Dragonbones Healer Lightning Back Bar

paulychan
paulychan
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I’m curious if people think that running a lightning back bar will still be a useful tactic for enhancing party dps post dragonbones.
I roll charged/charged and slot blockade of storms and ele drain.
Weakening and infused on front bar Resto staff.
Pretty standard pre dragon bones.
Still viable?
  • Lynx7386
    Lynx7386
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    Yes, especially because I predict fewer tanks will be running it now. Ice staff back bar keeps the same crusher uptime and gives you a lot more leeway for permablocking.

    Only healer I don't run lightning on (most of the time) is my nightblade, because fire staff gives the single target damage boost to funnel health, causing it to heal for more.
    PS4 / NA
    M'asad - Khajiit Nightblade - Healer
    Pakhet - Khajiit Dragonknight - Tank
    Raksha - Khajiit Sorcerer - Stamina DPS
    Bastet - Khajiit Templar - Healer
    Leonin - Khajiit Warden - Tank
  • Runefang
    Runefang
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    It's going to become more important than ever for healers to run lightning blockade on their back bars.

    Back-bar fire vMA staves are going to become meta for DPS since they do more damage. It'll be the healers who maintain the now low off-balance up time.
  • paulychan
    paulychan
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    @Runefang
    This is what I was thinking would be the case. Max uptime from healer keeping blockade down.
  • FakeFox
    FakeFox
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    A Lightningstaff is still the best choice. First of all there is no other viable choice and secondly off balance is not completely gone and as running Blockade of Storms is now a DPS loss you wan't it on healers and tanks.
    Charged lightning enchant however I wouldn't run anymore. Instead I personally think decisive with lightning enchant frontbar and infused with weakening enchant backbar is the best you can have now, unless your tank is not running a crusher enchant.
    EU/PC (GER) - Healermain since 2014 - 50305 Achievement Points - Youtube (PvE Healing Guides, Builds & Gameplay)
  • Tasear
    Tasear
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    Off balance changes leave room for other ways for off balance. There's obvious crushing shock with is nice with ayslum destro. Templars and dragon knights have a skill for off balance so maybe this will work too. Lastly there's tactician passive to proceed off balanced.

    So in those regards, probably best choice in 4 man with lots mobs, but not a necessity in 12.

    P.S Charged is only worthy if you have shock glyph.

  • xiZeroPointix
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    Shock damage also provides minor vulnerability. Increasing your group damage by 8% so dps can then add another additional 20% damage done with flame staves from the burning status effect. Concussed will provide off balance even tho only having a 25% uptime will still be neccessary regardless. Flame whip not power lash can proc off balance as well so a magdk tank can run whip instead of chains for the boss fight and provide that as well.
  • Tasear
    Tasear
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    Shock damage also provides minor vulnerability. Increasing your group damage by 8% so dps can then add another additional 20% damage done with flame staves from the burning status effect. Concussed will provide off balance even tho only having a 25% uptime will still be neccessary regardless. Flame whip not power lash can proc off balance as well so a magdk tank can run whip instead of chains for the boss fight and provide that as well.

    It's like 1% percent chance with blockade of storms. Really though it's usually used by healers for higher off balance uptime compared to other options for off balance.. Concussion usually comes in trialers from sorc dps. This in turn syngerizes with blockade of storms already down.
    Edited by Tasear on February 28, 2018 8:02AM
  • Lightspeedflashb14_ESO
    Lightspeedflashb14_ESO
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    Tasear wrote: »
    Shock damage also provides minor vulnerability. Increasing your group damage by 8% so dps can then add another additional 20% damage done with flame staves from the burning status effect. Concussed will provide off balance even tho only having a 25% uptime will still be neccessary regardless. Flame whip not power lash can proc off balance as well so a magdk tank can run whip instead of chains for the boss fight and provide that as well.

    It's like 1% percent chance with blockade of storms. Really though it's usually used by healers for higher off balance uptime compared to other options for off balance.. Concussion usually comes in trialers from sorc dps. This in turn syngerizes with blockade of storms already down.

