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Which set should I use (Necro-healer)

Twilanthe
Twilanthe
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So I have a question. I'm using an Alcast build while I learn the ropes, this one in fact: https://alcasthq.com/eso-necromancer-healer-build-pve/ It recommends Hollowfang Thirst (dungeon) and Vestments of Olorime (trial). It's unlikely I'll ever be good enough for trials, so I was wondering if I should replace Olorime with Sanctuary, Kagrenac's Hope, or Worm's Raiment? I'm leaning towards Sanctuary.

Also, do staves count as two items when it counts set item bonuses?
Lüc - Argonian Necromancer Healer
PC-NA
  • zvavi
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    Go for spc, as replacement for olorime,
    nCR is relatively easy, I am not sure normal moongrave is easier (for hollowfang)
    Yes, 2 items.
    Edited by zvavi on May 21, 2020 11:58PM
  • Twilanthe
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    zvavi wrote: »
    Go for spc, as replacement for olorime,
    nCR is relatively easy, I am not sure normal moongrave is easier (for hollowfang)
    Yes, 2 items.

    Sorry, what is "spc"?
    Lüc - Argonian Necromancer Healer
    PC-NA
  • zvavi
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    Spell power cure
  • Raisin
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    Yes, staves count as two items.

    That said, technically Spell Power Cure would be the ideal replacement for Olorime, as they give the same buff (just proc differently). If you never intend to run trials, SPC is perfectly fine.

    For the other sets....
    Sanctuary may help if you struggle with healing. It's easy to acquire and will serve you well as a beginner, but ESO generally doesn't require that high of a healing output from you, so I'd suggest being careful you're not wearing something that simply goes to waste. Hollowfang already helps a bit with healing, as it gives minor vitality (providing your team mates know to stand in its proc and preferably know how to stack).
    Worm would thus be technically 'better' if your healing output seems fine, as both you and your teammates will benefit from sustain. Hollowfang is also already a sustain set of course, but doesn't do much good in a group that manages to run out of the proc all the time. A combination of both is probably more sustain than necessary for a lot of dungeons, but there's a lot of reasons why your team mates could be struggling anyway. Sustain IS also a safety net, and decent sustain can be better than strong heals you can barely get out.
    Kagrenac's I've really only heard of being used in some beginner training raids, and even that only rarely. Keep in mind that it's not always your job to res, as a healer. You can't heal people while you're ressing. Generally your job is to keep the other players alive while they res, as they may have to stand still in aoe or take hits straight to the face. Sure, if the group is clearly fine it's better for you to res while the other DD keeps doing their thing, but you need to get a feel for making that call. You should only be the one ressing if you can assess that it's safe for you to do so. Of course, in a PUG you can't expect everybody else to be on the same wavelength...
    Jorvuld can also be a nice, safe bet.

    All of this really depends on what kind of content you want to do. For just starting out, anything goes, and it's definitely fine to play it safe. But if you feel like neither Sanctuary nor Worm are needed and feel comfortable you may want to consider picking a second set that actually boosts your damage! Or a debuffing set, but to be fair Torug's doesn't have the best damage increase (unless your tank has bad upkeep of Crusher enchant).

    I do also want to mention that normal Cloudrest is arguably one of the easiest trials to farm and Olorime isn't as astronomically unreachable as you may think. There's a good number of groups running it and it's kind of how I personally delved into trials. It's a good place to start -- just beware that you have to read up on mechanics before going in, as PUGs probably won't teach you. So yeah, no pressure and no rush, but keep that in mind. Also depends on your level of course.
    Edited by Raisin on May 22, 2020 12:16AM
  • Twilanthe
    Twilanthe
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    Thank you!
    Lüc - Argonian Necromancer Healer
    PC-NA
  • Taleof2Cities
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    I don’t think getting your hands on Olorime is that much of a stretch, @Twilanthe.

    You only need to run Sunspire Cloudrest in normal mode for non-perfected pieces to drop.

    If you’re not in a PvE guild, there are PUG groups in Craglorn zone chat looking for normal Sunspire.

    Give it a try ... you might be surprised with yourself. ;)

    EDIT: @zvavi is exactly right ... Olorime drops in Cloudrest.

