To the player who accused me of going off topic in an effort to discredit my input (really rude actually), my response is very much on-topic. OP made a comparison of Wardens and Necro healers, and asked for opinions and input. Since I'm an end-game healer main who runs every heal spec except DK and I've had experience with all of them since the patch, I'm pretty sure that puts me in the position to add informed input.
Taleof2Cities wrote: »
I think you know where both the OP and myself are coming from.
Chalk it up as a lesson learned for next time.
icefyer_ESO wrote: »Is it just me or does Warden kind of curbstomp over what Necro has to offer as a healer? 10% extra total health and stamina / magicka recovery, mending passive, their magicka regeneration doesn't require magicka like the necro's does with the summon and gives Sorcery, they have a class buff for Prophecy that also turns their weapon attacks into healing, their damage resist buff is an AOE and gives a further 8% less damage taken, plus Budding Seeds seems to have stronger burst, (8k vs 6k) plus the synergy, plus the HoT without requiring a corpse.
KappaKid83 wrote: »icefyer_ESO wrote: »Is it just me or does Warden kind of curbstomp over what Necro has to offer as a healer? 10% extra total health and stamina / magicka recovery, mending passive, their magicka regeneration doesn't require magicka like the necro's does with the summon and gives Sorcery, they have a class buff for Prophecy that also turns their weapon attacks into healing, their damage resist buff is an AOE and gives a further 8% less damage taken, plus Budding Seeds seems to have stronger burst, (8k vs 6k) plus the synergy, plus the HoT without requiring a corpse.
I think they are both really strong in given situations. I prefer to run Warden in PvP groups due to the 10% max health bonus but a Magicka Necro adds a ton of heals and debuffs along side of it so they are both equally needed in a larger group setting. In PVE I do prefer my Warden but that is somewhat of a play style thing for me rather than an effectiveness thing.
Necro has extremely powerful heals and a fantastic toolkit for group utility. I love my Warden though, and wouldn't toss it out for Necro, but in certain instances, my Necro wins out for just sheer healing strength and debuff ability. They have an AoE Major breach and fracture which provides an extra synergy, an AoE minor protection coupled with AoE minor vulnerability, an AoE burst heal with a cleanse and a hot if used properly, a set-and-forget portable smart HoT, a single target burst heal that offers potentially more than the major resistances a warden can offer, plus the option to slot either an extra Colossus for the group or emergency necro rez.
The Necro is an incredibly powerful heal spec, but it's not an intuitive one. it takes time to learn how to use it to its full potential properly.
Grianasteri wrote: »Necro has extremely powerful heals and a fantastic toolkit for group utility. I love my Warden though, and wouldn't toss it out for Necro, but in certain instances, my Necro wins out for just sheer healing strength and debuff ability. They have an AoE Major breach and fracture which provides an extra synergy, an AoE minor protection coupled with AoE minor vulnerability, an AoE burst heal with a cleanse and a hot if used properly, a set-and-forget portable smart HoT, a single target burst heal that offers potentially more than the major resistances a warden can offer, plus the option to slot either an extra Colossus for the group or emergency necro rez.
The Necro is an incredibly powerful heal spec, but it's not an intuitive one. it takes time to learn how to use it to its full potential properly.
What this guy said ^^^
icefyer_ESO wrote: »Grianasteri wrote: »Necro has extremely powerful heals and a fantastic toolkit for group utility. I love my Warden though, and wouldn't toss it out for Necro, but in certain instances, my Necro wins out for just sheer healing strength and debuff ability. They have an AoE Major breach and fracture which provides an extra synergy, an AoE minor protection coupled with AoE minor vulnerability, an AoE burst heal with a cleanse and a hot if used properly, a set-and-forget portable smart HoT, a single target burst heal that offers potentially more than the major resistances a warden can offer, plus the option to slot either an extra Colossus for the group or emergency necro rez.
The Necro is an incredibly powerful heal spec, but it's not an intuitive one. it takes time to learn how to use it to its full potential properly.
What this guy said ^^^
Though I am curious as to how the necro wins out when they have less sustain and their version of Seeds doesn't even break even with the Warden's even without letting the HoT unless you have a corpse and stand in the location the whole time and costs almost half more and their starter burst heal only heals one target or two with a corpse while the Warden's is a cone that heals anyone in it plus boosting their resources if you go the magicka morph. Is there some trick with necro and healing spirit I'm not getting or something? I run the Intensive Mender for corpse generation and unfortunately the necro's passive that makes it regen magicka eats a fair bit more than it gives back while the warden's requires no magicka, cleanses an effect, and gives Sorcery in addition to proccing the passive that increases their regen by a further 12% just for having it slotted on the bar. The necro's 'free' magicka regen requires a morph of a DPs ability which requires a corpse and must be cast twice to restore enough magicka to break even with Netch, but abilities which generate corpses cost magicka, so using it in the middle of a boss fight that doesn't spawn adds that leave corpses once again consumes more than it gives back, so I don't get where some people are saying they have good sustain either.
icefyer_ESO wrote: »Grianasteri wrote: »Necro has extremely powerful heals and a fantastic toolkit for group utility. I love my Warden though, and wouldn't toss it out for Necro, but in certain instances, my Necro wins out for just sheer healing strength and debuff ability. They have an AoE Major breach and fracture which provides an extra synergy, an AoE minor protection coupled with AoE minor vulnerability, an AoE burst heal with a cleanse and a hot if used properly, a set-and-forget portable smart HoT, a single target burst heal that offers potentially more than the major resistances a warden can offer, plus the option to slot either an extra Colossus for the group or emergency necro rez.
The Necro is an incredibly powerful heal spec, but it's not an intuitive one. it takes time to learn how to use it to its full potential properly.
What this guy said ^^^
Though I am curious as to how the necro wins out when they have less sustain and their version of Seeds doesn't even break even with the Warden's even without letting the HoT unless you have a corpse and stand in the location the whole time and costs almost half more and their starter burst heal only heals one target or two with a corpse while the Warden's is a cone that heals anyone in it plus boosting their resources if you go the magicka morph. Is there some trick with necro and healing spirit I'm not getting or something? I run the Intensive Mender for corpse generation and unfortunately the necro's passive that makes it regen magicka eats a fair bit more than it gives back while the warden's requires no magicka, cleanses an effect, and gives Sorcery in addition to proccing the passive that increases their regen by a further 12% just for having it slotted on the bar. The necro's 'free' magicka regen requires a morph of a DPs ability which requires a corpse and must be cast twice to restore enough magicka to break even with Netch, but abilities which generate corpses cost magicka, so using it in the middle of a boss fight that doesn't spawn adds that leave corpses once again consumes more than it gives back, so I don't get where some people are saying they have good sustain either.