard runs) is useless in average PUG and you just harm yourself and waste time because of the 1st rule.
    This doesn't mean I encourage fake healers in PUG - no way, I start vote kick if I get one (like fake tanks).
    I don't play trials (maybe one day) so no comment.
    But compentent/skilled healers are in high demand in Cyrodiil PvP but that this for some other topic...

    First, healers heal and dps is last thing. If you are doing more dps then healing then you are an off healer.

    You speak of my pve build, or alcast's because I don't use light's champion. Now let's get on point you are missing essential buffs as a healer. There's 24% missing by neglecting combat prayer. There's another 12% missing from not having spell power cure. There's another 54% from concussion and off balance you are missing. Yes there's some questions about the significance of buffs on healers at end game, but each dps needs 40k+ for this be a question.


    Then again maybe you want speak of PvP more? As the demand is higher. PvP healers of all classes tend to love earthgore more. There's also strong trend to use transmutation/spc as healers are support roles. I don't understand why don't use sorc negate or even storm annotach in PvP? Where is your rooting or stuns? I would consider trying linich instead of amberplasm.

    Overall we have taken different paths, I have said my words, but if you have questions about experience in each skill then check main page as it's well written in how each skill plays it's effective roll.
    Edited by Tasear on May 17, 2018 5:18AM
  • Carthelion
    Carthelion
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    Been meaning to ask as I mostly follow your builds Tasear, any reason we don't use Healing Ward?. Also I'd love a post Summerset DK healer build if you plan on doing one, they really interest me.
  • Tasear
    Tasear
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    Carthelion wrote: »
    Been meaning to ask as I mostly follow your builds Tasear, any reason we don't use Healing Ward?. Also I'd love a post Summerset DK healer build if you plan on doing one, they really interest me.

    I actually have every support skill I'm game on my main character. In fact, before I ever published a build online it was on my bars. I used back when was hard to keep pet alive. Now I see usage as more situational and picked ward Ally morph instead.

    I have used for covering incoming damage on squishy tanks. On that same point it's good for reliving pressure on allies. So can be swapped out from emproward ward.
  • troomar
    troomar
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    Hello, long time no see (talk).

    Since the summerset update is coming soon, I'm bringing some thoughts and new insights. I'm also going to make some changes to your build for my struggles in vet trials.

    Skills.

    Front bar (Healing Staff):
    Combat Prayer
    Healing Ward / Empowering Ward
    Healing Springs
    Matriarch
    Bound Armor / Mutagen / flex
    Overload

    Back Bar (Lightning Staff):
    Boundless Storm
    Energy Orb
    Elemental Drain
    Matriarch
    Liquid Lightning / Circle of Preservation / Lightning Wall
    War Horn / Negate

    Overload Bar
    Boundless Storm
    Circle of Preservation
    Sanguine Altar
    Matriach
    Dark Conversion

    Equip:
    Head - Molag Kena, Light, Divines, Max Magicka
    Shoulders - Domihaus, Heavy, Divines, Max Magicka
    Chest - Olorime, Light, Infused, Tri-stat
    Legs - Olorime, Light, Infused, Tri-stat
    Hand - Olorime, Light, Divines, , Max Magicka

    Weist + Feet + Neck + Ring + Ring = Your second 5-piece set (Probably Worm for all those Magicka DPS)

    Main Bar - Master Restoration Staff
    Back Bar - Olorime Lightning Staff


    Some comments:
    Healing Ward / Empowering Ward - As I know all mechanics upside down in vet trials, I seldom use my own shield for protection. I use it only in few, scripted, mechanics, where I can simply just block. The problem is that uptime of that +10% Magicka Regeneration is quite low then. And because Magicka DPS is getting a boost, and because Empowering Ward is getting a boost, and because every Pet Sorc and their mother is running Empowering Ward in trials (well, not every, but there is always at least one), the buff from healer is not very useful anymore. Healing Ward gives me another way to protect (even preventively) me or someone else. The downside is -2% Spell Damage via Expert Mage passive. So, if there is at least 1 Magicka Sorcerer DPS, who is running Empowered Ward, I will slot Healing Ward. Otherwise I will slot Empowered Ward myself.

