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Stop saying shield nerf will make healers more viable

philfal1234
philfal1234
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If ZOS wanted to make healers more viable they should give them really good buffs that only come from the resto staff tree. That would make groups want to run with them. This isnt a complicated line of logic, if a playstyle isnt fun anymore add things to make it fun and viable dont make other playstyles less fun.
  • MLGProPlayer
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    They should make mechanics that actually require healers. The game is designed around 1-shot mechanics right now that need to be avoided. Getting hit results in a death. You can't heal death. This is what makes healers useless.
    Edited by MLGProPlayer on September 18, 2018 7:43AM
  • haelene
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    They should make mechanics that actually require healers. The game is designed around 1-shot mechanics right now that need to be avoided. Getting hit results in a death. You can't heal death. This is what makes healers useless.

    Agreed. Also the power creep is a problem. No need to heal if you kill everything super fast and don't get hit a lot.
  • philfal1234
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    also worth mentioning is that healers, like dps, run annulment on their bars...
  • D0PAMINE
    D0PAMINE
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    They should make mechanics that actually require healers. The game is designed around 1-shot mechanics right now that need to be avoided. Getting hit results in a death. You can't heal death. This is what makes healers useless.

    I've been thinking about this very thing.
  • Kadoin
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    Okay.

    "Nerfing shields will make healers more valuable...and 2+2=5" Is that better?
  • e1team
    e1team
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    I am, as a healer, also very much reliant on my shields in some very awkward situations.
  • Jeremy
    Jeremy
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    They should make mechanics that actually require healers. The game is designed around 1-shot mechanics right now that need to be avoided. Getting hit results in a death. You can't heal death. This is what makes healers useless.

    Good point.

    All these instant death mechanics (and their DLC dungeons consistently keep getting worse and worse about this) make healing basically pointless anyway.
    Edited by Jeremy on September 18, 2018 10:08AM
  • LordGavus
    LordGavus
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    They should make mechanics that actually require healers. The game is designed around 1-shot mechanics right now that need to be avoided. Getting hit results in a death. You can't heal death. This is what makes healers useless.

    This is pretty much it.
  • Riptide
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    I think its at least a move in the right direction. Be real here, as it currently stands why bring a stam dps to a trial vs a mag toon? It isn’t just healers, its that shields allow lots of mechanics to be shrugged off.

    Here is an idea...dps and heals who no longer run with zero health added. Thats what most folks do now, right? 18.5 and good.

    Might have to stack up some so folks can survive more burst in a pinch. Might have to rock Krags so you, in fact, heal death. Might have to watch closer for boss tells so you shield at the right moment rather than simply mindlessly spamming it in your rotation.

    Shields have become such a crutch that its skewed all kinds of stuff. Its healthy to address it.

    Personally I like the solution of making it cost more magicka per cast, same as streak. I think thats a more holistic solution that doesn’t cause as much angst. And I wish I had a seat at the planning table. But I’m glad its being addressed.
    Esse quam videri.
  • Jeremy
    Jeremy
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    Riptide wrote: »
    I think its at least a move in the right direction. Be real here, as it currently stands why bring a stam dps to a trial vs a mag toon? It isn’t just healers, its that shields allow lots of mechanics to be shrugged off.

    Here is an idea...dps and heals who no longer run with zero health added. Thats what most folks do now, right? 18.5 and good.

    Might have to stack up some so folks can survive more burst in a pinch. Might have to rock Krags so you, in fact, heal death. Might have to watch closer for boss tells so you shield at the right moment rather than simply mindlessly spamming it in your rotation.

    Shields have become such a crutch that its skewed all kinds of stuff. Its healthy to address it.

    Personally I like the solution of making it cost more magicka per cast, same as streak. I think thats a more holistic solution that doesn’t cause as much angst. And I wish I had a seat at the planning table. But I’m glad its being addressed.

    Maybe I'm missing something, but shields don't seem to keep people from dying in PvE when I do dungeons. DPS seem to drop like flies when something so much as looks at them wrong. A wear wolf pounces - dead DD. Even tanks are dropping like flies now. I was doing Moon Hunter keep the other night and I was worried I was going to run out of soul crystals I was raising him so much (and I had a lot).

