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What should I use: Radiation Generation or Purifying Light?

MaLTRaiN
MaLTRaiN
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Hi. I'm a healer and I'm focusing on completing this build: https://alcasthq.com/eso-magicka-templar-healer-build-pve/

I use the same skills he use, with one exception. I don't have slotted Puryfing Light because I use the orbs of the Undaunted skill.

So, now I'm wondering if should I change Radiation Generation for Purifying Light, considering the second one gives Minor Sorcery or should I keep my current skills.

I was thinking of changing Grand Healing, but I believe it's very good with the resto staff I'm looking for.

Any help will be welcome.
  • Taleof2Cities
    Taleof2Cities
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    Unless you're doing Vet Trials (where you coordinate skills with the other Healer and Raid Leader), it isn't going to matter too much one way or the other, @MaLTRaiN.

    You may get a rare request for Orbs in dungeons or normal Trials ... but it's really whatever skills you enjoy running the most.
  • carlos424
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    If you are the sole templar in a coordinated trial they will want you using purifying light for the minor sorcery to the group, otherwise, like stated above, you probably have better options.
  • Taunky
    Taunky
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    Purifying Light.
  • Raisin
    Raisin
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    carlos424 wrote: »
    If you are the sole templar in a coordinated trial they will want you using purifying light for the minor sorcery to the group, otherwise, like stated above, you probably have better options.

    Unless you want to contribute your own damage, Templar healers would be using Power of the Light morph. I'm actually quite curious why Alcast suggests Purifying Light?

    Taking out Radiating Regeneration is probably fine because you may not need a lot of healing in some content. However, consider that Undaunted Orbs give the same synergy as the templar's Spear Shards. Everybody can use Orb Synergy, while Shards can also be used by one person. There is damage from Shards and they reaches a ranged target faster than an Orb. I would consider choosing one or the other between those two!
  • redspecter23
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    Radiating Regeneration is probably the best heal ability in the game, especially in 4 man dungeons. Purifying light, while it is a good group buff, is mostly that.

    Keep in mind the strength and ability of your group. If your overall dps is average or less, regen will almost always be better. Buffing a group with purifying light is a luxury. Keeping them alive is a necessity.

    Look at other options to see if you may be able to slot purifying light without losing what could be the best ability in your toolkit to do so.

    As mentioned above, if you're in a coordinated trial situation, things may be different, but it's good to have the option available to you to swap abilities to suit both the content you're playing and the skill level and ability of the group as a whole.
    Edited by redspecter23 on July 5, 2020 8:17PM
  • MaLTRaiN
    MaLTRaiN
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    Generally, I start the fights throwing shard and then use the orb periodically. I thought it was a good combination...

  • MaLTRaiN
    MaLTRaiN
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    Radiating Regeneration is probably the best heal ability in the game, especially in 4 man dungeons. Purifying light, while it is a good group buff, is mostly that.

    Keep in mind the strength and ability of your group. If your overall dps is average or less, regen will almost always be better. Buffing a group with purifying light is a luxury. Keeping them alive is a necessity.

    Look at other options to see if you may be able to slot purifying light without losing what could be the best ability in your toolkit to do so.

    As mentioned above, if you're in a coordinated trial situation, things may be different, but it's good to have the option available to you to swap abilities to suit both the content you're playing and the skill level and ability of the group as a whole.

    So, I should have a set of skills with PL and another with RL according to the DPS level?
  • redspecter23
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    MaLTRaiN wrote: »
    Radiating Regeneration is probably the best heal ability in the game, especially in 4 man dungeons. Purifying light, while it is a good group buff, is mostly that.

    Keep in mind the strength and ability of your group. If your overall dps is average or less, regen will almost always be better. Buffing a group with purifying light is a luxury. Keeping them alive is a necessity.

    Look at other options to see if you may be able to slot purifying light without losing what could be the best ability in your toolkit to do so.