    Bound Armor / Mutagen / flex - Mutagen is situational or extremely hard to keep up during trials. People usually exchange it for Inner Light, but I'm strongly against this skill since it gives only +8% Max Magicka (you get Spell Crit from potions). With the new Bound Armor I get: +2% Spell Damage (Expert mage passive), +8% Max Magicka (yay, Inner Light), and also the possibility to activate it for better survival during execute phase (I mean for *even better* than we have now). The flex spot is there for those Cleanses, Streak situational usage.

    Liquid Lightning / Circle of Preservation / Lightning Wall - You know I deliberately changed your build just to be able to spam Circle of Preservation is trials. This skill has 20 seconds reuse, which is not that great with the new Olorime set, but still usable. The better way to pop up Major Courage is Liquid Lightning. As I will be running Olorime only on backbar, I can control where and when this effect will trigger. I can literally throw this anywhere on DPS heads. As the synergy does not share global cooldown with Energy Orbs and Shards, DPS can also use the synergy for some resources via Undaunted passive. Win-win. I will use Lightning Wall only in case there is not a single Magicka DPS using this skill (off-balance). Circle of Preservation is probably going to be even more situational (I liked it in my rotation, but it wasn't very useful in many fights)

    Equip

    1) With Olorime only on backbar, I'm losing just that useless Recovery 4th piece bonus. Whatever, it's not important for sorcerers. On the other hand I get the possibility to control where and when exactly the effect will pop up. Priceless. What is also very important and what wasn't possible until now is that with Olorime on backback I can run 5+5+2+1 combination with every other single set in this game. Olorime + Mending - great. Olorime + Worm - greater, Olorime + whatever you want - priceless. This is a huge boost to our stats and our versatility.
    2) Domihaus + Molag Kena - This is the best 1-1 combination for us. I probably won't use monster set with second effect as all of them are rather bad. There are some exceptions, but they are situational. My standard equip for vet trials will be 1-1. I was thinking about full Molag Kena set, because Spell Power is great for Sorcerer Healers, but the increased cost is probably not worth it.

    Side note - With the change to Empowered Ward, I'm afraid we're losing one of our buffs. Well, we are losing our only special buff. Therefore with this update we are losing one of our few pros for trials. I'm afraid this update, while a boost for other non-templar healers, is in fact a nerf for sorcerer healers for vet trials. Not in healing ability, but in support. And support abilities are what matters in vet trials. As it was really hard to be permitted in vet trials (vMoL, vHoF) as a non-templar healer, now it will be impossible as we don't have anything to offer.
    Yes.
  • Tasear
    Tasear
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    troomar wrote: »
    Hello, long time no see (talk).

    Since the summerset update is coming soon, I'm bringing some thoughts and new insights. I'm also going to make some changes to your build for my struggles in vet trials.

    Skills.

    Front bar (Healing Staff):
    Combat Prayer
    Healing Ward / Empowering Ward
    Healing Springs
    Matriarch
    Bound Armor / Mutagen / flex
    Overload

    Back Bar (Lightning Staff):
    Boundless Storm
    Energy Orb
    Elemental Drain
    Matriarch
    Liquid Lightning / Circle of Preservation / Lightning Wall
    War Horn / Negate

    Overload Bar
    Boundless Storm
    Circle of Preservation
    Sanguine Altar
    Matriach
    Dark Conversion

    Equip:
    Head - Molag Kena, Light, Divines, Max Magicka
    Shoulders - Domihaus, Heavy, Divines, Max Magicka
    Chest - Olorime, Light, Infused, Tri-stat
    Legs - Olorime, Light, Infused, Tri-stat
    Hand - Olorime, Light, Divines, , Max Magicka