    The only way you are going make healing useful again is to revert back to the original and intended combat formula where damage can actually be countered by healing. This current development team for some strange reason thinks damage output should be able to easily overwhelm healing... and then they wonder why healing is useless? And then to add to the comedy they think adding a cast time to shields is going to fix that. It's not.

    This is an overall problem with the game's general direction as it relates to healing vs damage and I've been complaining about it for a awhile now.
    Edited by Jeremy on September 18, 2018 11:57AM
  • Numerikuu
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    They should make mechanics that actually require healers. The game is designed around 1-shot mechanics right now that need to be avoided. Getting hit results in a death. You can't heal death. This is what makes healers useless.

    Not much else to say really. This right here. Like I said ages ago when the first mention of shield nerfs was brought up to make healers 'more viable'...ain't got nothing to do with shields at all.
  • Cadbury
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    This is what confuses me about the whole shield nerf. I really don't see this bringing about a healer renaissance, with more groups bringing in healers over an extra DPS.
    "If a person is truly desirous of something, perhaps being set on fire does not seem so bad."
  • Riptide
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    Instakill mechanics are being overblown more than a little. Rather people’s patience to properly learn mechanics, utilize block, build with some health, etc have all been inhibited by the ease of mashing shields.

    I’m not saying its not smart to do so, but really now. Which mechanics cannot be avoided by movement, blocked, etc? How many bosses do people straight out burn and ignore mechanics that punish an overfast burn by just shielding repeatedly and burning it? The new DLC dungeons a great example of that.

    And its not like shields are going away, just not spammable.

    Theres a reason lots of us made magsorcs to do vMA with. Simple rotation, sure - but shield spamming makes a lot of the mechanics trivial. Thats not truly healthy for the game.
    Esse quam videri.
  • KittehWinks
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    I've not understood the not viable argument for healers in 4-man content. As the healer, in a pre-made group, I know I can drop my HoT and then switch to my damage bar and help us get out of this dungeon faster and I'm able to keep most everyone alive as long as everyone follows mechanics - you can't heal stupid no matter how hard you try. But in all of this I've not once felt as if I wasn't needed as a healer just because I bring sets, buffs, and debuffs others don't have to bring.
  • VaranisArano
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    Just because we know that "damage shields make healers useless" is a threadbare justification doesn't mean that ZOS isn't going to use it to nerf damage shields.
  • DanteYoda
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    There are gonna be so many dead healers now..
    Edited by DanteYoda on September 18, 2018 2:02PM
  • olsborg
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    Shouldnt rly matter at the end of the day. You play a class if its fun to play, having a skill that important for any magsorc build with now a cast time, will make it frustrating to play, doesnt matter how many healers you have stuffed into your pocketses.

    PC EU
    PvP only
  • Danksta
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    Riptide wrote: »
    I think its at least a move in the right direction. Be real here, as it currently stands why bring a stam dps to a trial vs a mag toon? It isn’t just healers, its that shields allow lots of mechanics to be shrugged off.

    Here is an idea...dps and heals who no longer run with zero health added. Thats what most folks do now, right? 18.5 and good.

    Might have to stack up some so folks can survive more burst in a pinch. Might have to rock Krags so you, in fact, heal death. Might have to watch closer for boss tells so you shield at the right moment rather than simply mindlessly spamming it in your rotation.

    Shields have become such a crutch that its skewed all kinds of stuff. Its healthy to address it.

    Personally I like the solution of making it cost more magicka per cast, same as streak. I think thats a more holistic solution that doesn’t cause as much angst. And I wish I had a seat at the planning table. But I’m glad its being addressed.

    Ummm, people are stacking as much stam as they can fit in trials because they do more damage, and if survivability in trials on stam is an issue for you it's all about L2P.
    BawKinTackWarDs PS4/NA

  • ExcaliburESO
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    SHIELD NERF WILL MAKE HEALERS MORE VIABLE AND PROMOTE GROUP PLAY
  • Riptide
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    Ummm, people are stacking as much stam as they can fit in trials because they do more damage, and if survivability in trials on stam is an issue for you it's all about L2P.

    When did I, oh, nevermind. Just wanted to be snarky I suspect. I ldo vet trials all the time, magblades pretty well the meta, and through the thread I’m taking a pro stam stance. But go on with your L2P self.

