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.
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 .
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 .
I played veteran pledges in groups with CP players who were 800+ (I am 750+) and nobody complained that I am Sorcerer healer.
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...
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.
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.
Front bar (Healing Staff):
Healing Ward / Empowering Ward
Bound Armor / Mutagen / flex
Back Bar (Lightning Staff):
Liquid Lightning / Circle of Preservation / Lightning Wall
War Horn / Negate
Circle of Preservation
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
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)
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.
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.
We have different definitions to hybrids it seems. Still on point, Without changing anything spell potion lasts 1 min with jorvulds.which is nice.
I think this is THE update all hybrids have been waiting for. Infused (with potion cool down) is plain broken for Argonian tanks.
We have different definitions to hybrids it seems. Still on point, Without changing anything spell potion lasts 1 min with jorvulds.which is nice.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.
Skill bar is same though moved overlord on first bar.
Tried out orlumines and well it works it not very effective for dungoleon and this build because loses flow between bars.
Skill bar is same though moved overlord on first bar.
HA!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.
No negate, eh?