1/3 of healers are DDs with only self heal slotted, even on veteran.
After healing for 2 years, i've been tanking dungeons for several weeks and realized there are a lot of bad healers.
1/3 of healers are DDs with only self heal slotted, even on veteran.
1/3 of healers are not using spell power cure set, a must-have set for healers. I can see a big difference in my own damage when this set is not present.
1/3 of healers are using Hollowfang set, which is mostly useless: 6 meters effect radius and restores only magicka (a lot of DDs are stamina, tank needs mostly stamina).
Many healers are not stacking HoTs and dont know how to emergent burst heal (lots of dead healers and DDs).
For dungeons, i consider Spell Power Cure + Powerful Assault + Symphony of Blades to be BIS: +730 weapon/spell damage and main resource regeneration when needed. Haven't yet met a healer using this combo.
newtinmpls wrote: »OP, you had some specific comments:After healing for 2 years, i've been tanking dungeons for several weeks and realized there are a lot of bad healers.
1/3 of healers are DDs with only self heal slotted, even on veteran.
1/3 of healers are not using spell power cure set, a must-have set for healers. I can see a big difference in my own damage when this set is not present.
1/3 of healers are using Hollowfang set, which is mostly useless: 6 meters effect radius and restores only magicka (a lot of DDs are stamina, tank needs mostly stamina).
Many healers are not stacking HoTs and dont know how to emergent burst heal (lots of dead healers and DDs).
For dungeons, i consider Spell Power Cure + Powerful Assault + Symphony of Blades to be BIS: +730 weapon/spell damage and main resource regeneration when needed. Haven't yet met a healer using this combo.
I'll touch on them one at a time, and I'll slightly re-name them to get at what I see as the main issue
DD with self-heal slotted AKA crappy random healers
I have not seen this (and I am not saying it doesn't exist) that being the case what I have seen comes close - a DD with resto backbar and maybe one or both of regeneration or grand healing. If a sorc, possibly Twilight heals as well. In a NON vet, NON DLC dungeon this is usually just fine.
This can be tricky to judge on Vet, partly because I've not seen (nor would I want to see) an addon that tells me exactly what set who has (although the "purple forearms" of SPC are pretty obvious).
Which Sets should/can a Healer Use
I'll start by saying I do have favorite sets (we all do) and Spell Power Cure + Sanctuary + Chokethorn - that is my default and it can heal most Vet dungeons, even when used by a "non standard" healer class (by which I mean anyone NOT a templar).
Sanctuary is relatively easy to get - Banished Cells (I & II)
Chokethorn is also - Elden Hollow I
Spell Power Cure is the hardest of the three and it comes from Imperial City Prison
What does a healer need? Depending on the speed of the DPS, boosts to healing, to magicka and (especially if things are NOT going smoothly) SUSTAIN.
So for folks not yet good with sets (or not CP 160) you might also consider:
Armor of the Seducer - a really accessible crafted set (2 traits needed) which gives
Magicka Recovery
Maximum Magicka
Magicka Recovery
Reduces the cost of your Magicka abilities by 10%.
As an aside...Come to think of it, wonder how this would go with Worm's Raiment (also known as "Worm Cult") [it's a drop from Vaults of Madness - base game dungeon] which has
Increased Spell and Weapon Damage
Max Magicka
Magica Recovery
Magica Recovery you and up to 11 other group members within 28 meters of you.
Another thing to consider is unusual sets that dovetail well with particular skills.
For example my Warden HealersLamia's Song
Max Magicka
Magicka Recovery
Max Magicka
When you activate your Ultimate, you and your group members within 20 meters restore 23 Health, Magicka, and Stamina per point of the Ultimate's cost
By itself this isn't that awesome of a set, but works really well with the Warden Ulti Secluded Grove - which is a nice heal over time, but the initial burst could use some improvement.
The other set that is great for Warden Healers is Winter's Respite (overland drop from Western Skyrim, so available in guild stores if you don't have that DLC.