    That is why you put a lightning enchant and have a charged staff. Brings up the chance of the enchant hitting to proc a status effect from a base of 20% to a whopping 84% chance. So basically 4 out of 5 times you swap back to your lightning staff and lay down wall, you proc status effect from the enchant.
    Edited by Lightspeedflashb14_ESO on February 28, 2018 8:14AM
  • Tasear
    Tasear
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    Q
    Tasear wrote: »
    Shock damage also provides minor vulnerability. Increasing your group damage by 8% so dps can then add another additional 20% damage done with flame staves from the burning status effect. Concussed will provide off balance even tho only having a 25% uptime will still be neccessary regardless. Flame whip not power lash can proc off balance as well so a magdk tank can run whip instead of chains for the boss fight and provide that as well.

    It's like 1% percent chance with blockade of storms. Really though it's usually used by healers for higher off balance uptime compared to other options for off balance.. Concussion usually comes in trialers from sorc dps. This in turn syngerizes with blockade of storms already down.

    That is why you put a lightning enchant and have a charged staff. Brings up the chance of the enchant hitting to proc a status effect from a base of 20% to a whopping 84% chance. So basically 4 out of 5 times you swap back to your lightning staff and lay down wall, you proc status effect from the enchant.

    How are you getting 84%?

    Weapon enchants 20%
    Standard ability 10%
    Area of effect abilities 5%
    Damage over time abilities 3%
    Area of effect damage over time abilities 1%
  • Lightspeedflashb14_ESO
    Lightspeedflashb14_ESO
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    Tasear wrote: »
    Q
    Tasear wrote: »
    Shock damage also provides minor vulnerability. Increasing your group damage by 8% so dps can then add another additional 20% damage done with flame staves from the burning status effect. Concussed will provide off balance even tho only having a 25% uptime will still be neccessary regardless. Flame whip not power lash can proc off balance as well so a magdk tank can run whip instead of chains for the boss fight and provide that as well.

    It's like 1% percent chance with blockade of storms. Really though it's usually used by healers for higher off balance uptime compared to other options for off balance.. Concussion usually comes in trialers from sorc dps. This in turn syngerizes with blockade of storms already down.

    That is why you put a lightning enchant and have a charged staff. Brings up the chance of the enchant hitting to proc a status effect from a base of 20% to a whopping 84% chance. So basically 4 out of 5 times you swap back to your lightning staff and lay down wall, you proc status effect from the enchant.

    How are you getting 84%?

    Weapon enchants 20%
    Standard ability 10%
    Area of effect abilities 5%
    Damage over time abilities 3%
    Area of effect damage over time abilities 1%

    good question, i am so glad you asked, so a weapon enchant is 20%, as you pointed out, start with the destro passive "Elemental Force", http://en.uesp.net/wiki/Online:Elemental_Force, is 100% more, that brings it to 40%. after that is the weapon trait "Charged", http://en.uesp.net/wiki/Online:Charged, this raises the chance by a further 220%, with is 44%, as it is multiplied by the base and then added back to the base, just like with the aforementioned destro passive. then added together, as they are additive, not multicative, to you 84% chance for the Burning, Concussion, and Chilled status effects from their respective damage enchant.

    so the math look like theis, 20%*100%= 20% and 20% + 20% = 40% and for charged is 20%*220% = 44% and 40%(from the first calculation)+44% = 84%. simple.
  • paulychan
    paulychan
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    I’m leaning towards my healer build rolls as is after reading the responses.
    Lightning with shock/charged for back bar/ Resto weakening/infused front.
    Seems even more important post patch
  • Tasear
    Tasear
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    Hmm still with uptime changes.
    Tasear wrote: »
    Q
    Tasear wrote: »
    Shock damage also provides minor vulnerability. Increasing your group damage by 8% so dps can then add another additional 20% damage done with flame staves from the burning status effect. Concussed will provide off balance even tho only having a 25% uptime will still be neccessary regardless. Flame whip not power lash can proc off balance as well so a magdk tank can run whip instead of chains for the boss fight and provide that as well.