    Edited by Riptide on September 18, 2018 2:10PM
    Esse quam videri.
  • robpr
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    Steadfast Ward and Boneshield new meta! :D
  • CompM4s
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    Nerfing shields was only needed for pvp, but the stacking of shields not the cast time.
  • Vahrokh
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    Riptide wrote: »
    Instakill mechanics are being overblown more than a little. Rather people’s patience to properly learn mechanics, utilize block, build with some health, etc have all been inhibited by the ease of mashing shields.

    I’m not saying its not smart to do so, but really now. Which mechanics cannot be avoided by movement, blocked, etc? How many bosses do people straight out burn and ignore mechanics that punish an overfast burn by just shielding repeatedly and burning it? The new DLC dungeons a great example of that.

    And its not like shields are going away, just not spammable.

    Theres a reason lots of us made magsorcs to do vMA with. Simple rotation, sure - but shield spamming makes a lot of the mechanics trivial. Thats not truly healthy for the game.

    if shield spamming had been the problem, they could just have added a cooldown or a stacking spell cost (similar to streak). But shield HAS to be instant, because you don't know when you get the sudden spike of out nowhere. This is especially true in trials and even more true in the last 2 trials.
  • Artim_X
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    Healers have always been useful when playing with randoms. I would love to see someone from the combat team queue up for some random vet dungeons on live as a healer and post their findings.
    (AD) Artim X/Xirtām/Måtrix |PC/NA| Casual staff wielding vampire sorcerer/templar/arcanist
    Electric-Stun
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    • Roleplay Damage Dealing Build.
    • Gear: 5 Infallible Aether (All apparel light and Divines with Max Mag Enchants), 1 Slimecraw Guise for max spell critical (Divines, light, Max Mag Enchants), Maelstrom's Perfected Lightning Staff (infused/shock enchant), and Kinras's jewelry (bloodthirsty with spell damage enchant)/lightning staff (infused/flame/weapon damage enchant). 1 Mora's Whispers.
    • Ability-Bar 1: Critical Surge, Boundless Storm, Mages' Wrath, Lightning Flood, Shocking Soul (Shock damage, Class Mastery Signature Script, and Empower), and Power Overload.
    • Ability-Bar 2: Storm Pulsar, Streak, Shock Reach, Unstable Wall of Storms, Shocking Burst (Shock Damage, remove 1 negative effect, and interrupt) and Thunderous Rage.
      Solo: Use Kinras's chest, replace Mora with Ring of the Pale Order, and use a heavy Slimcraw piece for max critical.
    Electric-Pets
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    • Stress free one bar pet build .
    • Gear: 5 Infallible Aether (All apparel light and Divines with Max Mag Enchants. No chest piece), 1 medium Slimecraw for max spell critical (Divines, medium, Max Mag Enchants), Lightning Staff of the Sergeant (precise/shock enchant), Sergeant's chest (Divines and max magicka enchant), and Sergeant ring and necklace (bloodthirsty with spell damage enchant), Oakensoul ring (bloodthirsty with spell damage enchant)
    • Ability-Bar: Daedric Prey, Summon Volatile Familiar, Bound Armaments, Unstable Wall of Storms, Summon Twilight Matriarch, and Greater storm Atronach.
    Electric-Heal
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    • My Healer Build.
    • Gear: 5 Spell Power Cure (All apparel light and Divines with Max Mag Enchants), 1 Slimecraw Guise for max spell critical (Divines, light, Max Mag Enchants), Maelstrom's Perfected Lightning Staff (Charged/shock enchant), and Infallible Aether jewelry (arcane with spell damage enchant)/restoration staff (Powered with absorb magicka enchant). 1 Mora's Whispers.
    • Ability-Bar 1: Power Surge, Boundless Storm, Blessing of Restoration, Energy Orb, Twilight Matriarch, and Replenishing Barrier.
    • Ability-Bar 2: Dark Deal, Overflowing Altar, Elemental Drain, Blockade of Storms, Twilight Matriarch, and Aggressive Horn.
    Electric-Ward
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    • My Meme Tank Build that uses high resistance and variety of wards.
    • Gear: 5 Brands of Imperium (All body pieces except Head and Shoulders, with Divine trait, and with Prismatic Defense Enchants), full Iceheart (1 light and 1 medium. Divines and Prismatic Enchant), and Combat Physician jewelry (bloodthirsty with Prismatic Recovery Enchants), Combat Physician restoration staff (Infused with hardening enchant), and combat physician ice staff (Infused with crusher enchant).