    Edited by Taleof2Cities on May 22, 2020 5:51AM
  • zvavi
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    @Taleof2Cities mate u got SS and CR confused, edit edit
  • FakeFox
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    Whatever you do, don't use Sanctuary, go with at least some support set. But ideally you want a Major Courage set, so either Olorime or Spell Power Cure. They are really not that hard to get as you can get both in the normal version of the dungeon/trial, in fact I would say both are easier to get than Hollowfang.
    EU/PC (GER) - Healermain since 2014 - 50305 Achievement Points - Youtube (PvE Healing Guides, Builds & Gameplay)
  • Narvuntien
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    I also have no idea, I have flip-flopping between sets.

    I have olorme... and...?

    Sanctuary is meh, I don't need more Healing.
    Worms are good in trials only, close to useless in dungeons if everyone else is stam
    Mending, I think its one of those sets where I am one piece short of having, it used to be Bis but I haven't heard about it in awhile.
    Twilight Remedy, with race against time its sort of obsolete
    Naviintas, I mean at least it triggers cost reduction for both stam and mag and ultis but I don't see it brung up often.
    Jovallids guidance, I heard you really need an organised group to make the best of it.

    I don't have any DLC dungeons (I got JG during a free week and only need blue rings)
  • Hotdog_23
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    Just run a dps set. Generally, you do not need the healing power of 2 sets since over half of the time you should be dpsing.
  • vestahls
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    If you check lower in the build guide, the Beginner setup is Sanctuary and Kagrenac's Hope.

    Then beneath that, he also lists:
    Other useful sets:

    Healing Mage (Mending): Aetherian Archive
    Spell Power Cure: White Gold Tower
    Sanctuary: Banished Cells
    Jorvuld's Guidance: Scalecaller Peak
    Kagrenac's Hope: Craftable In the Earth Forge (You must have completed the Fighters Guild quest line to have access to craft this Set. Requires 8 Traits to craft pieces of this Set)
    Timeless Blessing: Asylum Sanctorium
    Master's Restoration Staff: Dragonstar Arena

    Also, Alcast has lists of must-have sets per build, and there is a list of good sets for Healers specifically. His builds aren't all that cut in stone, so you could easily replace one set with another from the list and still perform well.
    “He is even worse than a n'wah. He is - may Vivec forgive me for uttering this word - a Hlaalu.”
    luv Abnur
    luv Rigurt
    luv Stibbons

    'ate Ayrenn
    'ate Razum-dar
    'ate Khamira

    simple as
  • MaxJrFTW
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    Normal trials in eso are less difficult than vet non dlc dungeons. In other words, very easy. You can get Olorime without much effort. If you really don't want to do trials, like others have said, you must get Spell Power Cure from White Gold Tower.

    Hollowfang is a set that goes to waste if you don't have a magicka heavy group. Have Hircine's Veneer as a backup set in case you get a stam heavy group.

    Don't use Worm's Raiment if you have Hollowfang. Hollowfang is much better for mag recovery(not even remotely close), and gives 8% more healing on top of it.

    Do not use sets that increase your healing like Sanctuary, or heal like Draugr's Rest. Ironically, those are bad healer set because your healing is enough without them. Your role is not only to heal, but to buff your group, debuff the target, and squeeze the most dmg possible out of your build. Once you're feeling comfortable with the role, try using Martial Knowledge and/or Z'en's Redress. Those are the best debuff sets in the game to increase your group's dmg, but they're not what i'd recommend to someone new to healing.

    Edited by MaxJrFTW on May 22, 2020 8:15AM
    "I don't know you, and I don't care to know you."
    ―Ulrich Leland, 3E 433
  • Twilanthe
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    MaxJrFTW wrote: »
    Your role is not only to heal, but to buff your group, debuff the target, and squeeze the most dmg possible out of your build. Once you're feeling comfortable with the role, try using Martial Knowledge and/or Z'en's Redress. Those are the best debuff sets in the game to increase your group's dmg, but they're not what i'd recommend to someone new to healing.

    I'm actually reading guides on ESO healing (and tanking). So sorry for any super noob questions. I came here from WoW where at least while I played healers were expected to JUST heal and basically just use an addon to practically do it for you (which is why stuff like Fistweaving monks never worked out, unfortunately). So this method of healing is both alien and exciting to me.