Magicka Recovery
Max Magicka
Max Magicka
Casting abilities that leave an effect on the ground will create a circle of healing frost for 10 seconds. You and your allies restore 2358 Health every 2 seconds while inside the circle. This effect can occur once every 15 seconds and scales off the higher of your Weapon or Spell Damage.
The reason this works so well with Wardens is that they have a LOT of abilities that leave ground effects. For that matter if things are going seriously south in a PUG you could also trigger this healing with scorch (from the Animal Companions line) or Impaling Shards (from the Winter's Embrace line).
What is needed from a healer AKA stacking and resources
In a non-vet dungeon including lowbies, you are simply not going to get a lot out of the average healer other than heals. As the healer becomes more skilled, other things come into play. Resources being a biggie.
This means besides a boost to health, the team will do better with a boost to other stats.
There are a few ways to do this:Templar Skills
Restoring Aura (magicka steal to your team) and it's morph Radiant Aura (gives Health, Stamina, and Magicka Recovery by 15% to your team)
Spear Shards (depending on the morph it restores at least the primary of Stamina/magicka and on one morph both) needs to be triggered as a synergy.
Fighter's Guild
Circle of protection and it's morphs gives +15% stamina regen to anyone standing in the rune area. Second skill in the line, so not too hard to get if you fight a lot of daedra or undead.
Undaunted
Necrotic orb and it's morphs will grant Stamina/Magicka (whichever stat is higher) to anyone in the group in range of it (needs to be triggered as a synergy). This is the LAST skill in the line, so even middle range healers may not have access to it.
Resto Staff
Siphon Spirit
Morph of Force Siphon that allows party members damaging the target to gain back Magicka as well as Health. This is the last skill in the line - so lowbies will not be likely to have it.
Destro Staff
Elemental Drain
A morph of Weakness to Elements that allows party members damaging the target to gain back Magicka. This is skill 4 of 5 in the tree, so again, not likely in a super low level healer.
Trick is, that the lower level the character, and the less experienced the player, the fewer options the character will have access to or the player with think of.
Long story short, if you meet a healer that's not that good at healing, ask if they want help. A few runs through someplace to get better gear, or even a guild recommendation.
VaranisArano wrote: »Word of Advice - if you want healers who meet your standards, take note of them when you see them. Ask to friend them if they'd be interested in running more dungeons with you. Running with random is going to get you random people with varying levels of skill and wearing random gear. When you meet a healer who meets your checklist, friend them, and you'll end up with a list of good healers for you.
VaranisArano wrote: »Word of Advice - if you want healers who meet your standards, take note of them when you see them. Ask to friend them if they'd be interested in running more dungeons with you. Running with random is going to get you random people with varying levels of skill and wearing random gear. When you meet a healer who meets your checklist, friend them, and you'll end up with a list of good healers for you.
When i see a 1000+ CP healer i expect them to have similar experience to mine, yet they are not on the same level, which is a mystery for me.
Mushroomancer wrote: »VaranisArano wrote: »Word of Advice - if you want healers who meet your standards, take note of them when you see them. Ask to friend them if they'd be interested in running more dungeons with you. Running with random is going to get you random people with varying levels of skill and wearing random gear. When you meet a healer who meets your checklist, friend them, and you'll end up with a list of good healers for you.
When i see a 1000+ CP healer i expect them to have similar experience to mine, yet they are not on the same level, which is a mystery for me.
Well, I'm sorry to say, but that is just an objectively wrong way to look at it. In the current state of the game, wherein most players are casual and there are a lot of ways to level up and farm experience, CP really means nothing, and you shouldn't use it as a measure of a player's experience in a specific role, in a specific situation. Not to mention, that player might have gotten to that CP level by playing other characters, so they might be a DD main or a tank main, just trying out healer as a role for the first time.
VaranisArano wrote: »Word of Advice - if you want healers who meet your standards, take note of them when you see them. Ask to friend them if they'd be interested in running more dungeons with you. Running with random is going to get you random people with varying levels of skill and wearing random gear. When you meet a healer who meets your checklist, friend them, and you'll end up with a list of good healers for you.
