Just as Ruusa said, health should be at 18k to avoid most one shots, then the rest into magika. This is all affected by your race, if youre wearing 5 light, 1 medium, 1 heavy and what sets you're wearing.
Just as he said, reset your atteibutes, eat your food, wearing all the gear your gonna wear and put points in health until its 18k, rest into magika.
First, eat food. Eat max magic + health food if you have no problems with sustaining. If you find yourself running out of magicka a lot, eat Witchmother's potent brew. That gives you max magic, max health and magicka recovery.
After you have eaten your food, reset your attributes and put enough points into health to get 18k health. Then put everything else in magicka. Also use magicka enchantments on your armor.
300 CP is enough to get all max magic and max health bonuses that CP gives you so while more CP is good, it wont give you more health.
Here is Alcast's guide to warden healer, including how to put your CP's if you have 300 CP.
Just as Ruusa said, health should be at 18k to avoid most one shots, then the rest into magika. This is all affected by your race, if youre wearing 5 light, 1 medium, 1 heavy and what sets you're wearing.
Just as he said, reset your atteibutes, eat your food, wearing all the gear your gonna wear and put points in health until its 18k, rest into magika.
As a healer you shoudl not wear 5/1/1 but 7 light, at least if I am not completely mistaken (also Wormcult, mending, spc, sanctuary and many other healer sets don't come in medium or heavy)
105 points in each tree? that is plenty! the first 75 points in regen for example give you 14% more regen, 25 more only give you 15%^^
trust me, 300+ is enough to heal any vet dungeon and normal trial
17k or 17.5k health is the goal.
You can buy some blue or purple food from guild stores location in most cities. I do suggestion shanters in desshan ...>.> If you are PC NA.
You use defending weapon for extra defense.
You can make potions and poisons for extra defense.
newtinmpls wrote: »Just as Ruusa said, health should be at 18k to avoid most one shots, then the rest into magika. This is all affected by your race, if youre wearing 5 light, 1 medium, 1 heavy and what sets you're wearing.
Just as he said, reset your atteibutes, eat your food, wearing all the gear your gonna wear and put points in health until its 18k, rest into magika.
^^^This
If you need to respect, make sure you are wearing the armor you prefer and using the food/drink you prefer (or if you have two choices, use the lower one, then spec to make sure you have 18k in health using that).
Now IF you are totally comfortable with vet dungeons and do trials, then maybe do 17.5 or 17, but it's not worth it till you get really comfortable with your rotation/skills and so on.
First, eat food. Eat max magic + health food if you have no problems with sustaining. If you find yourself running out of magicka a lot, eat Witchmother's potent brew. That gives you max magic, max health and magicka recovery.
After you have eaten your food, reset your attributes and put enough points into health to get 18k health. Then put everything else in magicka. Also use magicka enchantments on your armor.
300 CP is enough to get all max magic and max health bonuses that CP gives you so while more CP is good, it wont give you more health.
Here is Alcast's guide to warden healer, including how to put your CP's if you have 300 CP.
As a healer you shoudl not wear 5/1/1 but 7 light, at least if I am not completely mistaken (also Wormcult, mending, spc, sanctuary and many other healer sets don't come in medium or heavy)
105 points in each tree? that is plenty! the first 75 points in regen for example give you 14% more regen, 25 more only give you 15%^^
trust me, 300+ is enough to heal any vet dungeon and normal trial
Dakmor_Kavu wrote: »Hopefully I can clarify some of the info you saw on alcast and here (or at least present it in coherent fashion).
Attributes:
64 magika, or a handful into health, then the rest magika
General principle:
The idea here is to have at least 17k health for survivability, then dump the rest into magika to increase your heals and resource pool. In order to check if you have enough how, you'll want to eat the proper food, then allocate your points until you get to 17k hp. The question then becomes, "what food do I use?" which some people have different answers to. I personally use blue food (increases max hp and magika) which let's me hit 17k health, while putting all 64 points into magika. The trade off here is that I don't get any boost to my magika regeneration from the food. For me that's ok, because I think warden has an easy enough time managing magika. Other players who want more regeneration will use the witch mother's brew (max hp, max magika, and magika regeneration). Because it does 3 things though it doesn't give as much health as the blue food does, so if you want the extra regeneration it may mean putting points into health to hit 17k. That's all there is to it! If you think you have an easy time managing magika try 64 magika and blue food. If you want more Regen use witch mother's and see if you need to put points into health. Remember, you can always change your mind so there's no worry of getting it "wrong".