    1. So in group content I should be focusing on DPS, and healing re-actively as needed?

    2. For those of you experienced healers, how much dps and healing would you say you do? Like 75% DPS 25% healing? Or 50/50?

    3. How much DPS can a healer usually squeeze out?

    4. Also, following this Alcast build (at least for now until I understand things more) my only damage spells are Elemental Blockade and Unnerving Boneyard. Do I need more DPS than that? Or when you say "squeeze as much dmg as possible out of your build" do you include the DPS boost my other abilities give my team mates?

    5. In alcast's info on the skills he suggests he says:
    "Elemental Blockade: Keep this on the ground as much as possible, when that Elemental Shock Blockade is on the ground with your charged trait, concussion and off balance will almost proc on cooldown, increasing group DPS by a lot."

    What does he mean by "charged trait"?

    6. Lastly I play a khajiit, the lowest race on his recommendations. How much will that honestly hold me back? Is it really worth it to race change to a breton? Also Necromancer isn't the first choice for healer either. Does race/class only matter in vet trials? Or will I be struggling in Vet dungeons?

    7. Oh, one more. I did Moongrave Fane last night and didn't get a single Hollowfang item. Is this a really low drop rate or just bad luck?
    Lüc - Argonian Necromancer Healer
    PC-NA
  • kylewwefan
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    Sanctuary is the set you wear to let everyone know you are trash can healer before they see you in action.

    Julianos and Burning Spell Weave with Grothdar Monster set is the preferred healer setup.
  • the1andonlyskwex
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    kylewwefan wrote: »
    Sanctuary is the set you wear to let everyone know you are trash can healer before they see you in action.

    Julianos and Burning Spell Weave with Grothdar Monster set is the preferred healer setup.

    I honestly can't tell if you're joking about BSW or not. While the "experts" all recommend group buff sets for healers, I've often wondered if I'd be better off just speccing to maximize my own DPS, based on how bad some of the DPS players you get in PuGs are.
  • Raisin
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    Twilanthe wrote: »
    MaxJrFTW wrote: »
    Your role is not only to heal, but to buff your group, debuff the target, and squeeze the most dmg possible out of your build. Once you're feeling comfortable with the role, try using Martial Knowledge and/or Z'en's Redress. Those are the best debuff sets in the game to increase your group's dmg, but they're not what i'd recommend to someone new to healing.

    I'm actually reading guides on ESO healing (and tanking). So sorry for any super noob questions. I came here from WoW where at least while I played healers were expected to JUST heal and basically just use an addon to practically do it for you (which is why stuff like Fistweaving monks never worked out, unfortunately). So this method of healing is both alien and exciting to me.

    1. So in group content I should be focusing on DPS, and healing re-actively as needed?

    2. For those of you experienced healers, how much dps and healing would you say you do? Like 75% DPS 25% healing? Or 50/50?

    3. How much DPS can a healer usually squeeze out?

    4. Also, following this Alcast build (at least for now until I understand things more) my only damage spells are Elemental Blockade and Unnerving Boneyard. Do I need more DPS than that? Or when you say "squeeze as much dmg as possible out of your build" do you include the DPS boost my other abilities give my team mates?

    5. In alcast's info on the skills he suggests he says:
    "Elemental Blockade: Keep this on the ground as much as possible, when that Elemental Shock Blockade is on the ground with your charged trait, concussion and off balance will almost proc on cooldown, increasing group DPS by a lot."

    What does he mean by "charged trait"?

    6. Lastly I play a khajiit, the lowest race on his recommendations. How much will that honestly hold me back? Is it really worth it to race change to a breton? Also Necromancer isn't the first choice for healer either. Does race/class only matter in vet trials? Or will I be struggling in Vet dungeons?

    7. Oh, one more. I did Moongrave Fane last night and didn't get a single Hollowfang item. Is this a really low drop rate or just bad luck?

