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Healer : Hiti's set, though ?

Aznarb
Aznarb
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Hello,

I'm curious if some healer have already tested this set.
I'm currently farming it to run some test and see how it perform.

What do you thing about it ?
Personally, seem a decent set but also a bit weak.

(2 items) Adds 129 Magicka Recovery
(3 items) Adds 129 Magicka Recovery
(4 items) Adds 1096 Max Magicka
(5 items) When you heal yourself or an ally with an ability, gain a Warming Aura for 10 seconds. While in the Warming Aura, you and group members restore 1020 Health every 1 second and reduce the cost of Sprint, Block, and Roll Dodge by 5%. This effect can occur once every 12 seconds.
[ PC EU ]

[ Khuram-dar ]
[ Khajiit ]
[ Templar - Healer ]
[Crazy Gatherer & Compulsive Thief]

  • MellowMagic
    MellowMagic
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    I like it and the visuals. I think the cost reductions seem useful especially for a tank. It's basically up all the time so the heal is similar to healing springs.
    PC / NA @MellowMagic
    Imperial named with some sort of variation of "Deo"
    By the Divines...
  • caperb
    caperb
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    I don't know how big the aura is nor did I test the set, but how it is written it looks like the aura is on the healer. Sounds pretty weak to me with all the defensive group buff sets in the game. A lot of sets offer better resource management or mitigation (the tank can block for longer) and a lot of skills do more AoE heals. Also note that the heal is from a set effect so can't crit.
    Again, I didn't test the set, but purely from the description it looks like it's only use is deconstruct/merchant.
  • Taleof2Cities
    Taleof2Cities
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    I was lucky enough to have a Restoration Staff drop in the powered trait yesterday ... so I did have a chance to give it a test drive with some dungeon groups.

    As @caperb points out, the 5% cost reduction is too low.

    Players can achieve a permanent 5% cost reduction by investing a paltry 11 champion points in block, sprint, or roll dodge.

    On the other hand, the passive heal is nice.

    As mentioned above, it’s a free Grand Healing with 83% uptime ... and the healer gets to take credit without having to do anything.

    The aura circle is decent and always centered on the healer. Somewhere in the 8-10 meters range. Think Eye of the Storm, the Lord Warden circle, or Healing Springs.

    Bottom Line: Hiti could use a cost reduction boost (or some other feature) to make it top tier instead of second tier. But, I don’t think this is a total trash set that you send to the decon bin.

    Edited by Taleof2Cities on February 28, 2020 8:22AM
  • stefan.gustavsonb16_ESO
    stefan.gustavsonb16_ESO
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    Do not rule out a set and call it decon trash just because it's not the top performer. Many sets that are objectively weaker than the BiS gear are very useful for some playstyles, for certain types of content and for people who simply do not care for being on the scoreboards and are just looking for a set that can provide some extra help to keep the group alive when faced with a medium challenge. Heck, sometimes I am just looking for convenience - having some baseline HoT from a set proc can make a dungeon run more enjoyable for me.

    Compared to trials, the new DLC dungeons are quick and easy to farm for gear, and the Hiti set looks perfectly fine to me. It's something I could imagine using as a healer in random groups with a functioning tank and melee range dds, where everyone (including me as the healer) can be expected to stay near the tank.

    TL;DR: Hiti is certainly not the strongest set in the game, but it actually assists with group healing, and it does look useful.
  • precambria
    precambria
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    ITS GREAT , I'm going to gold mine out and use it over hallowfang with my Olos/master. Here is why, It's a heal aura it's MASSIVE that constantly ticking Hot being placed on the ground around your location in addition to whatever else you are using is very noticeable and costs no mana, the block cost reduction is it's OWN thing, it's not linked with any named buffs and it's finally something for the tank, maybe less in trials but in vets you are gonna be dodge rolling and blocking personally if I am not doing any of those other things I sprint as will the rest of your group 5% is a lot and these are stamina abilities what other sets have stamina sustain gains for the group that a healer would wear (symphony and master resto which I also use)

    Other healing proc sets that have actual heals, are not like this one they are almost all burst heals, are tied to certain spell type or are PLACED effects meaning they only happen in a certain place at a limited time frame. The aura is huge, there are other sustain for group sets but they all focus on mana, with orbs and eley and master and symphony I think they should be fine. Considering tanks are wearing group buffs sets, I feel like it's a Bro move to hit them up with a % block cost reduction while also getting a constant free heal for the group, I will be keeping my hallowfang around though cause, vitality and mana, this gives the option of additional healing and stamina retention so you can decide which is more needed. (zens is probably better, but this plugs easily in to any skill setup)
  • danara
    danara
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    I think it could be fun to play in pvp, but in pve you just dont have enough place to play this? In my opinion?

