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
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.
"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."
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.
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?
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.
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?
FrancisCrawford wrote: »
Narvuntien wrote: »I don't need the minor vulnerability sets as I have it in my kit with the totem.
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.
the1andonlyskwex 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.
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?