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Twilight's Remedy

Joshuagm1991
Joshuagm1991
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I was looking at an Alcast and Deltia's healing build and was surprised this isn't recommended for Warden Healers. With energy orb and budding seeds out you've got resources, huge healing, and minor force. With the rework of synergies this is such a great set.

They are recommending other good sets like worm, spell power cure etc. seems like TR and SPC should be BiS.
Edited by Joshuagm1991 on March 24, 2018 6:49PM
  • Emma_Overload
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    Welcome to "forum healing", where the ability to actually heal stuff is not important. I've never understood it.
    #CAREBEARMASTERRACE
  • Joshuagm1991
    Joshuagm1991
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    I'm not sure what you mean Emma?
  • AlnilamE
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    Well, it all depends on the group composition. If you are choosing between Worm and TR, you are choosing between giving the whole group a 4% increase in Magicka 100% of the time or giving 1 player Minor Force every 10 seconds. The fact that they get a HoT is only important if they are taking a lot of damage. So it would depend on the Trial, the group, Warhorn uptime and other factors.
    The Moot Councillor
  • Jhalin
    Jhalin
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    AlnilamE wrote: »
    Well, it all depends on the group composition. If you are choosing between Worm and TR, you are choosing between giving the whole group a 4% increase in Magicka 100% of the time or giving 1 player Minor Force every 10 seconds. The fact that they get a HoT is only important if they are taking a lot of damage. So it would depend on the Trial, the group, Warhorn uptime and other factors.

    Ele Drain can handle 75% of the mag sustain for your dps, beyond that they really should be sustaining themselves.

    But on the other hand, OP, TR's HoT is often overkill, as the most deadly mechanics are one-shots anyway, and most everything else is not particularly threatening. One exception for this is vHoF, full of killer DoTs and sustained damage. The group is often split for mechanics, so Worm wouldn't get full use anyway, while TR would shine for the entirety of the trial. vSO would also be a decent candidate for running TR at the final boss. Same in vAA HM for the tank's pocket healer, but not for anything before that in vAA or vSO.
  • SammyFable
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    In most trials, basically anything besides vAS, a raid group can have about 4-5 stam DDs. Those already use trap beast and get the minor force buff up 100% of the time. So in such a group TR would only benefit 3-4 players, while sets like mending could benefit the whole group.
    Dro m'Athra Destroyer
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  • code65536
    code65536
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    The HoT from TR is inconsequential. The reason I like TR is because of the Minor Force, but, again, it depends on the group and content. I definitely prefer TR over Worm, though--both benefit mostly magicka DDs (4% additional cost reduction won't really help healers, and tanks use Balance for magicka sustain), and I frankly would like getting Minor Force without trap (esp. since in certain content, I cannot get in to use trap) rather than a smidge of cost reduction.

    I'm not sure why so many people look down on TR, esp. now that synergies are more reliable. Sure, it is a bit more situational than some of the other sets, but it's pretty useful. And even before the synergy fixes, we had our healer running TR for dungeon runs (because the group that I usually run 4-man content with have two ranged mag DDs).
    Edited by code65536 on March 25, 2018 11:42AM
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  • exeeter702
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    code65536 wrote: »
    The HoT from TR is inconsequential. The reason I like TR is because of the Minor Force, but, again, it depends on the group and content. I definitely prefer TR over Worm, though--both benefit mostly magicka DDs (4% additional cost reduction won't really help healers, and tanks use Balance for magicka sustain), and I frankly would like getting Minor Force without trap (esp. since in certain content, I cannot get in to use trap) rather than a smidge of cost reduction.

    I'm not sure why so many people look down on TR, esp. now that synergies are more reliable. Sure, it is a bit more situational than some of the other sets, but it's pretty useful. And even before the synergy fixes, we had our healer running TR for dungeon runs (because the group that I usually run 4-man content with have two ranged mag DDs).

    It has alot to do with the playerbase and ZOSs not entirely solid landingbwhen it comes to its group dynamic approach.

    Everything in this game regarding abilities, utility and buff applications operate on a trade off philosophy. If you get X from A you dont need to slot Y. This applies to potion uses, gear sets, and ability selection all revolving around group makeup. Abilities like igneous weapons, frost cloak are desinged with the mindset that players will peice together builds with consideration of group makeup, ie igneous for example could alleviate certian potion options or ability bar slots for alternatives that may help the individual. Likewise, twilight remedy could be seen as potentially freeing up stam dps from needing to put trap beast on their bar or run set X Y or Z. The issue is ZOS has failed to create an environment in this game that truly fosters this design both in inadequate alternative options and players playing to the most barebones straightforward approach that yeilds the highest results -
    "i dont need your twilight remedy, nothing in place of trap beast will give me any benefit to my dps, and BOL and springs is all the healing i need!"

    In TRs case, a group comprised mostly of magicka dps would benefit from the set for sure. But in 4 man content that doesnt even matter and in trials having a set to benefit half or even a quarter of your dps isnt worth it.
    Edited by exeeter702 on March 25, 2018 4:52PM
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