    - Zen + MK
    - Olorime + Hollow Fang

    Kind of something like that, if most of your dd are stam remove Hollow Fang and run jorvuld i think?

    And whithout speaking of space on the healers sets, you just dont need it... We have more than enough heal to keep our mates up, and it is not because you grant them ore heal or buff that they will not die from that stupid aoe :')
  • precambria
    precambria
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    the % reduction stacks with all other things though, defensive stance, whatever other passives are going this will give them a 5% they could not get otherwise just like zens is a % dmg you could not get otherwise, the healing aura does call in to question whether more healing is ever needed, I would say it is because it serves as a vector for activating other heal based procs in a way that can be done without using a GCD if your job is to keep evasion from gossamer up this is the ideal way to do that or if you are cool and still use spell power cure this is perfect actually covers better than Olorims, healing is super easy in this game I already play like a DPS with Hots and ults this kind of frees up even more time for that lol

    PVP block for healer is massive and there is actually a need for even more constant healing, dodge roll in no CP is insanely costly as well so this is very well suited for that, will probably end up paired with a tank set
  • Malmai
    Malmai
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    Aznarb wrote: »
    Hello,

    I'm curious if some healer have already tested this set.
    I'm currently farming it to run some test and see how it perform.

    What do you thing about it ?
    Personally, seem a decent set but also a bit weak.

    (2 items) Adds 129 Magicka Recovery
    (3 items) Adds 129 Magicka Recovery
    (4 items) Adds 1096 Max Magicka
    (5 items) When you heal yourself or an ally with an ability, gain a Warming Aura for 10 seconds. While in the Warming Aura, you and group members restore 1020 Health every 1 second and reduce the cost of Sprint, Block, and Roll Dodge by 5%. This effect can occur once every 12 seconds.

    This set is made for Zerging.
  • RazielSR
    RazielSR
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    I have this set farmed.

    I have 2 healers. An old templar with sanctuary+spell power cure and a warden with olorime+sanctuary.

    Would you change some for this set?
  • FierceSam
    FierceSam
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    It’s an interesting set to experiment with.

    I think if your healer already has Olorime/Spell Power Cure and Jorvulds (all of which come from arguably much tougher content) then it probably won’t be the improvement you’re looking for.

    If, however, you’re new to DLC dungeons (and there should be a lot more players in this position than for, say last year’s Wrathstone) it’s likely to be a significant step above what you currently have.

    A relatively easy to collect step up/improvement set that subtly encourages group movement and ‘punishes’ yoloing. A great addition to the list of optional second level healing sets like Sanctuary, Combat Physician etc. And probably an excellent set to begin doing ‘stack and heal through’ trials like AA, where it will be giving constant buffs to all players.
  • Olupajmibanan
    Olupajmibanan
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    Nvm, found answers here.

    Any group affecting sets with radius smaller than 12m (radius of Sanctuary set) are bad and have no use in newer trials.
    Edited by Olupajmibanan on February 28, 2020 10:36AM
  • Aznarb
    Aznarb
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    Nvm, found answers here.

    Any group affecting sets with radius smaller than 12m (radius of Sanctuary set) are bad and have no use in newer trials.

    Sanctuary is 10m.

    Btw I'll need to calcul is the aoe heal outperform the 12% sanctuary bonus heal.

    In other side, stat of the set are better than sanctuary for healer.
    For the 5%, I'm not convinced.
    I mean, if my tank lost stamina enough to be critical, that just because the boss hit very hard and 5% are not gonna change this. The rest of the time, the stam on tank don't move that much.

