Maintenance for the week of March 3:
• PC/Mac: No maintenance – March 3
• ESO Store and Account System for maintenance – March 4, 6:00AM EST (11:00 UTC) - 4:00PM EST (21:00 UTC)
• NA megaservers for maintenance – March 5, 4:00AM EST (9:00 UTC) - 11:00AM EST (16:00 UTC)
• EU megaservers for maintenance – March 5, 9:00 UTC (4:00AM EST) - 16:00 UTC (11:00AM EST)

Loving the healing changes. Really.

Sporvan
Sporvan
✭✭✭✭✭
I know it's controversial but I actually enjoy playing my healer a lot more now post patch. Ran both vet dlc dungeons and it felt a lot more interactive than spamming, orb, springs, prayer. I felt like I was much more involved in combat in terms of where I was going to place things how to position, etc. Kudos to ZoS for shaking things up. They'll get the fine tuning done but this is a step in the right direction for the healing role.
  • Chicharron
    Chicharron
    ✭✭✭✭✭
    I also like the changes.

    Except when you're in a pug, for some reason the DPS always divide and separate as much as they can, ZOS believes that we are all hardcore players in Dungeons.

    But in general i think it's ok i give it 1/10 to this update.
    Edited by Chicharron on August 13, 2019 5:24PM
  • Jhalin
    Jhalin
    ✭✭✭✭✭
    ✭✭✭✭
    Well if that’s all you were doing before, then you weren’t exactly doing it right

    Even though it’s still trash changes all around, at least bad healers don’t have any excuse not to contribute some debuffs and dps in dungeons.

    But in trials they’re just sol unless your entire group can withstand execute damage with just two healing springs. So R.I.P. progression groups for vAS+3, and vHoF, and vCR+3, and vSS hm.

    But hey, at least four mans are doing alright, as if half of them even need healers.
    Edited by Jhalin on August 13, 2019 5:34PM
  • DocFrost72
    DocFrost72
    ✭✭✭✭✭
    ✭✭✭✭
    Jhalin wrote: »
    Well if that’s all you were doing before, then you weren’t exactly doing it right

    Even though it’s still trash changes all around, at least bad healers don’t have any excuse not to contribute some debuffs and dps in dungeons.

    But in trials they’re just sol unless your entire group can withstand execute damage with just two healing springs. So R.I.P. progression groups for vAS+3, and vHoF, and vCR+3, and vSS hm.

    But hey, at least four mans are doing alright, as if half of them even need healers.

    I've found replacing a monster set for two one piece defensive sets makes me super tanky with minimal investment.
  • Jeremy
    Jeremy
    ✭✭✭✭✭
    ✭✭✭✭✭
    Sporvan wrote: »
    I know it's controversial but I actually enjoy playing my healer a lot more now post patch. Ran both vet dlc dungeons and it felt a lot more interactive than spamming, orb, springs, prayer. I felt like I was much more involved in combat in terms of where I was going to place things how to position, etc. Kudos to ZoS for shaking things up. They'll get the fine tuning done but this is a step in the right direction for the healing role.

    I like the healing changes as well. Though for different reasons.

    The new rapid regeneration is nice for healing wayward damage dealers. I can actually position my healer now without having to play spin the bottle with my character.
  • kargen27
    kargen27
    ✭✭✭✭✭
    ✭✭✭✭✭
    Jhalin wrote: »
    Well if that’s all you were doing before, then you weren’t exactly doing it right

    Even though it’s still trash changes all around, at least bad healers don’t have any excuse not to contribute some debuffs and dps in dungeons.

    But in trials they’re just sol unless your entire group can withstand execute damage with just two healing springs. So R.I.P. progression groups for vAS+3, and vHoF, and vCR+3, and vSS hm.

    But hey, at least four mans are doing alright, as if half of them even need healers.

    Players doing those trials will adjust. Some already have. If your group could do vCR+3 before they will still be able to do it now. You might have to do it a little different.

    I was a bit worried about sustain but I healed a few random vet dungeons with pugs and with a couple of tweeks I will be good to go. I've managed to change my bars up so my rotation is really close to the movements I was doing before so muscle memory won't be as much a problem. Just have to be willing to change a few things and the group will be fine.
    and then the parrot said, "must be the water mines green too."
  • Jhalin
    Jhalin
    ✭✭✭✭✭
    ✭✭✭✭
    kargen27 wrote: »
    Jhalin wrote: »
    Well if that’s all you were doing before, then you weren’t exactly doing it right

    Even though it’s still trash changes all around, at least bad healers don’t have any excuse not to contribute some debuffs and dps in dungeons.