Armor:
7 light parts
Sets:
spell power cure, worm cult, mending, sanctuary
General principle:
the spell power cure should basically be worn all the time. For this reason get the 5 parts on your armor or jewelery (not weapons). Then you get the other 5 parts in worm, mending and sanctuary so you can swap between these 3 sets as needed (worm if you have magika folks with you, mending if stamina folks mostly, and sanctuary if you just need more raw healing). Some people will say go 5/1/1 for medium and heavy protection bonus (from the undaunted passive) but these sets don't come in medium or heavy, so you end up breaking a set (and for me, what you get isn't worth what you give up)
Armor enactments and trait:
The two traits you'll want are infused and divine. Infuaed will increase the max magika enchantments you'll want on most (or all) of your armor, and divine will boost the effect of your mundus stone (likely atronoch for more magika regen). Again these can always be changed later, so get the parts on the set first, then update this.
Weapons:
1 restoration staff, 1 lightning destruction staff
Sets:
The sets here are flexible. Ideally the very best would be a master restoration staff (from veteran dragon star arena) and the maelstrom lighting staff (from veteran maelstrom arena) but in the meantime you really can pick anything.
General idea:
The lightning destruction staff will allow you to use elemental blockade to put down lightning areas. This will boost the dps of your group due to the unbalanced effect it can trigger on mobs. The restoration staff then is your source of many of your primary heals and buffs.
Skills:
For this I'm going to post my setup and explain why I picked what I did, since I disagree with Alcast on some points.
For veteran dungeons:
Destruction staff bar: (group buffs and support abilities)
1. Energy orb (morph of necrotic orb from undaunted) - this is my magika/stamina restore method for the tank (and sometimes DPS). I take this morph since the healing can proc Spell power cure set, and I don't do much damage as a healer anyway.
2. Elemental blockade - lightning to proc unbalanced effect and increase the dps of the group (as well as do some damage myself). Think of this mainly as a buff for the dps though.
3. Flex spot - this I can use for any number of skills (I'll cover a few options at the end of the skills section)
4. Enchanted growth (morph of fungal growth) - this is a great group buff for stamina and magika folks alike. It also has a very powerful heal. I keep it on this bar so I am never without quick access to a heal (I don't have to waste time swapping to a designated "healing" bar). It is mainly a buff, but I do use it for the heal if I just need to get one done quickly but am on my destruction staff bar.
5. Ice fortress (morph of frost cloak) - this is a nice protective buff for folks, and gives me added survivability. If you find survival easy enough, expansive morph will let you cover more people more easily in raid situations.
Ultimate. Aggressive war horn (from PvP assault tree) - the #1 ultimate a healer can use. The big it gives to the group for both DPS and protection can't be beat.
Restoration staff bar: (main healing bar. where I spend the majority of my time)
1. Healing springs (morph of Grand healing) - the bread and butter of any healer.
2. Combat prayer (morph of blessing of protection) - amazing group buff (for DPS) as well as being a nice heal. If I to just give someone a quick pop of health, this is generally the spell I use. If a lot of people need health, I'll use budding seeds. Think of this as a nice buff heal combo.
3. Mutagen (morph of regeneration) - nice heal over time, and can proc spell power cure set. I try and keep this running at all times. I prefer this morph for the instant heal it gives if someone drops low (a nice safety net) but either morph is fine.
4. Budding seeds (morph of healing seed) - in my opinion one of the most powerful heals in the game. It's a set and forget heal with a healing synergy which can be triggered instantly if needed and heals anyone inside it. This can hit some SERIOUSLY high healing numbers, especially if placed on a well stacked group. This and healing springs I try to make sure are always active as my AOE heals.
5. Blue Betty (morph of Betty netch) - go to regeneration, and by being slotted here provides a boost to my magika via the passives. Also acts as a nice 1 debuff purge.
Ultimate. Northern storm (morph of sleet storm) - this provides 8% extra magika just being slotted, and provides a nice defensive boost (only for up to 6 people though) if things get hectic. Used mainly for the magika boost, but protection too if needed. As a healer though I try to always use the war horn ultimate from the other bar instead though.
Flex spot options:
Efficient purge - always helpful to remove negative effects
Leeching vines - nice helpful heals to someone taking damage, also spreads life drain to enemies easily.
Elemental drain - nice debuff to apply magika drain to enemies and help with sustain
Trails healing setup:
It is EXACTLY the same, EXCEPT I replace mutagen on the healing bar with leeching vines. This is for 2 reasons. 1- Mutagen is far too inefficient to be used in a trail (6 casts to hit everyone if it doesn't even repeat). Casting it so many times is time I could spend buffing or providing actual healing or otherwise help the group. 2- adding another green balance heal to the bar boosts the effectiveness of all green balance heals via the passives, so that increases the healing my budding seeds does too.
Dakmor_Kavu wrote: »I'll have to check my CP when I get home from work. As for the food I just buy it from guild traders in any town.
With regards to the gear:
Spell power cure: drops in White Gold Tower dungeon
Worm: drops in Vaults of Madness dungeon
Mending: drops in Aetherian Archive raid
Sanctuary: drops in Banished Cells dungeon