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Healing Ritual Suggestion: The Crystal Frags effect.

Fizzlewizzle
Fizzlewizzle
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A very simple suggestion, which i think will balance healing Ritual and make it USEFUL!!!
Give Healing Ritual (And Morphs) a chance to become instant cast when using other spells (maybe even with the cast cost reduction).
Keeping this in spoiler, as it is an idea though less well received.
Another suggestion, although sort of the same:
Make the healing a lot more powerful, but increase the default casting time by an significant amount.

The basic skill:
- Increase Healing done by 100-200%.
- Increase Casting time by 150-300% (5-8 seconds).
- Give it the Crystal Frags Proc chance effect for instant casting (not really a need for the cost reduction with this one).

The Proc chance should be a bit lower than with Crystal Frags, starting at 20% up till 24% at rank 4. (Frags has 35%).
Morph 1 could reduce the casting time. Half a second if you start at 5 seconds or 1 second if it has a 8 second casting time for each rank it goes up.
(Rank 4 would give you a 3 or 4 second casting time)

Morph 2 could increase the proc chance by 1-2% for each rank it goes up.
(Rank 1 could be 25% and rank 4 could be 30%).

Rushed Ceremony could potentially get a rework to make it a less costly and more player friendly healing skill.
Something like the Siphoning skills, but without the damage of course.
Edited by Fizzlewizzle on September 21, 2015 9:44PM
Mending-The-Wounded, Aldmeri Dominion, Templar.
  • notimetocare
    notimetocare
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    So you want to give the only class with an instant cast power heal another instant cast power heal that is mass aoe?
  • notimetocare
    notimetocare
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    Excluding my obvious first comment. An increased cast time would never ever be used. The heal is already strong, it just takes too long to cast so it sucks. Double or triple strength with a chance to be instant cast is op enough to earn your suggestion a laughable quality.
  • Fizzlewizzle
    Fizzlewizzle
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    So you want to give the only class with an instant cast power heal another instant cast power heal that is mass aoe?
    Yes, because Healing Ritual currently has no use in any sort of healing rotation. Although it is a decent burst heal the casting time makes it impossible to use. If your allies are affected by low damage you won't need a burst heal, and if they are hurt by larger numbers, and they need a burst heal, you have no use for a skill with a casting time.

    Although it might be an unpopular opinion, i think that a burst heal shouldn't be something you can spam mindlessly.
    Templars have 2 Burst heals, one which can be spammed mindlessly (Rushed Ceremony) and one with a Casting time (Healing Ritual).
    There is no real drawback (besides maybe magicka cost, which can be countered) to using Rushed Ceremony, making Healing Ritual (although it heals slightly more) not worth considering.

    Templars have no real "starter" skill when it comes to the Restoring Light tree.
    Your first skill is basically your endgame healer skill. No warm-ups, no sustain healing skill. Just a Burst, Magicka devouring, healing skill.
    Replacing Rushed Ceremony with a more basic healing skill with less cost, and changing Healing Ritual (using the proc effect) into the burst heal would make the skill tree a lot more smooth.

    Something for Rushed Ceremony:
    Rushed Ceremony:
    Heal 1 target for around 20% of the current healing power per tick, for 4 ticks with a 0.5 second time gap between ticks.
    (80% of the current healing power over 2 seconds.)
    Honor the Dead:
    Heal 1 target for around 20% of the current healing power per tick, for 4 ticks with a 0.5 second time gap between ticks.
    Healing a target below 70% health Restores 15% of the ability cost every 2 seconds for 8 seconds.

    Breath of Life:
    Heal 1 target for around 20% of the current healing power per tick, for 4 ticks with a 0.5 second time gap between ticks.
    Heal an additional 2 targets for around 12.5% of the current healing power per tick, for 4 ticks with a 0.5 second time gap between ticks.



    Then use that (or another spell) to trigger the Burst heal proc chance.
    With Frags you get X seconds (i believe 10 or so) to activate the proc to cast the instant Frags.
    With the Healing Ritual suggestion you could keep renewing the timer (by triggering the proc chance again with any magic skill) and save your burst heal until the time you will need it most.

    Would be the main reason for a more powerful heal, as well as a longer casting time:
    - Best used when proced, so no spam (a decent heal in return for no spam option).
    - A longer casting time to not make it OP for people who decide to spam it anyway.

