DocFrost72 wrote: »Someone voted nightblade? Really? Huh.
Of them, I'd say either DK or sorc. They have tools that work wonky to me. A burst heal that requires an enemy to target (dk), and a burst heal that can die (sorc).
I main a sorc healer, and even with those changes I'm still not sure I would take it. Considering how good Critical Surge is, and how necessary for when I'm not in heal spec, Power Surge would need to do something pretty special to make me switch back to it.YandereGirlfriend wrote: »Lower the cooldown to 1 second and lower the amount that's healed to balance it out. You can do the same amount of raw healing but it will be FAR more useful as an actual HoT.
YandereGirlfriend wrote: »DocFrost72 wrote: »Someone voted nightblade? Really? Huh.
Of them, I'd say either DK or sorc. They have tools that work wonky to me. A burst heal that requires an enemy to target (dk), and a burst heal that can die (sorc).
I agree with you ranking Sorcerer as the second-worst.
IMO, Power Surge in particular needs some adjustment.
It's conditioned on a Critical Heal, has a minimum cooldown of 3 seconds, and it only heals 6 targets. It seems meant to be the class DoT HoT but, similarly to DK's Cauterize, the overly long cooldown really hinders its usefulness.
Yes, it will show up as a significant source of healing on a log but it's almost always passive (and wasted) overhealing. When your team is actually taking damage it is of next to no use since it is literally doing nothing during 2/3 of your overall GCDs, and, when it does heal, it only works on half of the raid. Under ideal circumstances, you can only heal a given team member with this ability once every 6 GCDs which is ridiculous.
Lower the cooldown to 1 second and lower the amount that's healed to balance it out. You can do the same amount of raw healing but it will be FAR more useful as an actual HoT.
I've played healers of every class and DKs really need help.
Their healing output is fine, but all their class skills are extremely expensive, though that's a DK problem across the board.
They don't bring anything unique that tanks (the most common tanking class) don't already have.
Starlight_Whisper wrote: »I've played healers of every class and DKs really need help.
Their healing output is fine, but all their class skills are extremely expensive, though that's a DK problem across the board.
They don't bring anything unique that tanks (the most common tanking class) don't already have.
What about group shields?
My idea to help DK’s and healing.
Current tool tips from https://eso-skillbook.com/
Obsidian Shard
Cast Time: Instant
Target: Enemy
Range: Maximum range: 28 meters, Radius: 28 meters
Cost: 4050 Magicka
Skill description
Slam an enemy with molten rock, dealing 448 Flame Damage and causing the rock to explode, splashing magma around. You then pull back on the magma to heal yourself or up to 2 allies near the enemy for 3240 Health.
New effect
Converts to a Magicka ability that now heals you or two allies after dealing damage. Deals significantly less damage but no longer requires charges to cast.
My idea,
Get rid of the target requirement. Make it a rock you can throw on the ground at your feet that shatters and heals. Adjust the cost to account for no damage.
Igneous Shield
Cast Time: Instant
Target: Self
Cost: 4050 Magicka
Skill description
Call the earth to your defense, granting a damage shield for nearby allies that absorbs 1365 damage. Your own damage shield absorbs 3414 damage. This portion of the ability scales off your Maximum Health. You also gain Major Mending, increasing your Healing Done by 16% for 2.5 seconds.
New effect
Increased shield strength on self.
Fragmented Shield
Cast Time: Instant
Target: Area
Range: Radius: 12 meters
Cost: 4050 Magicka
Skill description
Call the earth to your defense, creating a damage shield for you and nearby allies that absorbs 1365 damage. This portion of the ability scales off your Maximum Health. You also gain Major Mending, increasing your Healing Done by 16% for 5 seconds.
New effect
Increases duration of Major Mending.
My idea,
Change Igneous Shield to self only but increase the shield size and make it health based to keep this as a tank option. Keep Fragmented Shield as is but also double its strength for the group. As it stands now it’s just to weak for a healer to use and not viable if you have a DK tank.
It would also be nice if it they purged one negative effect each time either morph was used. Both Igneous Shield to purge for self and Fragmented Shield to purge one effect on everyone that gets the shield.
Finally, just increase the size of Cinder Storm to 10m radius already. 5m is just too small.
Current tooltip:
Cinder Storm
Cast Time: Instant
Target: Ground
Range: Maximum range: 22 meters, Radius: 5 meters
Cost: 5670 Magicka
Skill description
Summon a scorching cloud of ash at the target location, reducing enemy Movement Speed by 70% and healing you and your allies for 611 every 1 second.
New effect
Heals for more.
None of these changes will rocket them to first place for healing by no means but at least give them a little flavor and somewhat more viability.
Side note as I finish writing this this, I think you would need to adjust the cinder storm morph visual also. When I see a cloud of dirt I don’t think of healing and it can easily get lost in all the other effects on the ground.
Stay safe and enjoy the journey 😊
PS. ZOS stop the micromanagement of the green tree 🥺
DocFrost72 wrote: »Someone voted nightblade? Really? Huh.
Of them, I'd say either DK or sorc. They have tools that work wonky to me. A burst heal that requires an enemy to target (dk), and a burst heal that can die (sorc).