    All 4man content can be cleared without a healer. Sure, some of it may be more difficult, but that is kind of what it comes down to. In ESO, the healer role is much more focused on supporting with buffs/debuffs rather than just healing. An offheal running Z'en/MK setup for example is really just a DD wearing support sets and using a resto staff for combat prayer, maybe healing springs. There's just very few spots where healing is truly needed, although if one member IS specced as a full healer, they will give the other players more space to breathe by keeping them topped up.
    The big difference here is whwat content you will be running and with whom. You don't know what you're gonna get in a PUG -- they may actually need you to do more healing than expected, but they may also be so lacking in DPS that your best contribution would be to supplement (the worse their DPS, the less useful are your damage buffs and debuffs for them.) Ideally, support players (both tanks and healers) have all the potentially necessary sets they could, and then wear what is most useful in the given situation. Generally the line of thought is "maximise DPS above all". You can overheal and it does nothing, but there is no ceiling to reach with DPS. So you only want to have the healing you truly need, and then buff or provide your own DPS. The percentages you end up with here will depend on your group, the dungeon, and the situations.

    I don't have experience with necro healing myself, but I imagine minimising your healing skills would look something like this: Combat Prayer, because it's also a buff and a decent flash heal; Healing Springs OR Radiating Regeneration depending on how the group moves; Resistant Flesh (I hope that's the right morph) if you feel like you'll need a better flash heal than Combat Prayer. If there's no damage coming in at all, take off one of the ltter two (I'd probably prefer to keep a HoT and drop the flash heal, but I think that's up to preference).

    In regards to your No. 4: You can use the damage morph of the Undaunted skil line's orb if you feel comfortable. It does very nice AOE damage and provides your group with a synergy.
    5: He means the Charged trait on your lightning staff.

    6. Always depends on who you run with. Any race is completely viable. You may struggle because you're still learning, but racials don't hold you back significantly.

    7. Just bad luck! I also tend to drop the other sets way more.

    Lastly, I want to add that it's your choice how much you want to do things the 'right' way. This thread is full of very accurate advice, and I'd personally tailored my earlier post to be very beginner/do-what-you-want friendly. Yes, Sanctuary is absolutely a set even midtier healers would probably laugh at, but I also know very casual players who do seem to need it to heal. I can't fully understand it either, but I think that's because endgame players do forget that such people exist. I personally think that you don't need to rush these things. You're allowed to focus on healing first while you're still learning. As you can see with what I said earlier, it's kind of a slippery road that quickly leads you to "technically the best healer is no healer". Absolutely no build is set in stone and you have all the time in the world to experiment and ease your way into a suitable build for your content. Having an organised group VS a PUG already makes a huge difference.
    Edited by Raisin on May 22, 2020 2:04PM
  • kylewwefan
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    The OP said they weren’t doing trials. I’m being completely serious.

    When you heal dungeons, as a necromancer. There is no need even for a Resto stave.

    I’ll admit Hollowfang is an awesome sustain set as well, and gives good crit.

    They’re class skill toolkit completely handles all the healing needed and can still produce some much needed damage in every case I’ve seen.

    The Wraith is an excellent floating burst possibly better than Mutagen. Undeath(pirates of the Caribbean looking thing) is just as good as healing springs. The healing Tether is crazy strong heals. Maybe you add some orbs, a blood alter and Barrier ultimate one bar Colosus other and your set.
  • the1andonlyskwex
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    Sure, but the question isn't "is gear that buffs healing necessary", it's "am I better off with selfish DPS sets like Julianos and BSW, or group DPS sets like SPC and Z'en's".
    Edited by the1andonlyskwex on May 22, 2020 2:43PM
  • zvavi
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    MaxJrFTW wrote: »
    Hollowfang is a set that goes to waste if you don't have a magicka heavy group. Have Hircine's Veneer as a backup set in case you get a stam heavy group.

    I would disagree with it, even if u have 2 stamina dps hollowfang is still useful, because it keeps you more topped up letting you dps more, and the tank topped up letting him buff and debuff more. Not as useful, but ye.

    Non related addition, It took me some time converting my gf to healing dungeons, she was so against only healing, it took long to explain to her that healer in dungeons is really just dps with heals :D
    Edited by zvavi on May 22, 2020 2:59PM
  • Twilanthe
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    I mostly run half pugs. I've got 1 friend that plays all the time and I almost never do dungeons without her, then another friend who plays sometimes. So I'm either pugging one or two additional people.