    • Ability-Bar 1: Critical Surge, Bound Aegis, Deep Thoughts, Boundless Storm, Healing Ward, and Replenishing Barrier.
    • Ability-Bar 2: Silver Leash (Elemental Drain if healer isn't running it), Bound Aegis, Frost Clench, Blockade of Frost, Empowered Ward, and Temporal Guard.
    Electric-Vamp
    https://media.giphy.com/media/ukDQiYZzRAxMZKcK86/giphy.gif
    • Tanky stage 4 vampire utility focused PvP healer that can take down very inexperienced players but is primarily focused on working alongside others in an organized group, PUGs, or zergs.
    • Gear: 5 Torug's Pact (medium chest and body pieces light. All Impenetrable with Prismatic Enchants). Gaze of Sithis and 1 light Mighty Chudan/Pirate Skeleton (light shoulders, and impenetrable with Prismtaic Enchants). Knight Slayer (Swift with spell damage enchant)/lightning staff (infused with oblivion enchant)/restoration staff (infused with oblivion enchant).
    • Ability-Bar 1: Structured Entropy, Boundless Storm, Soul Splitting Trap, Radiating Regeneration, Healing Ward, and Life Giver.
    • Ability-Bar 2: Drain Vigor (Elemental Susceptibility), Race Against Time, Rune Cage, Radiant Magelight, Regenerative Ward, and Shatter Soul.
    Dawnfang
    https://media.tenor.com/ogWfvDdsqBIAAAAd/anime-black-clover.gif
    • My casual one bar heavy attack Templar build that primarily utilizes Aedric Spear abilities.
    • Gear: 5 Noble Duelist (Head or Shoulder and body pieces except Chest. All body pieces Divines with Max Mag Enchants), 1 light Slimecraw for max spell critical (Divines, light, Max Mag Enchant), Lightning Staff of the Sergeant (precise/shock enchant), Sergeant's chest (Divines and max magicka enchant), and Sergeant's Mail jewelry (One Ring and one Neck. Both bloodthirsty with spell damage enchant). 1 Oakensoul Ring (bloodthirsty with spell damage enchant).
    • Ability-Bar 1: Puncturing Sweep, Aurora Javelin, Toppling Charge, Blazing Spear, Radiant Ward/Breath of life, and Crescent Sweep.
    Duskfang
    https://media.tenor.com/Jo8aG_ouy_oAAAAd/ac-odyssey.gif
    • Tanky stage 4 vampire utility focused PvP healer that can take down very inexperienced players but is primarily focused on working alongside others in an organized group, PUGs, or zergs.
    • Gear: 5 Torug's Pact (Heavy Chest with light Head, Waist, Hands, and Feet. All body pieces Impenetrable. Health enchant on chest/head/legs and everything else Prismatic Enchants), 1 Medium Mighty Chudan/Pirate Skeleton Shoulder (Impenetrable, Prismatic Enchant), Knight Slayer Restoration Staff (Infused/Decrease Health enchant), and Knight Slayer jewelry (One Ring and one Neck. Both Swift with spell damage enchant). 1 Oakensoul Ring (Swift with Spell Damage Enchant).
    • Ability-Bar 1: Radiant Oppression, Race Against Time, Aurora Javelin, Breath of Life, Resolving Vigor, and Life Giver.
    Eye of the Queen
    https://i.pinimg.com/originals/fd/44/1c/fd441c8242af6ec35ada94496feb0901.gif
    • My casual one bar heavy attack Arcanist build that primarily utilizes Herald of the Tome abilities.
    • Gear: 5 Noble Duelist (Head or Shoulder and body pieces except Chest. All body pieces Divines with Max Mag Enchants), 1 light Slimecraw for max spell critical (Divines, light, Max Mag Enchant), Lightning Staff of the Sergeant (precise/shock enchant), Sergeant's chest (Divines and max magicka enchant), and Sergeant's Mail jewelry (One Ring and one Neck. Both bloodthirsty with spell damage enchant). 1 Oakensoul Ring (bloodthirsty with spell damage enchant).
    • Ability-Bar 1: Escalating Runeblades, Pragmatic Fatecarver, Cephaliarch's Flail, Rune of Displacement, Inspired Scholarship/Evolving Runemend, and The Languid Eye.
    Eye of the King
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    • Tanky stage 4 vampire utility focused PvP healer that can take down very inexperienced players but is primarily focused on working alongside others in an organized group, PUGs, or zergs.
    • Gear: 5 Torug's Pact (Heavy Chest with light Head, Waist, Hands, and Feet. All body pieces Impenetrable. Health enchant on chest/head/legs and everything else Prismatic Enchants), 1 Medium Mighty Chudan/Pirate Skeleton Shoulder (Impenetrable, Prismatic Enchant), Knight Slayer Restoration Staff (Infused/Decrease Health enchant), and Knight Slayer jewelry (One Ring and one Neck. Both Swift with spell damage enchant). 1 Oakensoul Ring (Swift with Spell Damage Enchant).
    • Ability-Bar 1: Escalating Runeblades, Race Against Time, Rune of Uncanny Adoration, Evolving Runemend, Resolving Vigor, and Life Giver.