    It's like 1% percent chance with blockade of storms. Really though it's usually used by healers for higher off balance uptime compared to other options for off balance.. Concussion usually comes in trialers from sorc dps. This in turn syngerizes with blockade of storms already down.

    That is why you put a lightning enchant and have a charged staff. Brings up the chance of the enchant hitting to proc a status effect from a base of 20% to a whopping 84% chance. So basically 4 out of 5 times you swap back to your lightning staff and lay down wall, you proc status effect from the enchant.

    How are you getting 84%?

    Weapon enchants 20%
    Standard ability 10%
    Area of effect abilities 5%
    Damage over time abilities 3%
    Area of effect damage over time abilities 1%

    good question, i am so glad you asked, so a weapon enchant is 20%, as you pointed out, start with the destro passive "Elemental Force", http://en.uesp.net/wiki/Online:Elemental_Force, is 100% more, that brings it to 40%. after that is the weapon trait "Charged", http://en.uesp.net/wiki/Online:Charged, this raises the chance by a further 220%, with is 44%, as it is multiplied by the base and then added back to the base, just like with the aforementioned destro passive. then added together, as they are additive, not multicative, to you 84% chance for the Burning, Concussion, and Chilled status effects from their respective damage enchant.

    so the math look like theis, 20%*100%= 20% and 20% + 20% = 40% and for charged is 20%*220% = 44% and 40%(from the first calculation)+44% = 84%. simple.

    Still with new cooldown of 15 secs. I do wonder if there's more way to do this now.
  • Sordidfairytale
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    Tasear wrote: »
    Q
    Tasear wrote: »
    Shock damage also provides minor vulnerability. Increasing your group damage by 8% so dps can then add another additional 20% damage done with flame staves from the burning status effect. Concussed will provide off balance even tho only having a 25% uptime will still be neccessary regardless. Flame whip not power lash can proc off balance as well so a magdk tank can run whip instead of chains for the boss fight and provide that as well.

    It's like 1% percent chance with blockade of storms. Really though it's usually used by healers for higher off balance uptime compared to other options for off balance.. Concussion usually comes in trialers from sorc dps. This in turn syngerizes with blockade of storms already down.

    That is why you put a lightning enchant and have a charged staff. Brings up the chance of the enchant hitting to proc a status effect from a base of 20% to a whopping 84% chance. So basically 4 out of 5 times you swap back to your lightning staff and lay down wall, you proc status effect from the enchant.

    How are you getting 84%?

    Weapon enchants 20%
    Standard ability 10%
    Area of effect abilities 5%
    Damage over time abilities 3%
    Area of effect damage over time abilities 1%

    good question, i am so glad you asked, so a weapon enchant is 20%, as you pointed out, start with the destro passive "Elemental Force", http://en.uesp.net/wiki/Online:Elemental_Force, is 100% more, that brings it to 40%. after that is the weapon trait "Charged", http://en.uesp.net/wiki/Online:Charged, this raises the chance by a further 220%, with is 44%, as it is multiplied by the base and then added back to the base, just like with the aforementioned destro passive. then added together, as they are additive, not multicative, to you 84% chance for the Burning, Concussion, and Chilled status effects from their respective damage enchant.

    so the math look like theis, 20%*100%= 20% and 20% + 20% = 40% and for charged is 20%*220% = 44% and 40%(from the first calculation)+44% = 84%. simple.

    I swear it seems like way more than 84% though.
    The Vegemite Knight

    "if the skeleton kills you, your dps is too low." ~STEVIL

    The Elder World of WarScrollCraft Online ~joaaocaampos
  • Lightspeedflashb14_ESO
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    @Sordidfairytale well 4 out of 5 times is a lot. So I understand why it would "seem" like more. But math is math. And if you plugged away at a dummy, you would see it is 84%
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