    But in trials they’re just sol unless your entire group can withstand execute damage with just two healing springs. So R.I.P. progression groups for vAS+3, and vHoF, and vCR+3, and vSS hm.

    But hey, at least four mans are doing alright, as if half of them even need healers.

    Players doing those trials will adjust. Some already have. If your group could do vCR+3 before they will still be able to do it now. You might have to do it a little different.

    I was a bit worried about sustain but I healed a few random vet dungeons with pugs and with a couple of tweeks I will be good to go. I've managed to change my bars up so my rotation is really close to the movements I was doing before so muscle memory won't be as much a problem. Just have to be willing to change a few things and the group will be fine.

    Dungeons are terrible indicators of the effect of the changes, healers are hardly needed for most of them even on vet. Groups that could clear vHM trials with ease were not mentioned in my post of at all. Obviously the best of the best can clear everything almost with their eyes closed, which is why I mentioned the middle ground, the progression group who are hardest with the least amount of options to “adapt” to their main healing being nerfed to 33% effectiveness. What’s funny, is some of those group who just recently started getting their clears, no longer were able to when they tested on the PTS.
  • merevie
    merevie
    ✭✭✭✭✭
    Did both new dungeons yesterday with pugs. Had removed springs and was apprehensive.

    Probably accidentally got skilled people both times. Went for offensive/preventive buffs/heals which is usual for my pvp background. Pugs were making an effort to be where they needed to be for orbs/shards/barrier. No deaths -barely a dip in health apart from the inevitable odd moment or two for tank. 1st dg only one person had done it -2nd dg none of us had.

    The magic pug had slotted blue orbs and the stam one had bought FG circle. Good team effort and quite fun. Zero issues with sustain, mostly due to both groups taking responsibility for where they were more than people usually do.
    Edited by merevie on August 13, 2019 8:29PM
  • JimmyJuJu
    JimmyJuJu
    ✭✭✭✭
    The insta-cast change on Force Siphon (Siphon Spirit) is most welcome. While not a debuff like Elemental Drain, it does provide two nice buffs in one without the annoying delay of the old version.
  • kargen27
    kargen27
    ✭✭✭✭✭
    ✭✭✭✭✭
    Jhalin wrote: »
    kargen27 wrote: »
    Jhalin wrote: »
    Well if that’s all you were doing before, then you weren’t exactly doing it right

    Even though it’s still trash changes all around, at least bad healers don’t have any excuse not to contribute some debuffs and dps in dungeons.

    But in trials they’re just sol unless your entire group can withstand execute damage with just two healing springs. So R.I.P. progression groups for vAS+3, and vHoF, and vCR+3, and vSS hm.

    But hey, at least four mans are doing alright, as if half of them even need healers.

    Players doing those trials will adjust. Some already have. If your group could do vCR+3 before they will still be able to do it now. You might have to do it a little different.

    I was a bit worried about sustain but I healed a few random vet dungeons with pugs and with a couple of tweeks I will be good to go. I've managed to change my bars up so my rotation is really close to the movements I was doing before so muscle memory won't be as much a problem. Just have to be willing to change a few things and the group will be fine.

    Dungeons are terrible indicators of the effect of the changes, healers are hardly needed for most of them even on vet. Groups that could clear vHM trials with ease were not mentioned in my post of at all. Obviously the best of the best can clear everything almost with their eyes closed, which is why I mentioned the middle ground, the progression group who are hardest with the least amount of options to “adapt” to their main healing being nerfed to 33% effectiveness. What’s funny, is some of those group who just recently started getting their clears, no longer were able to when they tested on the PTS.

    I didn't say anything about groups clearing trials with ease nor did I mention the best of the best. I said groups that could clear before will be able to clear now. Progression groups included. Sure they might have to do things a bit different but they will adapt. I wouldn't expect a group that struggles for a clear to now do it exactly the same way. They might fail a few times as they get used to the changes.

    Dungeons are a great place to work on new rotations. Going in with pugs you get a variety of skill levels giving you opportunity to try different skills and rotations. And there are players and groups out there that absolutely need a healer even in non DLC dungeons. You can't assume because some groups can three DPS it all groups can three DPS it. Doing dungeons is getting me more comfortable with a new rotation so when I do jump back into trials that is one less thing I have to think about.
    and then the parrot said, "must be the water mines green too."
  • dcam86b14_ESO
    dcam86b14_ESO
    ✭✭✭✭✭
    I love the changes. Now if you can only fix the queue to put me in a group who isn't crying bc they die from not knowing the mechanics.
Sign In or Register to comment.