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.
Olupajmibanan 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.
Olupajmibanan 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.
Olupajmibanan 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.
My 1st thought:(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.
Did not saw your post, but... My thoughts exactlyHello,
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.
Olupajmibanan 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.Olupajmibanan 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.
Tommy_The_Gun wrote: »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 ? ? ?
Edit:
Can the Sprint, Block, and Roll Dodge cost reduction by 5% also stack ?
Depend of the content and the need of the group.
Diaph, Hollow, Z'en's, Martial, Worm, Sanct, etc..Tommy_The_Gun wrote: »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 ? ? ?
Edit:
Can the Sprint, Block, and Roll Dodge cost reduction by 5% also stack ?
That actually a good thing to test
Depend of the content and the need of the group.
Diaph, Hollow, Z'en's, Martial, Worm, Sanct, etc..Tommy_The_Gun wrote: »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 ? ? ?
Edit:
Can the Sprint, Block, and Roll Dodge cost reduction by 5% also stack ?
That actually a good thing to test
Mainly for vet dung/norm trials and pugs...
Lilly_Elessa wrote: »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.