    PvE Starter Gear
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    • Gear: 5 Law of Julianos (heavy chest, gloves/belt light, and the rest can be light or 1 medium piece if you're not wearing medium anywhere else on your body. All in training if grinding for XP or divines), Armor of the Seducer or Magnus' Gift head, shoulder, and staves (light with 1 medium piece if you are not already wearing 1 medium Julianos piece. All in training or divines. The staves should be training or infused), and 3 purple Willpower Jewelry with Arcane trait (can be bought from trading guilds for relatively cheap.
    • Check tamrieltradecentre.com for the best deals if you're not using a price checking addon).
    Race
    https://media.giphy.com/media/sdEkeWpiaGz0A/giphy.gif
    • High elf, since you will not have issues with sustain, but other mag based races are also fine so this is more of a personal choice.
    Mundus Stones
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    • PvP: The Steed for speed. Gotta go fast!
    • PvE Healing/Damage: The Thief for decent crit rate.
    • PvE Tanking: The Lady to get close to resistance cap.
    Current Champion Points
    https://media.giphy.com/media/l4FGDAx6u3hthMhgI/giphy.gif
    • DPS: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Exploiter, Weapons Expert, Fighting Finesse, Master-at-Arms, Celerity, Rejuvenation, Fortified, Boundless Vitality.
    • Healer Sorc: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Enlivening Overflow, Hope Infusion, Weapon's Expert, Arcane Supremacy, Celerity, Rejuvenation, Fortified, Boundless Vitality.
    • Tanky Sorc: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Ironclad, Enduring Resolve, Reinforced, Duelist's Rebuff, Bastion, Ward Master, Rejuvenation, Fortified.
    • PvP Sorc: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Enlivening Overflow, Weapon's Expert, Occult Overload, Arcane Supremacy, Bastion, Rejuvenation, Fortified, Boundless Vitality.
    • PvP Temp/Arcanist: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Enlivening Overflow, Weapon's Expert, From the Brink, Arcane Supremacy, Celerity, Rejuvenation, Fortified, Boundless Vitality.
    Favorite Foods and Potions
    https://media.giphy.com/media/3otPoTggaYFNd1FdAI/giphy.gif
    • Parse Food for PvE:(DPS) Ghastly Eye Bowl (increases Max Magicka by 4592 and Magicka Recovery by 459 for 2 hours).
    • Gold/Purple Food for Sorc PvP and Meme Tanking:(PvP) Clockwork Citrus Filet (increases Max Health by 3326, Health Recovery by 406 [useful if stage 1 vampire], Max Magicka by 3080, and Magicka Recovery by 338 for 2 hours). Witchmother's Potent Brew (Increase Max Magicka by 2856, Max Health by 3094, and Magicka Recovery by 315 for 2 hours.
    • Trash Potions when feeling cheap: Regular CP150 Essence of Magicka pots that I obtain frequently from playing the game or Crown Tri-Restoration Potion obtained from dailies.
    • Crafted Potions: Essence of Spell Critical (Bugloss, Lady's Smock, and Water Hyacinth). Without magelight this is my primary means of obtaining Major Prophecy on my Sorc, which increases my Spell Critical Rating. This also heals and restores magicka. Essence of Immovability (Columbine, Corn Flower, and Wormwood). I use this in PvP, since this gives me stealth detection, knockback immunity, and restores magicka (better to use it when competent allies are nearby, since it might reveal that you are surrounded by multiple players in stealth and you will not have an emergency pot available after use). Essence of Invisibility with only 2 ingredients (Blue Entoloma, Namira's Rot, Nirnroot, or Spider Egg). I use this in PvE content that requires stealth and if I need more speed I'll use Rapid Maneuver before using the potion. Essence of Invisibility with 3 ingredients (Blessed Thistle, Blue Entoloma, and Namira's Rot). Very useful in PvP alongside the vampire Dark Stalker passive, since you'll be invisible, ignore movement speed penalty while in Crouch, and you'll have a 30% movement speed boost from Major Expedition (I always have this slotted when riding from point A to B in PvP land, since gankers are always lurking). My templar/arcanist will mostly use Essence of Health (Tri-Stat Potion) Ingredients: (Mountain Flower, Columbine, and Bugloss).
  • karekiz
    karekiz
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    They should make mechanics that actually require healers. The game is designed around 1-shot mechanics right now that need to be avoided. Getting hit results in a death. You can't heal death. This is what makes healers useless.