    Weist + Feet + Neck + Ring + Ring = Your second 5-piece set (Probably Worm for all those Magicka DPS)

    Main Bar - Master Restoration Staff
    Back Bar - Olorime Lightning Staff


    Some comments:
    Healing Ward / Empowering Ward - As I know all mechanics upside down in vet trials, I seldom use my own shield for protection. I use it only in few, scripted, mechanics, where I can simply just block. The problem is that uptime of that +10% Magicka Regeneration is quite low then. And because Magicka DPS is getting a boost, and because Empowering Ward is getting a boost, and because every Pet Sorc and their mother is running Empowering Ward in trials (well, not every, but there is always at least one), the buff from healer is not very useful anymore. Healing Ward gives me another way to protect (even preventively) me or someone else. The downside is -2% Spell Damage via Expert Mage passive. So, if there is at least 1 Magicka Sorcerer DPS, who is running Empowered Ward, I will slot Healing Ward. Otherwise I will slot Empowered Ward myself.

    Bound Armor / Mutagen / flex - Mutagen is situational or extremely hard to keep up during trials. People usually exchange it for Inner Light, but I'm strongly against this skill since it gives only +8% Max Magicka (you get Spell Crit from potions). With the new Bound Armor I get: +2% Spell Damage (Expert mage passive), +8% Max Magicka (yay, Inner Light), and also the possibility to activate it for better survival during execute phase (I mean for *even better* than we have now). The flex spot is there for those Cleanses, Streak situational usage.

    Liquid Lightning / Circle of Preservation / Lightning Wall - You know I deliberately changed your build just to be able to spam Circle of Preservation is trials. This skill has 20 seconds reuse, which is not that great with the new Olorime set, but still usable. The better way to pop up Major Courage is Liquid Lightning. As I will be running Olorime only on backbar, I can control where and when this effect will trigger. I can literally throw this anywhere on DPS heads. As the synergy does not share global cooldown with Energy Orbs and Shards, DPS can also use the synergy for some resources via Undaunted passive. Win-win. I will use Lightning Wall only in case there is not a single Magicka DPS using this skill (off-balance). Circle of Preservation is probably going to be even more situational (I liked it in my rotation, but it wasn't very useful in many fights)

    Equip

    1) With Olorime only on backbar, I'm losing just that useless Recovery 4th piece bonus. Whatever, it's not important for sorcerers. On the other hand I get the possibility to control where and when exactly the effect will pop up. Priceless. What is also very important and what wasn't possible until now is that with Olorime on backback I can run 5+5+2+1 combination with every other single set in this game. Olorime + Mending - great. Olorime + Worm - greater, Olorime + whatever you want - priceless. This is a huge boost to our stats and our versatility.
    2) Domihaus + Molag Kena - This is the best 1-1 combination for us. I probably won't use monster set with second effect as all of them are rather bad. There are some exceptions, but they are situational. My standard equip for vet trials will be 1-1. I was thinking about full Molag Kena set, because Spell Power is great for Sorcerer Healers, but the increased cost is probably not worth it.

    Side note - With the change to Empowered Ward, I'm afraid we're losing one of our buffs. Well, we are losing our only special buff. Therefore with this update we are losing one of our few pros for trials. I'm afraid this update, while a boost for other non-templar healers, is in fact a nerf for sorcerer healers for vet trials. Not in healing ability, but in support. And support abilities are what matters in vet trials. As it was really hard to be permitted in vet trials (vMoL, vHoF) as a non-templar healer, now it will be impossible as we don't have anything to offer.

    I agree Liquid Lightning is the best way to use it. blockade of storms was very mysterious when I tested it. It's not consisitent when it procs. Also unfortunately I agree with you while the buff to emproward war is needed it... weakened sorc healers. I complained for days in the sorc thread on pts. Still holding on to hope for a a buff on charged atronach later down the light .