    I tend not to pug on my own simply because I'm shy and not very good standing up to people who get angry at me. My friend is a beast and will come to my defense if the group wants to blame me for a wipe.

    I've done several regular dungeons now, and a handful of vets and I've noticed that there are a few different types of pugs. I both like and dislike the ones that have some CP810 godmode who basically carries the rest of us because I just don't enjoy rushing through the dungeon at a breakneck pace. I can keep up in those situations, I just don't find it fun. But its also usually the smoothest runs and I spend most my time on my lightning staff with just my spirit mender up and keeping combat prayer for the dps boost.

    But I also get groups where I'm starting to recognize that the tank just doesn't really know how to tank and/or the DPS isn't really enough, but everyone still focuses the boss and tries to ignore mechanics and ads. Which is fine when we've got the DPS to burn the boss, but usually results in a wipe when we don't, and then I get blamed for it. These ones also tend to be slow at trash packs because the tank doesn't really keep things positioned so all my ground DPS/Boosts are practically useless.

    Ideally I'd like to be able to survive these situations. I've been trying to do that by improving my healing. But I think I understand now that it's not my healing I need to improve, but my DPS.

    So it sounds like I should keep Combat Prayer especially for the DPS boost, and my spirit mender, and then situationally have healing springs and a burst heal that I can drop on my bar when needed, but otherwise have DPS skills and focus on improving my DPS.

    I think I'll go with Hollowfang and Spell Power Cure to start, and go from there.

    I appreciate the help! I think I'm ready to slowly begin branching out from the Alcast build and experimenting with other stuff.

    Edit: typos
    Edited by Twilanthe on May 22, 2020 3:00PM
    Lüc - Argonian Necromancer Healer
    PC-NA
  • FakeFox
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    Twilanthe wrote: »
    1. So in group content I should be focusing on DPS, and healing re-actively as needed?

    Not really. You primary role as a healer is to keep the group alive, however, since this should not take up a lot of capacity in most situations your secondary role is to support with buffs and resources. And on top of that you can also deal damage if you are experienced enough to handle it. The healing you do should in my opinion not be completely reactional as you are better of having one or maybe two HOTs down and on top of that reactively use a burst heal if nessecary. If you only heal with burst healing you take up way too much time and ressources.
    Twilanthe wrote: »
    2. For those of you experienced healers, how much dps and healing would you say you do? Like 75% DPS 25% healing? Or 50/50?

    In terms of how much of my casts I use for which task, I'd say it's about 25% healing 25% support and 50% damage. In Raids this shifts to a balance between healing and support with very little damage as with more damage dealers, supporting them has a larger impact.
    Twilanthe wrote: »
    3. How much DPS can a healer usually squeeze out?

    In four man content I personally do about half the DPS of a DD at my skilllevel. This can be anything between 20-50k DPS, on the 21mil dummy my healer builds usually do about 50k DPS. For raids this is significantly different with full healer builds doing usually about 15k and offhealer builds 30k.
    Twilanthe wrote: »
    4. Also, following this Alcast build (at least for now until I understand things more) my only damage spells are Elemental Blockade and Unnerving Boneyard. Do I need more DPS than that? Or when you say "squeeze as much dmg as possible out of your build" do you include the DPS boost my other abilities give my team mates?

    It is a fullhealer build, as far as I can tell, meaning it is not meant for doing a lot of damage itself. While I personally don't see too much use for such builds outside of raids, I think it is a good start for new players. You can add more and more damage later, when you are more experienced, but for the beginning I think you should focus more on learning to efficiently heal and keeping good uptimes.

    Twilanthe wrote: »
    5. In alcast's info on the skills he suggests he says:
    "Elemental Blockade: Keep this on the ground as much as possible, when that Elemental Shock Blockade is on the ground with your charged trait, concussion and off balance will almost proc on cooldown, increasing group DPS by a lot."

    What does he mean by "charged trait"?

    Charged is a weapon trait that increases your chance for status procs. In combination with lighning damage, particularly blockade this gives you the status effect Off-Balance which buffs the damage of heavy attacks and a certain CP passive. But more importantly, it also procs Minor Vulnerability, which lets the target take 8% more damage.
    Twilanthe wrote: »
    6. Lastly I play a khajiit, the lowest race on his recommendations. How much will that honestly hold me back? Is it really worth it to race change to a breton? Also Necromancer isn't the first choice for healer either. Does race/class only matter in vet trials? Or will I be struggling in Vet dungeons?