    As mentioned above, if you're in a coordinated trial situation, things may be different, but it's good to have the option available to you to swap abilities to suit both the content you're playing and the skill level and ability of the group as a whole.

    So, I should have a set of skills with PL and another with RL according to the DPS level?

    It's not quite so black and white, but keep your abilities fluid. If you struggle in a particular area, examine why you may have struggled and make some adjustments if necessary. Sometimes you need more heals, sometimes the issue might be something else. A build like the one you mention is a good place to start, but it's impossible for someone to outline every situation in the game and what you should do in that situation. You need to be able to make adjustments as needed to benefit the group you're in which will not always be static and will not always be the same skill level.
  • hamsterontherocksb16_ESO
    What you use depends heavily on the content you run. Generally you can leave out shard if you got balls (which are superior in most content). Only use shards if you have to supply an OT with synergies (which implies you do Vet trials). In vet trials you will not use purifying light but power of the light to buff the group. But only if you don´t have a stamplar.
    Also I´d drop the Breath of life. Its a crutch. Your illuistrious healing or combat prayer should reach the tanks. If not its an OT situation where OT usually keeps himself alive (vSS fire). Take smth else instead, Bone shield for survivability/synergies, Altar if you got no warden heal/tank, Inner light for bigger heals.

    Thats the bane with Alcast. While his builds are okay, they are only for people who know what they do. They are not for newbies who don´t know when to use what skill and what the point of these skills are.
    Check out https://tabatta.eu/ for way more in depth healer guides.
  • Scarkii
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    in trials power of the light is a must have for a optimized trial group
    "Even the slightest amount of courage can change the tides of War"
    Former DK main
    Characters - Templar - Sharaji EP/ DK - S'avira EP
  • AcadianPaladin
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    My templar uses Radiating Regen, Shards (not orbs), Reflective Light (not Purifying).
    PC NA(no Steam), PvE, mostly solo
  • MaLTRaiN
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    Scarkii wrote: »
    in trials power of the light is a must have for a optimized trial group

    Problem is PotL use stamina to cast, isn't it?
  • vgabor
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    That alcast page could use an update...

    Purifying Light only copies your damage now (since they nerfed a few patch ago), which as healer not going to be too much, and the heal from it negligible as well. Most end game healer using the other morph Power of the Light for the Minor Breach & Fraction (but only if there is no stamplar in the group)

    Healing Orb. Not instead of shards, but you want both shards and orb. Generally you throw shard for resource to the tank who standing right next to the boss so your shard will do damage too, and send healing orb to the squishy dds for resource but also for healing.

    Radiating Regeneration generally for 4 man content, in vet trials you usually not using it apart from a few exception when the group not stacking but all over the place (vAS a good example where you do use radiating regen).

    In vet trials your main three healing usually are Illustrious Healing, Ritual (either morph are fine, it's really just your preference which one you use) and Healing Orb. Also Combat Payer is used as emergency instant heal instead of BoL (many healer not even slot BoL in vet trials)

    While Channeled Focus is nice, in reality it usually not needed as most healer build has enough magicka regen to do just fine without it. You are ele draining bosses and not just the dds but you too should light attack waving your skill casts so you do some dps and get back some resource. Also you usually doing a heavy attack anyway in your free time when all hots and dots already out there and there's nothing else for you to do.
  • MaLTRaiN
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    vgabor wrote: »
    You are ele draining bosses and not just the dds but you too should light attack waving your skill casts so you do some dps and get back some resource. Also you usually doing a heavy attack anyway in your free time when all hots and dots already out there and there's nothing else for you to do.

    Thanks for your tips! I really don't understand much the concept of bashing so almost never do light attacks, only heavy ones for regaining magicka... :(
  • vgabor
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    MaLTRaiN wrote: »
    vgabor wrote: »
    You are ele draining bosses and not just the dds but you too should light attack waving your skill casts so you do some dps and get back some resource. Also you usually doing a heavy attack anyway in your free time when all hots and dots already out there and there's nothing else for you to do.