    For now, though we do have a new sustain passive which we will get to use on occasion that reduces cost by 15%. Sure it's meant for tanks, but all sorcs on occasion will get to use this. Also it's not like we don't have the stamina as bosmers. Thinking about postive... we never have to use IA because our concussion time is quite up there. Well still would like to see some love for us, but for steeping back as nightblade, and dragon knights get there needed buffs.

    In regards to monster helms did you try max magicka instead of kena? I personally going for earthgore for a multitude of reasons. Also... it's already gold from before. Though, will switch off as needed I think. I like Asylum more but well switch off on situation. ... I plan to go get malestorm resto ...eventually for pvp healing.

    Also new skill line is nice. Though overlord no longer procs imbue weapons... so that plan popped. Mend wounds is definitely interesting in pvp, but will need to actually test in combat. So as usual my real update will be slow process.

    Still quite hyped for interesting options.

    P.S
    Did you find any interesting combs with jewelry crafting? I tried infused, and triune but both were bad choices compared to 800 magicka. Seems like jelwery crafting wasn't good for hybrids.

    Edited by Tasear on May 20, 2018 4:23AM
  • troomar
    troomar
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    Spell Power / Max Magicka - I prefer Spell Power, because it scales better and it gives more raw healing power than Max Magicka. The difference is small and if someone feels better with greater Magicka pool, it's absolutely not a mistake to go this route.

    Earthgore - I've never liked this set for pve, never used it. With upcoming nerf (that is imo a buff for pve, which is hilarious), I may change my opinion, but Mutagen + Troll King seems still better. My problem with Earthgore is that it's just a strong aoe heal, it's just a strong Healing Spring once in a blue moon. And I usually don't need that. With the lack of aoe HoT (Like Extended Ritual that Templars have), even Troll King + Mutagen is kind of bad in trials for Sorcerers.

    Jewelry crafting is abnormally useful for hybrids! I think this is THE update all hybrids have been waiting for. Infused (with potion cool down) is plain broken for Argonian tanks. Bloodthirsty is pretty good for DPS in trials. For healers I don't see anything useful, except the trick with infused + spell potion cool down. I haven't done the math, but maybe the sustain will be better. But it only works in case you were using Magicka Regeneration enchantment on your jewelries, which is not our case. So maybe for other healers that struggle with Magicka sustain.
    Yes.
  • Tasear
    Tasear
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    troomar wrote: »
    Spell Power / Max Magicka - I prefer Spell Power, because it scales better and it gives more raw healing power than Max Magicka. The difference is small and if someone feels better with greater Magicka pool, it's absolutely not a mistake to go this route.

    Earthgore - I've never liked this set for pve, never used it. With upcoming nerf (that is imo a buff for pve, which is hilarious), I may change my opinion, but Mutagen + Troll King seems still better. My problem with Earthgore is that it's just a strong aoe heal, it's just a strong Healing Spring once in a blue moon. And I usually don't need that. With the lack of aoe HoT (Like Extended Ritual that Templars have), even Troll King + Mutagen is kind of bad in trials for Sorcerers.

    Jewelry crafting is abnormally useful for hybrids! I think this is THE update all hybrids have been waiting for. Infused (with potion cool down) is plain broken for Argonian tanks. Bloodthirsty is pretty good for DPS in trials. For healers I don't see anything useful, except the trick with infused + spell potion cool down. I haven't done the math, but maybe the sustain will be better. But it only works in case you were using Magicka Regeneration enchantment on your jewelries, which is not our case. So maybe for other healers that struggle with Magicka sustain.

    Well it depends on which skill you want to scale. Overall I seen Mac Magicka give more then spell damage.

    Earthgore isn't just a heal but negates enemy place effects. This has some mysterious and interesting uses. But there plenty options to go with now.