    In my opinion race is not that important as a healer. In terms of healing and support it basically doesn't matter. The only difference between Breton and Khajiit is that you might need to build more sustain in certain scenarios, which then means that you will be doing a little bit less damage, which of course only even matter when you are doing significant damage in the first place. I would say you start to feel a bad race choice, which Khajiit isn't really, as a healer in the harder veteran content, so DLC dungeon and raid hardmodes and it only starts to really cause big issues if you are going for leaderboards and some of the hardest achievements.

    And in terms of class choice. Necromancer is honestly the strongest healer class in many aspects and the only real downside is that it doesn't fit in some group compositions. Necromancer is so strong because it has the best offensive support in the game with Major Vulnerability from the Colossus ultimate and insane ultigen on top of that. However this can also be it's downfall as Major Vulnerability has a cooldown and a group can only effectively use a limited amount of Necromancers, but if you don't want to raid with coordinated groups this doesn't really matter.
    Twilanthe wrote: »
    7. Oh, one more. I did Moongrave Fane last night and didn't get a single Hollowfang item. Is this a really low drop rate or just bad luck?

    Bad luck, as all three sets have the same drop chance. But you should always ask your group if they have anything for you, as this multiplies your chances.
    Edited by FakeFox on May 22, 2020 3:02PM
    EU/PC (GER) - Healermain since 2014 - 50305 Achievement Points - Youtube (PvE Healing Guides, Builds & Gameplay)
  • kylewwefan
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    Hollowfang and SPC sound like an excellent combination.
  • Narvuntien
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    Should I just slot Mother's Sorrow or Julianos then? I don't have DLCs.

    Combat Physician is bad right? its got crit bonus and synergy with the necromancer crit when low passive so I am considering it.

    I don't need the minor vulnerability sets as I have it in my kit with the totem.
  • FrancisCrawford
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    zvavi wrote: »
    Go for spc, as replacement for olorime,
    nCR is relatively easy, I am not sure normal moongrave is easier (for hollowfang)
    Yes, 2 items.

    A healer can always get a PUG for a dungeon.

    For a trial it may not be so simple.
  • zvavi
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    zvavi wrote: »
    Go for spc, as replacement for olorime,
    nCR is relatively easy, I am not sure normal moongrave is easier (for hollowfang)
    Yes, 2 items.

    A healer can always get a PUG for a dungeon.

    For a trial it may not be so simple.

    Sure it is, it's called craglorn.
    Edited by zvavi on May 23, 2020 11:43AM
  • FakeFox
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    Narvuntien wrote: »
    I don't need the minor vulnerability sets as I have it in my kit with the totem.

    Totem does not provide a good minor vulnerability uptime, as it only lasts 5 seconds, meaning you would need to cast the skill every 5 seconds and someone immediately needs to use the synergy. As the synergy has a 20 second cooldown, this would mean that in a four player group every player would need to use it on cooldown and that is simply not realistic.
    EU/PC (GER) - Healermain since 2014 - 50305 Achievement Points - Youtube (PvE Healing Guides, Builds & Gameplay)
  • the1andonlyskwex
    the1andonlyskwex
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    FakeFox wrote: »
    Narvuntien wrote: »
    I don't need the minor vulnerability sets as I have it in my kit with the totem.

    Totem does not provide a good minor vulnerability uptime, as it only lasts 5 seconds, meaning you would need to cast the skill every 5 seconds and someone immediately needs to use the synergy. As the synergy has a 20 second cooldown, this would mean that in a four player group every player would need to use it on cooldown and that is simply not realistic.

    My math says that the uptime of Minor Vulnerability from Blockade of Storms with a Charged lightning staff is only about 17% though. The base chance to proc is only 1% per tick, which gets buffed to 4.2% by the combination of Elemental Force and Charged. Blockade then only ticks once per second per enemy, and each proc only lasts 4 seconds. If we ignore overlapping procs (which reduce uptime), we get 0.042*4=0.168=16.8%.