    For sprint and dodge, can be helpful, but again people need to be near you, in some content is not always possible.
    Edited by Aznarb on February 28, 2020 11:26AM
    [ PC EU ]

    [ Khuram-dar ]
    [ Khajiit ]
    [ Templar - Healer ]
    [Crazy Gatherer & Compulsive Thief]

  • code65536
    code65536
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    If a player procs the aura and then moves, does the aura follow the player around? Or does it remain at the location at which it initially proced?
    Nightfighters ― PC/NA and PC/EU

    Dungeons and Trials:
    Personal best scores:
    Dungeon trifectas:
    Media: YouTubeTwitch
  • FierceSam
    FierceSam
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    Nvm, found answers here.

    Any group affecting sets with radius smaller than 12m (radius of Sanctuary set) are bad and have no use in newer trials.

    hmm that would be like the Sunspire trial, where you all stack on the dragons or Cloudrest where you all stack on the slug's arse??? This set actually encourages better stacking from group members.

    Not a massive benefit in the trash fights maybe, when everyone is running all over the place though.
    Aznarb wrote: »
    Nvm, found answers here.

    Any group affecting sets with radius smaller than 12m (radius of Sanctuary set) are bad and have no use in newer trials.

    Sanctuary is 10m.

    Btw I'll need to calcul is the aoe heal outperform the 12% sanctuary bonus heal.

    In other side, stat of the set are better than sanctuary for healer.
    For the 5%, I'm not convinced.
    I mean, if my tank lost stamina enough to be critical, that just because the boss hit very hard and 5% are not gonna change this. The rest of the time, the stam on tank don't move that much.

    For sprint and dodge, can be helpful, but again people need to be near you, in some content is not always possible.

    It could be really useful on boss fights like Earthgore Amalgum, or the spewing hunger in Depths of Malatar, which are stamina heavy for the tank. 5% could be the difference between making a dodge roll or dying.

    Not entirely sure the sprint thing is a massive benefit, but it could be if the entire group has to move fast - say the lightning attack of the atro in AA where you have to dash to the safe spots.
  • TheGreatBlackBear
    TheGreatBlackBear
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    The thing is, ESO is not an attrition game. (at least in PVE) Combat ultimately boils down to kill them before they kill you. Sets that do healing are not as valuable as sets that help the group do more damage faster. Even in progression groups it'll be better to run buff/debuff sets on a healer. So this set will never see serious play even if they multiply the current values by 10.
    Edited by TheGreatBlackBear on February 28, 2020 11:46AM
  • Tommy_The_Gun
    Tommy_The_Gun
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    Aznarb wrote: »
    (5 items) When you heal yourself or an ally with an ability, gain a Warming Aura for 10 seconds. While in the Warming Aura, you and group members restore 1020 Health every 1 second and reduce the cost of Sprint, Block, and Roll Dodge by 5%. This effect can occur once every 12 seconds.
    My 1st thought:
    Idk, what is currently used, but it seems like a perfect set for ball-groups heal-bots (dedicated heal spammers) in PvP. Now, pair that with Earthgore... :o

    Malmai wrote: »
    Aznarb wrote: »
    Hello,

    I'm curious if some healer have already tested this set.
    I'm currently farming it to run some test and see how it perform.

    What do you thing about it ?
    Personally, seem a decent set but also a bit weak.

    (2 items) Adds 129 Magicka Recovery
    (3 items) Adds 129 Magicka Recovery
    (4 items) Adds 1096 Max Magicka
    (5 items) When you heal yourself or an ally with an ability, gain a Warming Aura for 10 seconds. While in the Warming Aura, you and group members restore 1020 Health every 1 second and reduce the cost of Sprint, Block, and Roll Dodge by 5%. This effect can occur once every 12 seconds.

    This set is made for Zerging.
    Did not saw your post, but... My thoughts exactly :joy:
    Edited by Tommy_The_Gun on February 28, 2020 11:43AM
  • vesselwiththepestle
    vesselwiththepestle
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    It's a ballgroup / zerg buff set in Cyrodiil I guess, it seems stronger than Hircine's.
    1000+ CP
    PC/EU Ravenwatch Daggerfall Covenant

    Give me my wings back!
  • Aznarb
    Aznarb
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    FierceSam wrote: »
    Nvm, found answers here.

    Any group affecting sets with radius smaller than 12m (radius of Sanctuary set) are bad and have no use in newer trials.

    hmm that would be like the Sunspire trial, where you all stack on the dragons or Cloudrest where you all stack on the slug's arse??? This set actually encourages better stacking from group members.