    We have different definitions to hybrids it seems. Still on point, Without changing anything spell potion lasts 1 min with jorvulds.which is nice.

  • troomar
    troomar
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    Tasear wrote: »
    We have different definitions to hybrids it seems. Still on point, Without changing anything spell potion lasts 1 min with jorvulds.which is nice.
    troomar wrote: »
    I think this is THE update all hybrids have been waiting for. Infused (with potion cool down) is plain broken for Argonian tanks.

    These two sentences are not connected with each other at all :)

    By hybrids I mean DPS, using both Magicka and Stamina abilities. With the upcoming update (and partially also with the increased power creep), they are becoming viable. They can build up their Weapon Damage via infused jewelries and transfer it to Spell Damage via Pelinal.
    Yes.
  • Tasear
    Tasear
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    troomar wrote: »
    Tasear wrote: »
    We have different definitions to hybrids it seems. Still on point, Without changing anything spell potion lasts 1 min with jorvulds.which is nice.
    troomar wrote: »
    I think this is THE update all hybrids have been waiting for. Infused (with potion cool down) is plain broken for Argonian tanks.

    These two sentences are not connected with each other at all :)

    By hybrids I mean DPS, using both Magicka and Stamina abilities. With the upcoming update (and partially also with the increased power creep), they are becoming viable. They can build up their Weapon Damage via infused jewelries and transfer it to Spell Damage via Pelinal.

    Yeah those kind of hybrids work well.
  • Tasear
    Tasear
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    Enjoying guidance a lot. The 100% uptime on major intellect. Nothing skill wise has changed yet. Yeah should of used this earlier but definitely nicer this patch. Earthgore along with has proven to be effective.

    Still trying more things out.
    Edited by Tasear on May 24, 2018 5:54AM
  • Tasear
    Tasear
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    How's everyone like the new changes for sorc healers? I must emproward makes me feel invincible, >.> with my 12k shield and 14 sec or something strength. Lets see people say pets die now :lol:
  • Tasear
    Tasear
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    @exiars10 how the pvp sorc healer life?
  • exiars10
    exiars10
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    This is my latest PUG experience :/.
    https://forums.elderscrollsonline.com/en/discussion/comment/5167148

    I give up from healing dungeon PUG, I got gear I needed from monster chests so I will heal only if somebody posts in guild chat lfg healer or when some friend needs help.

    I like how staves (as 2H and bows) are now counted as two pieces. On my hybrid healer/DD I run 2x Ilambris + 5x Julianos + 5x SPC. Ilambris is hilarious when is processed from my lightning attacks/skills :).

    Cyrodiil PvP

    I got help in forum, read a lot of threads here and in reddit... I use my PvE gear and there is nothing wrong with it as long as I'm positioned well. I can solo take resources if I'm carefull enough. I can and do sometimes kill enemy players and I support/heal well. My skill bars currently (I'm still finding optimal way) for my current hybrid healer/DD playstyle:
    1) Healing Ward or Healing Springs – Mutagen – Efficient Purge – Boundless Storm – Bound Aegis // Barrier* or Absorption Field
    2) Retreating Maneuver – Inevitable Detonation – Endless Fury – Siege Shield* – Bound Aegis // Shooting Star

    *I will have morphs soon.

    There is a massive need for healers in Cyrodiil, I earn a lot of AP but playing as a healer you are prime target. No serious assault on keep/castle/outpost can succeed without highly compentent healers so you are targeted a lot. I use Barrier and Siege Shield at those assaults, and Absorption Field wrecks havoc at choke points if properly placed.

    I plan to probably swith to hybrid tank/healer with (probably) OHaS and Restoration Staff using heavy Kagrenac‘s Hope with some monster set (I have several possible) and specialized support set (there are several excellent one). Also, I plan to use various poisons, too.

    I like it a lot as you can do various crazy combos to suit yourself, nobody cares and you can't be kicked for it ;).

