I really want to agree with OP. Seems like a good guy with a good point.
But he’s a nightblade. Which means he’s trying to play as a healer without being able to provide a purify, which is the most important part of healing...
I’ve never liked those dmg or healing stat numbers. A lot of times the people with the highest numbers have the least effective builds. Using “dmg done” or “healing done” as a measure is like trying to determine who’s a good shot by how many bullets it took them to hit their target.
For dmg, it’s how many kills your team got. For healing, it’s how few deaths. If you want to spike stats, use rapid regen. If you want to prevent deaths and win, use healing ward.
It’s clear that your team was having trouble getting the killing blow. That’s a lot of assists for you and the 19-3 guy. You were probably getting out maneuvered. It doesn’t look like a mag sorc since no K/D on the winning team jumps out.. it just seems that they were able to kill their targets and you guys weren’t. Lotta shots fired, just didn’t hit a lot of bullseyes.
On a mag blade, you can get all the healing and defense your group needs by slotting healing ward and resto ult, and using wiz riposte.
All your other heals may sound nice, but they won’t keep someone alive if they’re getting bursted. All they’ll do is pad your stats while your team loses. Sorry for the hard truth bro, but that’s how it is. Magplar is heals/purify, mag nb is dmg, ward and extra resto ult.
For random groups, you want people able to hold their own and kill enemies, whether they focus more on getting kills for the team or supporting the other members.
In an organized premade (a group designed to fight other groups their level, using every synergy available, not a casual premade like most in BGs) healing and support skills become more important, but it's also not enough to do just that. I'd expect a good "healer" to at least fill one other role (tank/dd) reasonably well, if not all three. Won't be as good at those roles as a build focusing on them completely, but focusing entirely on keeping your team alive achieves the opposite if you allow the opposing team to deal significantly more damage.
I really want to agree with OP. Seems like a good guy with a good point.
But he’s a nightblade. Which means he’s trying to play as a healer without being able to provide a purify, which is the most important part of healing...
I’ve never liked those dmg or healing stat numbers. A lot of times the people with the highest numbers have the least effective builds. Using “dmg done” or “healing done” as a measure is like trying to determine who’s a good shot by how many bullets it took them to hit their target.
For dmg, it’s how many kills your team got. For healing, it’s how few deaths. If you want to spike stats, use rapid regen. If you want to prevent deaths and win, use healing ward.
It’s clear that your team was having trouble getting the killing blow. That’s a lot of assists for you and the 19-3 guy. You were probably getting out maneuvered. It doesn’t look like a mag sorc since no K/D on the winning team jumps out.. it just seems that they were able to kill their targets and you guys weren’t. Lotta shots fired, just didn’t hit a lot of bullseyes.
On a mag blade, you can get all the healing and defense your group needs by slotting healing ward and resto ult, and using wiz riposte.
All your other heals may sound nice, but they won’t keep someone alive if they’re getting bursted. All they’ll do is pad your stats while your team loses. Sorry for the hard truth bro, but that’s how it is. Magplar is heals/purify, mag nb is dmg, ward and extra resto ult.
I really want to agree with OP. Seems like a good guy with a good point.
But he’s a nightblade. Which means he’s trying to play as a healer without being able to provide a purify, which is the most important part of healing...
I’ve never liked those dmg or healing stat numbers. A lot of times the people with the highest numbers have the least effective builds. Using “dmg done” or “healing done” as a measure is like trying to determine who’s a good shot by how many bullets it took them to hit their target.
For dmg, it’s how many kills your team got. For healing, it’s how few deaths. If you want to spike stats, use rapid regen. If you want to prevent deaths and win, use healing ward.
It’s clear that your team was having trouble getting the killing blow. That’s a lot of assists for you and the 19-3 guy. You were probably getting out maneuvered. It doesn’t look like a mag sorc since no K/D on the winning team jumps out.. it just seems that they were able to kill their targets and you guys weren’t. Lotta shots fired, just didn’t hit a lot of bullseyes.
On a mag blade, you can get all the healing and defense your group needs by slotting healing ward and resto ult, and using wiz riposte.
All your other heals may sound nice, but they won’t keep someone alive if they’re getting bursted. All they’ll do is pad your stats while your team loses. Sorry for the hard truth bro, but that’s how it is. Magplar is heals/purify, mag nb is dmg, ward and extra resto ult.
How does being a nightblades mean no purify, you do know there is a purify from the cyrodil skill lines all can use that works just fine in small scale stuff like dungeons and BGs
I don't think there is a definitive answer on this, as this heavily depends on your group composition.
In a team with 2-3 extremely high damage builds, having a healer purely focusing on healing / support is perfectly fine, because said pressure or burst damage isn't particularly needed. On the other end, if you soloQ or just happen to have a premade without too much damage, I fully expect the healer to provide some damage on his / her own.
Also, don't rely on those healing / damage done numbers in BGs, I had a deathmatch as a stam healer with 3m+ damage and 2m+ healing which ended that way because no team had any sort of burst damage, so I just laid down ground DoTs and let the numbers fly... It feels nice to watch at the end of a game, but doesn't indicate anything about the outcome of a match.
It depends. A healer that can also deal fairly good damage can work really well at times, but, as the enemy's offensive power increases, the effectiveness of this playstyle sharply drops off. The more incoming damage there is - especially focus fired damage - the smaller your offensive window becomes, eventually getting to the point that you don't really have one.
When it comes to going up against premade teams (or even a group of high damage solo queued players), you really need to pick between either being a healer or being a damage dealer (with perhaps some off-healing). Trying to be a healer that does hundreds of thousands of damage on the scoreboard is just going to leave you in a situation where you're not likely to be landing many kills, or saving your teammates, or even surviving very well yourself (though a Magblade may still be able to escape, depending on enemy team composition).
In these more difficult situations, I think you really need to be in a highly defensive setup as a healer, and that involves heavy armor, permablocking, no damage-oriented gear sets, and preferably being a Templar. Between having an easy-to-use burst heal (which can't be shut down by killing a pet), and having the only affordable cleanse, Magicka Templar is the clear cut winner for a dedicated healer. That's not to say that the other classes are 100% unable to perform the role, but they are most certainly not as good. If ESO had a competitive ladder system with 4v4 (or larger) teams, I feel pretty confident that virtually all of the top teams' healers would be Templars who were running very defensive, low damage setups.
exeeter702 wrote: »
Frankly, in my experience, unless you are desperately trying to los or escape something, most debuffs in this game are reapplied constantly. The advantage window of purging is very small. And the critical debuffs that a healer knows to look out for and react to can be covered by efficient purge.
for sure, dismissing the strengths of purify would be very ignorant. But there are ways nbs can escape coordinated set ups after a break free, and again its important to acknowledge that magblades have much more potent passive healing which absolutely allieviates some pressure for the second or 2 you CCd. Between, purge, mutagen pop and image swap, It has never been my experience that "without purify, you wont survive a coordinated assault".exeeter702 wrote: »
Frankly, in my experience, unless you are desperately trying to los or escape something, most debuffs in this game are reapplied constantly. The advantage window of purging is very small. And the critical debuffs that a healer knows to look out for and react to can be covered by efficient purge.
purify is an absolute requirement to save yourself from a coordinated burst from another team. You dont need to worry about the fact that 2-5s later the debuffs will apply - the important thing is taht when those DBs and executes hit you, you're able to purify as they're coming in and get that defile off of you during the 1-2 seconds when you need it gone the most.
The alliance skill "purge" doesn't really do that...