    Not a massive benefit in the trash fights maybe, when everyone is running all over the place though.
    Aznarb wrote: »
    Nvm, found answers here.

    Any group affecting sets with radius smaller than 12m (radius of Sanctuary set) are bad and have no use in newer trials.

    Sanctuary is 10m.

    Btw I'll need to calcul is the aoe heal outperform the 12% sanctuary bonus heal.

    In other side, stat of the set are better than sanctuary for healer.
    For the 5%, I'm not convinced.
    I mean, if my tank lost stamina enough to be critical, that just because the boss hit very hard and 5% are not gonna change this. The rest of the time, the stam on tank don't move that much.

    For sprint and dodge, can be helpful, but again people need to be near you, in some content is not always possible.

    It could be really useful on boss fights like Earthgore Amalgum, or the spewing hunger in Depths of Malatar, which are stamina heavy for the tank. 5% could be the difference between making a dodge roll or dying.

    Not entirely sure the sprint thing is a massive benefit, but it could be if the entire group has to move fast - say the lightning attack of the atro in AA where you have to dash to the safe spots.

    I'm gonna test it anyway, I plan to farm it today.
    [ PC EU ]

    [ Khuram-dar ]
    [ Khajiit ]
    [ Templar - Healer ]
    [Crazy Gatherer & Compulsive Thief]

  • RazielSR
    RazielSR
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    I guess the best option still olorime+jorvuld
  • Aznarb
    Aznarb
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    RazielSR wrote: »
    I guess the best option still olorime+jorvuld

    That good on warden, I wouldn't use Jorvuld in other healer that don't have as many buff to keep up.
    [ PC EU ]

    [ Khuram-dar ]
    [ Khajiit ]
    [ Templar - Healer ]
    [Crazy Gatherer & Compulsive Thief]

  • Tommy_The_Gun
    Tommy_The_Gun
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    Important question:
    Does it stack, if more people use it ? I mean is it possible for every one in your group to use it and have 1020 Health every 1 second x12 people so... 12240 every 1 second ? ? ? :open_mouth::#:joy:

    Edit:
    Can the Sprint, Block, and Roll Dodge cost reduction by 5% also stack ?
    Edited by Tommy_The_Gun on February 28, 2020 12:13PM
  • RazielSR
    RazielSR
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    Aznarb wrote: »
    RazielSR wrote: »
    I guess the best option still olorime+jorvuld

    That good on warden, I wouldn't use Jorvuld in other healer that don't have as many buff to keep up.

    And on a templar what would u pair with olorime?
  • Aznarb
    Aznarb
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    RazielSR wrote: »
    Aznarb wrote: »
    RazielSR wrote: »
    I guess the best option still olorime+jorvuld

    That good on warden, I wouldn't use Jorvuld in other healer that don't have as many buff to keep up.

    And on a templar what would u pair with olorime?

    Depend of the content and the need of the group.
    Diaph, Hollow, Z'en's, Martial, Worm, Sanct, etc..

    Also if you've a warden with olo you don't need to wear it on templar, one is enough to keep 100% uptime.
    Important question:
    Does it stack, if more people use it ? I mean is it possible for every one in your group to use it and have 1020 Health every 1 second x12 people so... 12240 every 1 second ? ? ? :open_mouth::#:joy:

    Edit:
    Can the Sprint, Block, and Roll Dodge cost reduction by 5% also stack ?

    That actually a good thing to test :o
    Edited by Aznarb on February 28, 2020 12:19PM
    [ PC EU ]

    [ Khuram-dar ]
    [ Khajiit ]
    [ Templar - Healer ]
    [Crazy Gatherer & Compulsive Thief]

  • RazielSR
    RazielSR
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    Aznarb wrote: »
    RazielSR wrote: »
    Aznarb wrote: »
    RazielSR wrote: »
    I guess the best option still olorime+jorvuld

    That good on warden, I wouldn't use Jorvuld in other healer that don't have as many buff to keep up.

    And on a templar what would u pair with olorime?

    Depend of the content and the need of the group.
    Diaph, Hollow, Z'en's, Martial, Worm, Sanct, etc..
    Important question:
    Does it stack, if more people use it ? I mean is it possible for every one in your group to use it and have 1020 Health every 1 second x12 people so... 12240 every 1 second ? ? ? :open_mouth::#:joy:

    Edit:
    Can the Sprint, Block, and Roll Dodge cost reduction by 5% also stack ?