    Fun fact: there is a lot healers who use SPC in Cyrodiil. I don't know if they are PvP healers or PvE players :).

    Sorcerer skills for PvP healer
    I'm going to watch Gilliamtherogue videos about Sorcerer skills, but here is my opinion.

    I typed how Absorption Field wrecks havoc. Simply must have when fighting at choke points.
    Defensive Rune - I plan to use if I switch to tank/healer build.
    Dark Conversion - very risky skill and as you constantly need stamina, I would say Dark Deal is usefull and much better. After all, having enough magicka is almost not a problem, but stamina...
    Daedric Mines - have no idea.

    Twilight Matriarch - I see it used.
    Ward - simply don't have slot for it...
    Bound Aegis - obviously must have.

    Boundless Storm - another must have skill.

    TL; DR
    Great fun with so many possible combos.
    I don't play ESO since 15.06. because Cyrodiil is broken since Summerset (PvE isn't much better, too)...

    Aldmeri Dominion (PC Europe via Steam)

    The cowardly Wood Elves are best noted for their unwillingness to engage in a face-to-face attack; a Bosmer will strike at you from every side except the front. You won't cross swords with a Bosmer, but you might catch an arrow in the throat. Be wary in forests and jungles, and watch your back.
  • troomar
    troomar
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    Tasear wrote: »
    How's everyone like the new changes for sorc healers?

    No idea, I deleted my sorc healer.

    Anyway, have you tried that Olorime set in trials? Is it better than SPC?
    Yes.
  • Tasear
    Tasear
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    troomar wrote: »
    Tasear wrote: »
    How's everyone like the new changes for sorc healers?

    No idea, I deleted my sorc healer.

    Anyway, have you tried that Olorime set in trials? Is it better than SPC?

    That's sad. Loved hearing about your sorc healer. I haven't got a chance to use Olorime's. Been very unlucky and only got the sash. Well got a resto staff too...which might be were my luck went
  • Tasear
    Tasear
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    Here's an invite to healers discord for all my lovely sorc healers and those lurking inside.

    https://discord.gg/TVpgmuj

    This a simply an area to focus your feedback to give to the class representative. Just remember they have no control of changes, but exist to make sure your voice heard. If you aren't interested in discord feel free to get ahold of one of the 12 a different way. Lastly note this is open to all healers of any class or style feel free to drop by.
  • Tasear
    Tasear
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    Tried bolt escape out in cr and most say proved interesting. The extra mobility helped with keeping positioning... though got me killed once while turning wrong way.
    Edited by Tasear on June 13, 2018 1:08AM
  • Tasear
    Tasear
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    Current gear setup jorvulds, earthgore, asylum and spc are doing wonders. The changes with earthgore in PvE has made it feel like a buff.

    Hoping to officially publish something soon.
  • Tasear
    Tasear
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    Tried out orlumines and well it works it not very effective for dungoleon and this build because loses flow between bars.

    Jorvulds definitely fits well with setup especially with 3 bars. It reduces loss between them.

    Earthgore/troll king most flexible healing monster helms

    Lord warden/siental great for stacking


    For trials will be looking into different options

    Skill bar is same though moved overlord on first bar. Feels more fuild now... though sad to lose weapon trait buff.

    Welly apoglozies no real printout yet, but many options this patch


  • troomar
    troomar
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    Tasear wrote: »
    Skill bar is same though moved overlord on first bar.

    Haaaa!

    :D

    HA!
    Tasear wrote: »
    Tried out orlumines and well it works it not very effective for dungoleon and this build because loses flow between bars.

    Olorime is great on backbar, but you have to teach your DPS to run over it. Put it somewhere in their path. It works in dungeons too.
    Yes.
  • Tasear
    Tasear
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    troomar wrote: »
    Tasear wrote: »
    Skill bar is same though moved overlord on first bar.

    Haaaa!