    More of the fact that tanks can literally heal themselves better than some healers.

    *Edit: Skills like vigour/shield/Self heals would have to be gutted to make healers relevant imo. Tanks still take dmg during the encounter and so do DPS, it just doesn't really matter if the DPS next to you can basically cast a burst heal <Sorc pet heal>, or the Stam DPS can AoE heal HoT <Vigour> back to full including the tank.

    Basically DPS/tanks can't heal which means you either have to kill it before it kills you which is possible, but a ton more difficult.

    Essentially heal power would have to be introduced as a stat line. Heals do nothing unless you actually invest into healing, which would cut your Spell dmg severly.
    Edited by karekiz on September 18, 2018 3:53PM
  • Vicarra
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    I think it's easy to say that these changes are being done to make healers relevant again, but I suspect that this has a hell of a lot more to do with the fact that NBs cry about shield stacking in PVP.

    Healers have never -really- not been relevant, but as others have said, if anything has made it possible to skip using healers in dungeon groups it's the one-shot mechanics that the combat team are using as a crutch to avoid having to think up any new and interesting combat mechanics. And of course, the ever-present power creep that makes it possible even for the right pug group to faceroll vet content simply by putting in an extra DD.

    The one place where all the complaints about shields were coming from was PVP, and specifically, from people complaining about magsorcs shield stacking. Instead of fixing the fact that shields were stackable, or the fact that sorcs have few other class options to "manage" enemies beyond stacking shields - instead of that, it's just a blanket nerf that no one seems to be happy with, because apparently it's been forgotten by the combat team that sorcs are not the only ones who use shields.

    If you want to make healers "relevant" again, then rework the resto skill line to include buffs and debuffs and not just heals, and bring more mechanics to boss fights that healers can actually do something about. HoTs to combat DoTs, burst heals to combat burst damage, roots and snares to help with positioning, a passive that reduces threat generated around the healer to encourage people to think about their positioning and....because I guess one-shot mechanics are here to stay - a passive that lets you rez people faster with a resto staff equipped.
    PAWS - Positively Against Wrip-off Stuff!

    Haakon Stormblade - Nord Illusionist, Dwemer scholar, Horse Whisperer, Bringer of Storms
  • VaranisArano
    VaranisArano
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    Vicarra wrote: »
    I think it's easy to say that these changes are being done to make healers relevant again, but I suspect that this has a hell of a lot more to do with the fact that NBs cry about shield stacking in PVP.

    Healers have never -really- not been relevant, but as others have said, if anything has made it possible to skip using healers in dungeon groups it's the one-shot mechanics that the combat team are using as a crutch to avoid having to think up any new and interesting combat mechanics. And of course, the ever-present power creep that makes it possible even for the right pug group to faceroll vet content simply by putting in an extra DD.