    Additionally, you could also use a Shock Enchantment, which itself will proc every 4 seconds, with a base 20% chance to proc Minor Vulnerability. If you then account for Elemental Force and Charged, that increases to 84%, which sounds great at first, until you realize that unlike Blockade, it's a global 84%, not 84% per target, so adds will significantly reduce the uptime on bosses if you're using Blockade to proc the enchantment (which is what healers usually do).

    Combined, the uptime is a little higher, but the probability of overlapping procs is significant, so it's only a little over 84% in single target fights and way lower in fights with adds (even one add should bring the uptime on the boss down to 60% or less).

    Now, compare that to Agony Totem, which applies an AoE Minor Vulnerability whenever someone uses the synergy, with a theoretical maximum uptime of 75% and a practical uptime somewhere closer to 50%, and the discrepancy really isn't that great. Especially considering that the totem provides other significant effects and only requires a skill slot, while good uptime from the charged trait requires a skill slot (for blockade), a specific weapon trait (charged), and a specific weapon enchantment (shock).

    All of that said, your group is probably best served getting minor vulnerability from a Nightblade's Teleport Strike, or a Warden's Swarm, if possible.
    Edited by the1andonlyskwex on May 23, 2020 2:05PM
  • FrancisCrawford
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    FakeFox wrote: »
    Narvuntien wrote: »
    I don't need the minor vulnerability sets as I have it in my kit with the totem.

    Totem does not provide a good minor vulnerability uptime, as it only lasts 5 seconds, meaning you would need to cast the skill every 5 seconds and someone immediately needs to use the synergy. As the synergy has a 20 second cooldown, this would mean that in a four player group every player would need to use it on cooldown and that is simply not realistic.

    My math says that the uptime of Minor Vulnerability from Blockade of Storms with a Charged lightning staff is only about 17% though. The base chance to proc is only 1% per tick, which gets buffed to 4.2% by the combination of Elemental Force and Charged. Blockade then only ticks once per second per enemy, and each proc only lasts 4 seconds. If we ignore overlapping procs (which reduce uptime), we get 0.042*4=0.168=16.8%.

    Additionally, you could also use a Shock Enchantment, which itself will proc every 4 seconds, with a base 20% chance to proc Minor Vulnerability. If you then account for Elemental Force and Charged, that increases to 84%, which sounds great at first, until you realize that unlike Blockade, it's a global 84%, not 84% per target, so adds will significantly reduce the uptime on bosses if you're using Blockade to proc the enchantment (which is what healers usually do).

    Combined, the uptime is a little higher, but the probability of overlapping procs is significant, so it's only a little over 84% in single target fights and way lower in fights with adds (even one add should bring the uptime on the boss down to 60% or less).

    Now, compare that to Agony Totem, which applies an AoE Minor Vulnerability whenever someone uses the synergy, with a theoretical maximum uptime of 75% and a practical uptime somewhere closer to 50%, and the discrepancy really isn't that great. Especially considering that the totem provides other significant effects and only requires a skill slot, while good uptime from the charged trait requires a skill slot (for blockade), a specific weapon trait (charged), and a specific weapon enchantment (shock).

    All of that said, your group is probably best served getting minor vulnerability from a Nightblade's Teleport Strike, or a Warden's Swarm, if possible.

    When I heal, I often make bar space and time for some Crushing Shocks. That helps too.
  • phileunderx2
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    The sets you wear as a healer are mostly determined by what you are running and who you are running with.
    so it's good to have a variety of of sets to wear.
  • Nova_J
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    Twilanthe wrote: »
    So I have a question. I'm using an Alcast build while I learn the ropes, this one in fact: https://alcasthq.com/eso-necromancer-healer-build-pve/ It recommends Hollowfang Thirst (dungeon) and Vestments of Olorime (trial). It's unlikely I'll ever be good enough for trials, so I was wondering if I should replace Olorime with Sanctuary, Kagrenac's Hope, or Worm's Raiment? I'm leaning towards Sanctuary.

    Also, do staves count as two items when it counts set item bonuses?

    I run Necropotence and Sanctuary on my necro healer. You have to have 100% uptime on your lender but the extra mag is great. I am at 45k max magicka so the sustain is great and I can provide endless heals.
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