I main a sorc healer, and even with those changes I'm still not sure I would take it. Considering how good Critical Surge is, and how necessary for when I'm not in heal spec, Power Surge would need to do something pretty special to make me switch back to it.YandereGirlfriend wrote: »Lower the cooldown to 1 second and lower the amount that's healed to balance it out. You can do the same amount of raw healing but it will be FAR more useful as an actual HoT.
Anyone voting sorc havent seen fully-stacked sorc healers in PvP. It's the only class whose burst heal heals 2 ppl without any aiming required. You have double shields so you don't even need to go heavy armor, you can sit behind 20k shields all the time. And when opponents prioritize you you make zap-zap and they have to adapt to your repositioning.
the1andonlyskwex wrote: »My idea to help DK’s and healing.
Current tool tips from https://eso-skillbook.com/
Obsidian Shard
Cast Time: Instant
Target: Enemy
Range: Maximum range: 28 meters, Radius: 28 meters
Cost: 4050 Magicka
Skill description
Slam an enemy with molten rock, dealing 448 Flame Damage and causing the rock to explode, splashing magma around. You then pull back on the magma to heal yourself or up to 2 allies near the enemy for 3240 Health.
New effect
Converts to a Magicka ability that now heals you or two allies after dealing damage. Deals significantly less damage but no longer requires charges to cast.
My idea,
Get rid of the target requirement. Make it a rock you can throw on the ground at your feet that shatters and heals. Adjust the cost to account for no damage.
Igneous Shield
Cast Time: Instant
Target: Self
Cost: 4050 Magicka
Skill description
Call the earth to your defense, granting a damage shield for nearby allies that absorbs 1365 damage. Your own damage shield absorbs 3414 damage. This portion of the ability scales off your Maximum Health. You also gain Major Mending, increasing your Healing Done by 16% for 2.5 seconds.
New effect
Increased shield strength on self.
Fragmented Shield
Cast Time: Instant
Target: Area
Range: Radius: 12 meters
Cost: 4050 Magicka
Skill description
Call the earth to your defense, creating a damage shield for you and nearby allies that absorbs 1365 damage. This portion of the ability scales off your Maximum Health. You also gain Major Mending, increasing your Healing Done by 16% for 5 seconds.
New effect
Increases duration of Major Mending.
My idea,
Change Igneous Shield to self only but increase the shield size and make it health based to keep this as a tank option. Keep Fragmented Shield as is but also double its strength for the group. As it stands now it’s just to weak for a healer to use and not viable if you have a DK tank.
It would also be nice if it they purged one negative effect each time either morph was used. Both Igneous Shield to purge for self and Fragmented Shield to purge one effect on everyone that gets the shield.
Finally, just increase the size of Cinder Storm to 10m radius already. 5m is just too small.
Current tooltip:
Cinder Storm
Cast Time: Instant
Target: Ground
Range: Maximum range: 22 meters, Radius: 5 meters
Cost: 5670 Magicka
Skill description
Summon a scorching cloud of ash at the target location, reducing enemy Movement Speed by 70% and healing you and your allies for 611 every 1 second.
New effect
Heals for more.
None of these changes will rocket them to first place for healing by no means but at least give them a little flavor and somewhat more viability.
Side note as I finish writing this this, I think you would need to adjust the cinder storm morph visual also. When I see a cloud of dirt I don’t think of healing and it can easily get lost in all the other effects on the ground.
Stay safe and enjoy the journey 😊
PS. ZOS stop the micromanagement of the green tree 🥺
Personally, I think Obsidian Shard is fine. Classes having unique mechanics/quirks is good, and I actually like the fact that DK's burst heal has a huge effective range (up to 56m) and can proc burning/combustion.
As for the other skills:
1) Fragmented Shield should scale off max magicka and/or spell damage.
2) I agree that Cinder Storm needs a larger radius and a new animation, but even more importantly its 70% snare should be replaced with some sort of buff for friendlies. This would give DKs the group utility that they badly need. Personally, I would choose minor courage, but it doesn't really matter what the buff is as long as it's an offensive buff that isn't trivially sourced elsewhere.
3) I think Cauterize is mostly okay as-is. It works reasonably well as a mini burst heal for when you don't have a target for Obsidian Shard (or when you're on your other skillbar), and the passive effect and HoT are pretty much just bonuses on top of that. That said, I wouldn't be opposed to ZOS tweaking the number of targets or tick rate of the 2nd and later pulses.
4) DK passives and sustain might be a bigger problem than the actives. ZOS promised a major game-wide passive rebalance back around u21 that still hasn't happened, and DK is evidence that it's still desperately needed (3 years later).
Starlight_Whisper wrote: »Anyone voting sorc havent seen fully-stacked sorc healers in PvP. It's the only class whose burst heal heals 2 ppl without any aiming required. You have double shields so you don't even need to go heavy armor, you can sit behind 20k shields all the time. And when opponents prioritize you you make zap-zap and they have to adapt to your repositioning.
Different story in pve
LightYagami wrote: »LMAO why someone voted Templar as the worse healing class? Are we playing the same game?
Me, just to throw off the pollZodiarkslayer wrote: »Who voted Templar? 🤦♂️
🤣🤣🤣
Bodycounter wrote: »
- Dragonkight has the worst access to Major Mending