tl:dr - change Force Siphon to target allies and redistribute a percentage of overhealing you apply to them as damage to nearby enemies.
So, some guildies and I have been running vet dlc dungeons every night recently and have found, with the possible exception of Bloodroot Forge, that they are easier with 3 dds and a tank than with 2 dds, a tank and a healer. The reason for this is simple: in a group of 4 skilled players, all of them are perfectly capable of looking after their own health and resources. By replacing a healer with a 3rd dd, you simply add 30k+ extra dps to the mix, which makes everything melt like butter. This is unfortunate and kind of sad, especially for my friend who mains a healer.
Consequently, I've been brainstorming a few ideas that might help to rectify this issue...
Revise Force Siphon
- This skill is terrible, and I believe I am correct in assuming that very few people use it. It is the last skill to be accessed on the restoration skill tree, but the least powerful. Let's rectify this...
- > Apply Force Siphon to an ally, instead of an enemy. You may have up to 3 Force Siphons active at one time. 25% of all Overhealing received by that ally is redistributed as damage to enemies within 5 metres of them.
The effect: healers can contribute significantly to group dps by casting healing spells! This also rewards risky play from magicka dds, who will contribute more dps by getting within melee range of their targets.
Revise Healing Ritual
- This skill is terrible, and I have never seen anybody use it. The 1.5 second cast time means that everybody is dead by the time it actually casts. Let's rectify this...
- > Rename to Reinforcing Ritual. Keep the cast time. Refresh any damage shield active on an ally within 10m to its maximum duration.
- -> Morph 1 also replenishes 30% of all damage shields affected.
- -> Morph 2 also refreshes the duration of any heal over time buffs an ally has cast on themselves.
The effect: dds can keep their shields and vigours up for longer, so can focus more on their rotations with less dps loss. This also synergises with the revised version of Force Siphon - damage shields up for longer means more overhealing.
Revise Guard
- This skill is possibly ok, but very few people use it. Let's rectify this...
- > Guard and its morphs can now be applied to up to 3 allied targets.
The effect: This will put more pressure on the tank, but also increase group dps (with the increased crit damage from Mystic Guard) and give more reason for the healer to heal them. Also, dds and the healer will be taking less damage, which will proc the revised Force Siphon overhealing ability.
Bone Shield
- This skill is underused, and the synergy is very unreliable.
-> Convert to a magicka ability. Make the synergy more reliable.
The effect: This will synergize well with Reinforcing Ritual and the revised Force Siphon.
I believe that, if you combine these skill concepts together, a Force Siphon Healer with a Guard Tank could potentially be a better option than running 3 dds. The role of the healer would be transformed to be more about exploiting the dps benefits of keeping your group at maximum health (with this version of Force Siphon, HPS might actually become a thing!) rather than simply replenishing health when it goes away - a job any class and role can usually do for themselves with enough experience.
*edited to add tl:dr, because I read back through my post and it's long!
Edited by LioraValkyrie on October 12, 2017 9:40PM Mistress of Apocrypha - Master PetSorc
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