    The one place where all the complaints about shields were coming from was PVP, and specifically, from people complaining about magsorcs shield stacking. Instead of fixing the fact that shields were stackable, or the fact that sorcs have few other class options to "manage" enemies beyond stacking shields - instead of that, it's just a blanket nerf that no one seems to be happy with, because apparently it's been forgotten by the combat team that sorcs are not the only ones who use shields.

    If you want to make healers "relevant" again, then rework the resto skill line to include buffs and debuffs and not just heals, and bring more mechanics to boss fights that healers can actually do something about. HoTs to combat DoTs, burst heals to combat burst damage, roots and snares to help with positioning, a passive that reduces threat generated around the healer to encourage people to think about their positioning and....because I guess one-shot mechanics are here to stay - a passive that lets you rez people faster with a resto staff equipped.

    Of course the complaints about shields came from PVP.

    You wont ever hear Molag Kena or trial bosses coming to the forums to complain about how hard it is to kill players using damage shields.

    But when you hear PVE players talk about how easy content is, that's the warning sign of incoming PVE nerfs. And there was plenty of "healers aren't necessary" talk to encourage ZOS to do something to make PVE content harder.
  • Salvas_Aren
    Salvas_Aren
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    SHIELD NERF WILL MAKE HEALERS MORE VIABLE AND PROMOTE GROUP PLAY

    Shield nerf will make healers more dead on the ground and promote group disband.

    Where is the dislike button?
  • Vicarra
    Vicarra
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    Of course the complaints about shields came from PVP.

    You wont ever hear Molag Kena or trial bosses coming to the forums to complain about how hard it is to kill players using damage shields.

    But when you hear PVE players talk about how easy content is, that's the warning sign of incoming PVE nerfs. And there was plenty of "healers aren't necessary" talk to encourage ZOS to do something to make PVE content harder.

    My point is that it's clearly a PVP-oriented nerf, which they think they've cleverly disguised as a PVE buff to healers so people don't shout at them.
    PAWS - Positively Against Wrip-off Stuff!

    Haakon Stormblade - Nord Illusionist, Dwemer scholar, Horse Whisperer, Bringer of Storms
  • AuraNebula
    AuraNebula
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    Vicarra wrote: »
    I think it's easy to say that these changes are being done to make healers relevant again, but I suspect that this has a hell of a lot more to do with the fact that NBs cry about shield stacking in PVP.

    Healers have never -really- not been relevant, but as others have said, if anything has made it possible to skip using healers in dungeon groups it's the one-shot mechanics that the combat team are using as a crutch to avoid having to think up any new and interesting combat mechanics. And of course, the ever-present power creep that makes it possible even for the right pug group to faceroll vet content simply by putting in an extra DD.

    The one place where all the complaints about shields were coming from was PVP, and specifically, from people complaining about magsorcs shield stacking. Instead of fixing the fact that shields were stackable, or the fact that sorcs have few other class options to "manage" enemies beyond stacking shields - instead of that, it's just a blanket nerf that no one seems to be happy with, because apparently it's been forgotten by the combat team that sorcs are not the only ones who use shields.

    If you want to make healers "relevant" again, then rework the resto skill line to include buffs and debuffs and not just heals, and bring more mechanics to boss fights that healers can actually do something about. HoTs to combat DoTs, burst heals to combat burst damage, roots and snares to help with positioning, a passive that reduces threat generated around the healer to encourage people to think about their positioning and....because I guess one-shot mechanics are here to stay - a passive that lets you rez people faster with a resto staff equipped.

    Of course the complaints about shields came from PVP.

    You wont ever hear Molag Kena or trial bosses coming to the forums to complain about how hard it is to kill players using damage shields.

    But when you hear PVE players talk about how easy content is, that's the warning sign of incoming PVE nerfs. And there was plenty of "healers aren't necessary" talk to encourage ZOS to do something to make PVE content harder.

    I'm with you dude. In end game pve you barely even see sorcs in the current sea of nightblades. You would maybe have one sorc dps or not even that and have a sorc healer instead. All this is going to do is completely remove sorcs from pve. I don't see how this will make it harder for healers at all.
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