When i see a 1000+ CP healer i expect them to have similar experience to mine, yet they are not on the same level, which is a mystery for me.
VaranisArano wrote: »Word of Advice - if you want healers who meet your standards, take note of them when you see them. Ask to friend them if they'd be interested in running more dungeons with you. Running with random is going to get you random people with varying levels of skill and wearing random gear. When you meet a healer who meets your checklist, friend them, and you'll end up with a list of good healers for you.
When i see a 1000+ CP healer i expect them to have similar experience to mine, yet they are not on the same level, which is a mystery for me.
I have my best attitude towards teammates. Also i am not going to join a premade, due to it's inconvenience.Your exact attitude [snip] can sour a person’s first experience and can drive people away so please just stop and join premades.
I have my best attitude towards teammates. Also i am not going to join a premade, due to it's inconvenience.Your exact attitude [snip] can sour a person’s first experience and can drive people away so please just stop and join premades.
I have seen many good tanks, but havent seen good healers yet, which is a mystery.
VaranisArano wrote: »
I guess you'll just have to weigh for yourself whether the inconvenience of joining/making a pre-made group with a healer who's up to your standards is better or worse than the inconvenience of queuing up for random and getting "bad" healers [snip]
Both of those seem somewhat inconvenient to me.
After healing for 2 years, i've been tanking dungeons for several weeks and realized there are a lot of bad healers.
1/3 of healers are DDs with only self heal slotted, even on veteran.
1/3 of healers are not using spell power cure set, a must-have set for healers. I can see a big difference in my own damage when this set is not present.
1/3 of healers are using Hollowfang set, which is mostly useless: 6 meters effect radius and restores only magicka (a lot of DDs are stamina, tank needs mostly stamina).
Many healers are not stacking HoTs and dont know how to emergent burst heal (lots of dead healers and DDs).
For dungeons, i consider Spell Power Cure + Powerful Assault + Symphony of Blades to be BIS: +730 weapon/spell damage and main resource regeneration when needed. Haven't yet met a healer using this combo.
I thought WGT is a free DLC for everyone, it's also a very easy dungeon. Tanks need pierce armor and pull, which cost stamina, otherwise they are not doing their job.etchedpixels wrote: »Whilst SPC is a very good set it's one a lot of players won't have ground dungeons to get. It's also btw not true that tanks always mostly need stamina, there are plenty of magtanks in the world too.
I dont do base game normal dungeons as it's just a mess that can be soloed by 1 DD. If you try a veteran DLC dungeons:etchedpixels wrote: »So I have a bunch of fancy healing sets and staves (master's, black rose etc). In normal dungeon content I don't normally run most of them because it's not what the group actually needs.
1. They don't need that many heals, even when doing DS2
2. For a four man dungeon I can either give two DDs a damage buff or deal damage. Guess which is the win. Trials are different. In a trial I'm buffing 8 or 9 DDs for damage.
So I generally run winters respite and proc it with exploding wall flipping back to the masters resto now and then to top people up and keep up combat prayer. I don't need a second healer set and I spend most of my time blowing up trash instead.
When doing PUGs, people may know mechanics, but not have enough experience with them, so having sufficient healing is important.Stacking HoT's isn't needed either if the group knows mechanics. Overhealing's easy and necessary for SPC, but otherwise wasting a healer's resources.
/script JumpToHouse("@Paramedicus")↑↑↑ Feel free to visit my house if you need to use Transmute Station or vet Trial Dummy with buffs and Aetherial Well (look for the Harrowing Reaper on the northern rock wall) ↑↑↑
Paramedicus wrote: »there are too many bad healers in dungeons because they arent needed that much. If there was enough pressure to git gut, players would git gut (at least some of them).
Enemy's damage in dungs is usually too low, and self-heals too good, so true healer isnt needed in 95% of cases.
Damage gap between good DD and some casual PVEer/typical PVPer is so big that using damage/sustain buffs/sets is a risk (you can actually lower chances to finish the dung if you go full support instead going DD).
It's a game design flaw.