    Thanks for your tips! I really don't understand much the concept of bashing so almost never do light attacks, only heavy ones for regaining magicka... :(

    It's nothing to do with bashing :) You simply do a light attack before every skill cast, even for healing skills. Since you usually position yourself behind dds facing the boss, you can hit boss with light attack while casting something towards dds or tank.

    You can do ele drain pre fight (ele drain don't agro) and then after tank taunt: LA > combat prayer, LA > blockade (which will put down the olorime buff too), LA > power of light, LA > shard, LA > illustrious, LA > orb, ...
    In the above each LA will trigger the minor magickasteal and grant you 300 mag.
  • FrancisCrawford
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    Also -- if you don't do trials and hence you Spell Power Cure instead of Olorime, you want to keep HoTs up on everybody, and Radiating Regeneration can be very helpful with that.

    Radiating Regeneration is similarly strong if, as I often do, you spend your monster slots on Earthgore for the emergency heals.

    Edited by FrancisCrawford on July 6, 2020 8:18PM
  • Soulshine
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    vgabor wrote: »
    That alcast page could use an update...

    Purifying Light only copies your damage now (since they nerfed a few patch ago), which as healer not going to be too much, and the heal from it negligible as well. Most end game healer using the other morph Power of the Light for the Minor Breach & Fraction (but only if there is no stamplar in the group)

    Healing Orb. Not instead of shards, but you want both shards and orb. Generally you throw shard for resource to the tank who standing right next to the boss so your shard will do damage too, and send healing orb to the squishy dds for resource but also for healing.

    Radiating Regeneration generally for 4 man content, in vet trials you usually not using it apart from a few exception when the group not stacking but all over the place (vAS a good example where you do use radiating regen).

    In vet trials your main three healing usually are Illustrious Healing, Ritual (either morph are fine, it's really just your preference which one you use) and Healing Orb. Also Combat Payer is used as emergency instant heal instead of BoL (many healer not even slot BoL in vet trials)

    While Channeled Focus is nice, in reality it usually not needed as most healer build has enough magicka regen to do just fine without it. You are ele draining bosses and not just the dds but you too should light attack waving your skill casts so you do some dps and get back some resource. Also you usually doing a heavy attack anyway in your free time when all hots and dots already out there and there's nothing else for you to do.

    Just one thing to consider: even with the changes to the skill the champion points buffing PL vs. PoTL have remained the same, so on lower CP healers PL may offer a bit more to a build since investment in blue tree CPs will be usually first fall heavily in Elf Born and Blessed for example, rather than in Master at Arms or Piercing. Healers past 300 CP have a few more options to branch out investment, and with it impact of the points on the skill does become more noticeable over time.
  • WrathOfInnos
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    MaLTRaiN wrote: »
    Scarkii wrote: »
    in trials power of the light is a must have for a optimized trial group

    Problem is PotL use stamina to cast, isn't it?

    Yes it does, but I wouldn’t call that a problem. Think of it as a cast every 9s that’s free to your Magicka pool. PotL is the #1 skill that makes Templar healers unique, there’s just no other reliable way to keep good uptimes on Minor Breach and Minor Fracture.
  • MaLTRaiN
    MaLTRaiN
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    MaLTRaiN wrote: »
    Scarkii wrote: »
    in trials power of the light is a must have for a optimized trial group

    Problem is PotL use stamina to cast, isn't it?

    Yes it does, but I wouldn’t call that a problem. Think of it as a cast every 9s that’s free to your Magicka pool. PotL is the #1 skill that makes Templar healers unique, there’s just no other reliable way to keep good uptimes on Minor Breach and Minor Fracture.

    I morph it to PotL and it's really easy to cast, few stamina and I generally move the less possible, so I try to keep up that spec. Thanks for the advice.
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