    :D

    HA!
    Tasear wrote: »
    Tried out orlumines and well it works it not very effective for dungoleon and this build because loses flow between bars.

    Olorime is great on backbar, but you have to teach your DPS to run over it. Put it somewhere in their path. It works in dungeons too.

    :p haha, you caught that. I had no choice but to move it for jorvulds/arena staff. Though would not have to convert if I used Olorime's.

    Back on Olorime's so many issues with various ways this can proc along with fact it ruins fuildity of build. I will try more later, but since you only need in a trial I decided to stick with spc for dungeons, and trial splits, but also looking into other sets for when Olorime healer is up.
    Some things that I am considering besides usual are necropotence, potentes, alvarki dragon. Thinking of working with Sorc strength in different ways for trials.

    Right now though, jorvulds + anything is working well. Take note also helps with buffs covered on 3 bars.

    One last thing, found a bug or well something off, circle protection causes delay in switching out of overlord if used just before. Otherwise definitely been feeling way more fuild since first starting.

    Trying post build and more insights soon. Though so easy get distracted... so many options now.
    Edited by Tasear on June 27, 2018 2:17AM
  • Tasear
    Tasear
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    Updated

    Synerizer Build

    http://en.uesp.net/wiki/Special:EsoBuildData?id=48834

    This the dps/healer hybird made for dungeons. There's been some slight changes, in skill slots, but will perverse old format for reference. The new verison has added sustain for allies and caster. Also it should output more dps for less then optimal groups. So it's even more pug proof ;D




    Skills to be swaped
    bone surge => purge (for cases when it's needed), crushing shock for cases need to interupt
    trapping webs => circle of protection if(cases of to much aoe)
    Lighting Flood => dark exchange (either morph) (if magicka class pick one to give stamina and if stamina pick one to give magicka)

    Monster sets
    If under cp then mix and max for regain and max magicka as desired.

    If having trouble using overlord then use bloodspawn set. Also recomand this set if you don't have earthgore

    This build should be new player friendly along with bug and dungeon friendly
  • Tasear
    Tasear
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    Updated Dark Priestess (Dungeon and Trial build)
    - Easy to go from dungeons and in trials with this build

    http://en.uesp.net/wiki/Special:EsoBuildData?id=78977
  • Tasear
    Tasear
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    New "Sorc healerTrial Build"

    - A new build that I been working on for trials. This build applies working together with your other healer.

    http://en.uesp.net/wiki/Special:EsoBuildData?id=78983
    Edited by Tasear on August 13, 2018 9:34AM
  • Tasear
    Tasear
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    Special preview it's not a healer but still support! Tasear Sorc Tank!

    http://en.uesp.net/wiki/Special:EsoBuildData?id=78878
  • Tasear
    Tasear
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    Patch news
    Overload: Fixed an issue where the Heavy Attack from this ability and its morphs could not proc Weapon Enchantments or Poisons.

    - charged + shock + direct attack this could be really nice.

    Pulsar (morph): Fixed an issue where this ability was only applying Minor Mangle to one target.

    Going to be fun utility skill again!
  • Merlin13KAGL
    Merlin13KAGL
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    Tasear wrote: »
    Special preview it's not a healer but still support! Tasear Sorc Tank!

    http://en.uesp.net/wiki/Special:EsoBuildData?id=78878
    No negate, eh?

    I tell people vMA S&B has potential situationally, but some still swear it's only decon fodder.

    +2k Stam/Mag return for something you're proabably doing anyway is not without merit.

    Just curious, where are you coming across Potentates? I never see them in guild stores and damned if I've ever gotten one to drop?

    Just because you don't like the way something is doesn't necessarily make it wrong...

    Earn it.

    IRL'ing for a while for assorted reasons, in forum, and in game.
    I am neither warm, nor fuzzy...
    Probably has checkbox on Customer Service profile that say High Aggro, 99% immunity to BS
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