    That actually a good thing to test :o

    Mainly for vet dung/norm trials and pugs...
  • Aznarb
    Aznarb
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    RazielSR wrote: »
    Aznarb wrote: »
    RazielSR wrote: »
    Aznarb wrote: »
    RazielSR wrote: »
    I guess the best option still olorime+jorvuld

    That good on warden, I wouldn't use Jorvuld in other healer that don't have as many buff to keep up.

    And on a templar what would u pair with olorime?

    Depend of the content and the need of the group.
    Diaph, Hollow, Z'en's, Martial, Worm, Sanct, etc..
    Important question:
    Does it stack, if more people use it ? I mean is it possible for every one in your group to use it and have 1020 Health every 1 second x12 people so... 12240 every 1 second ? ? ? :open_mouth::#:joy:

    Edit:
    Can the Sprint, Block, and Roll Dodge cost reduction by 5% also stack ?

    That actually a good thing to test :o

    Mainly for vet dung/norm trials and pugs...

    Since it's easy to stack dot on templar, try Olo + Z'en's if you don't mind to have 2 olo user in raid.
    For pug if they're bad, I always have a Kagrenack on the backpack, it's more useful than any heal xD
    [ PC EU ]

    [ Khuram-dar ]
    [ Khajiit ]
    [ Templar - Healer ]
    [Crazy Gatherer & Compulsive Thief]

  • precambria
    precambria
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    Hehe, I like it a lot situations are popping up frequently in which the heal has helped greatly in my testing runs especially since i like to drop circle and pollen this just adds a whole other layer to that which pretty much cancels any ambient damage super fast, and there isn't even another spell I could slot which would give me another circle HoT. Tanks have said the cost reduction is very noticeable since it is there like all the time it adds up, and for 4 mans tanks have by far the most difficult job ^_^
  • Kadoin
    Kadoin
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    It's one of the sets I specifically called out for being bad for the game , at least in terms of ballgroups. You take the time to think about why I would say that.

    It's an OP set and ZOS really doesn't care about feedback...
  • Lilly_Elessa
    Lilly_Elessa
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    Like someone else said, it's not a top performer, but it's not trash either. It's niche.

    Would I stick this in a trial? No, but I also wouldn't turn away the (potentially newer) player wearing it. Would I personally stick this on my Templar at all? No.

    But my initial reaction to the set when I saw it on the PTS is I thought it looked good for the classes that aren't top performers for healing anyways, that could really be helped by the healing the set does; Sorcerers, Dragonknights, and Nightblades. And when I played with it briefly on the PTS I was immediately pleased with the radius and up time.
    I happened to get the set really quick when the patch dropped, just for exploring the new dungeons, so I threw it on my Warden to check it out in more dungeons. I feel about the same about it as my initial reactions; It's a very enjoyable set, but it's not something I'm about to go put a lot of effort into farming perfect pieces for every character. ... That said, the new dungeons are popular enough that I do actually almost have a second set, hah. I think I'll keep the set in my Warden's inventory, it's an interesting option to have in reserve. That coincidental second set I think I'll toss at my Sorcerer or (retired) Nightblade, but my Templar and Necromancer simply don't have inventory space to add something this niche to their 'on demand' set collections.
  • FierceSam
    FierceSam
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    Like someone else said, it's not a top performer, but it's not trash either. It's niche.

    . I think I'll keep the set in my Warden's inventory, it's an interesting option to have in reserve. That coincidental second set I think I'll toss at my Sorcerer or (retired) Nightblade, but my Templar and Necromancer simply don't have inventory space to add something this niche to their 'on demand' set collections.

    This is a real pain point thing, when inventory management gets in the way of being able to experiment with new sets.

    So many of my characters don’t have the 50 odd spare slots needed to loot their way through 3 pledge dungeons without doing selling/banking halfway through. They’re increasingly not going to even bother experimenting with new sets.
  • alainjbrennanb16_ESO
    alainjbrennanb16_ESO
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    This is more a pvp gear set like most in this update, for the sprint, etc is not required in pve
    Main character dk - Vanikifar whitestrike
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