IMO it's no longer necessary to run this set on non-Templar after the change to orbs and shards in Morrowind patch: they now restore any of the resources, depending which one is lower. The spider is also pretty flimsy and dies easily in AoE. The 2% healing done it's already insignificant since you are already overhealing most of the time. It's way better to run 2 5 piece sets + 1 monster head or Master restoration front bar/Mealstrom lightning backbar.
newtinmpls wrote: »I haven't tried it yet.
Just got my chokethorn pauldrons, but eventually I'll explore all the options.
just read "overhealing", it is clear that healing needs to be NERFED soon!
I agree with the above users it is no longer necessary, but I still love to use it on my NB healer. The extra healing done stacks nicely with the siphoning passive that increases healing done per siphoning ability slotted. And I like that I am providing extra support for stam dd. Orbs can be tricky to pick up and this set will restore stamina to your tank/dd without them having to do anything. And it provides yet another HoT on top of your other many HoTs as a NB healer. Which means you can focus more on doing damage and speeding up the run.
For trials I wouldn't use it, but I personally like it a lot in 4 man content (Also on templar healers). Because you can run a 5 piece set(I use SPC or Julianos), together with willpower jewelry, master/vMA weapons AND a full monster set. This way get the added spell damage from willpower and damage effects from vMA destro that will contribute to your dps in 4 mans, making it go faster, while at the same time providing good stam support with master resto and sentinel monster set. It feels like a more complete build to me than a 5-5-1 setup. And more fun as well.
Thanks for the great replies all.
I usually run two 5 piece and Skoria for the extra health bonus. It's a real shame there aren't more legit 2 piece monster sets for healers, really feel neglected in that respect
just read "overhealing", it is clear that healing needs to be NERFED soon!
It does not, it already has by nerfing Blessed CP and Major Mending in Morrowind. It's just a play-style issue, as many healers spam heals instead of buffing the group. And there are situations where you really need to heal as much as possible since the DPS received by players from certain mechanics is so high (ex. vAA: Stone Atronach pounding, Valariel when you leave one ghost and Mage execute phase). There are also mechanics that sap resources and debuff healing (ex. the orbs in vCoS).
Girl_Number8 wrote: »just read "overhealing", it is clear that healing needs to be NERFED soon!
It does not, it already has by nerfing Blessed CP and Major Mending in Morrowind. It's just a play-style issue, as many healers spam heals instead of buffing the group. And there are situations where you really need to heal as much as possible since the DPS received by players from certain mechanics is so high (ex. vAA: Stone Atronach pounding, Valariel when you leave one ghost and Mage execute phase). There are also mechanics that sap resources and debuff healing (ex. the orbs in vCoS).
Yes this! Especially when you have squishy squishies standing in the red expecting to have a no death run while burning a boss down.
I am really getting tired of the snowflakes blaming all the support classes for their woes.
Ran on my Pet Sorc and it worked ok, but with the change to Orbs its not needed now. So i'm back to Dave the Daedroth.
Kneighbors wrote: »Put Powerful Assault togeter with SPC and spam vigor every 8 seconds. 400 spell/weapon damage injection can't go wrong.
All the resources sets are good only for novice healers or dd's who struggle to do the job with their build. You need to throw shards at tank often and always apply magicka drain, this is the maximum resources you need.
Thata for 4 man, things are different in 12
Girl_Number8 wrote: »just read "overhealing", it is clear that healing needs to be NERFED soon!
It does not, it already has by nerfing Blessed CP and Major Mending in Morrowind. It's just a play-style issue, as many healers spam heals instead of buffing the group. And there are situations where you really need to heal as much as possible since the DPS received by players from certain mechanics is so high (ex. vAA: Stone Atronach pounding, Valariel when you leave one ghost and Mage execute phase). There are also mechanics that sap resources and debuff healing (ex. the orbs in vCoS).
Yes this! Especially when you have squishy squishies standing in the red expecting to have a no death run while burning a boss down.
I am really getting tired of the snowflakes blaming all the support classes for their woes.
I'm not talking about avoidable things. For the most part HoTs should keep people alive and healer should focus more on supporting. In 4 man content if the group is good you can basically bring another DPS with some off-heals and finish faster. There are only a few instances in vet HM DLC dungeons where you need to throw everything into healing. BiS gear and group customization is only necessary to do veteran trials for score, and do the vet DLC ones which are harder. There you can really see what is BiS and what is not. As a result there's no reason to farm stuff intensively unless it's BiS for that kind of content.
Any monster set that gives you magicka recovery/maximum magicka/spell damage can be made part of such a BiS build, provided that you have the staves from one of the required healer & support sets. For example I have both resto and lightning from the SPC set so I can wear a heavy Kena or Shadowrend to augment my build, and only swap jewels and body pieces to Worm Cult, Sanctuary, Mending or other sets. It's only in trials where you need that kind of customization. For dungeons I usually swap to Julianos and IA, DPS and off-heal people with ritual of retribution, and pick my shards that I use for DPS anyway.