    The old Healing Ritual (Pre-Ic, since they put a ninja nerf on it during that update) healed double it does now.The 100% boost would bring it back to Pre-IC standard, which i don't think isn't that bad for a Burst heal with casting time (or for which you need a proc chance).
    Mending-The-Wounded, Aldmeri Dominion, Templar.
  • Digiman
    Digiman
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    It's fine the way it is, or as eric wrobel would think: Perfect for cloth.

    Honestly what were you thinking? That cloth wearing healers would get a simple break especially with magicka DPS cloth clasters in the patch era of Shield breaker? Point is, no sane person would replace healing with shield stacking that cloth wearers were forced into so they could survive.
  • Fizzlewizzle
    Fizzlewizzle
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    Digiman wrote: »
    It's fine the way it is, or as eric wrobel would think: Perfect for cloth.

    Honestly what were you thinking? That cloth wearing healers would get a simple break especially with magicka DPS cloth casters in the patch era of Shield breaker? Point is, no sane person would replace healing with shield stacking that cloth wearers were forced into so they could survive.

    Okay... what in Sheogorath's name are you talking about?
    I can't make much sense of what you just wrote. Never did i talk about shields, DPS, cloth or anything you just wrote down.
    Only thing i talked about was healing skills (and a special feature on a DPS skill of Sorcs).

    I'm confused.
    Mending-The-Wounded, Aldmeri Dominion, Templar.
  • CP5
    CP5
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    You, realize how insane of a heal that would be, right? I'm all for unpopular skills and I use healing ritual frequently, and it is not weak, buffing its power by 100-200%, and instant cast chance?
  • Fizzlewizzle
    Fizzlewizzle
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    CP5 wrote: »
    You, realize how insane of a heal that would be, right? I'm all for unpopular skills and I use healing ritual frequently, and it is not weak, buffing its power by 100-200%, and instant cast chance?
    Alright, ill put the buff on healing power on the back-burner for now.
    Would the instant cast proc chance be a decent optional addition to the skill, to make it more useful?
    Mending-The-Wounded, Aldmeri Dominion, Templar.
  • Toast_STS
    Toast_STS
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    I just started using ritual of rebirth in IC. Ditched my resto staff for a frost staff because healing ward is tiny now and cannot crit. The crits on RoR inside my rune focus can heal me for about half of my life. It's an excellent solo heal already, just tricky to use. It also has the best heal to magicka cost ratio so it's useful for my spell damage build. Not very useful for group heals however.
    VR14 DK Leaps-in-keeps
  • CP5
    CP5
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    CP5 wrote: »
    You, realize how insane of a heal that would be, right? I'm all for unpopular skills and I use healing ritual frequently, and it is not weak, buffing its power by 100-200%, and instant cast chance?
    Alright, ill put the buff on healing power on the back-burner for now.
    Would the instant cast proc chance be a decent optional addition to the skill, to make it more useful?

    It wouldn't be as insane (was able to pull some large aoe heals off of it pre update, haven't been on my healing templar yet), but I would have to wait and see, it could push it to 'usable' by most since it is often overlooked, just thinking on it a range buff of some sorts would likely go far without pushing the skill to much into the realm of 'excessively powerful'.
  • Merlight
    Merlight
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    Alright, ill put the buff on healing power on the back-burner for now.
    Would the instant cast proc chance be a decent optional addition to the skill, to make it more useful?

    More than useful, IMO, it'd be pretty OP. I haven't played templar much yet (level 35). I only slot healing wait-for-it ritual for keep defenses and find it difficult to use effectively (took the shorter cast morph), as you wrote -- when you finish casting, those who needed the heal are already dead. I'd like to see it improved somehow, but instant cast would be too much.
    EU ‣ Wabbajack nostalgic ‣ Blackwater Blade defender ‣ Kyne wanderer
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  • FriedEggSandwich
    FriedEggSandwich
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    Not massively experienced with templar, I have one but have never used him seriously. From videos I've seen of people completing end game pve content I got the impression that the templar heals with cast time are meant to be used pre-emptively. So you predict big damage and start casting before the damage hits so that the heal is already being cast when the damage hits. This is more of a pve strat than pvp though I think.
    Edited by FriedEggSandwich on September 22, 2015 1:00AM
    PC | EU
  • notimetocare
    notimetocare
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    So you want to give the only class with an instant cast power heal another instant cast power heal that is mass aoe?
    Yes, because Healing Ritual currently has no use in any sort of healing rotation. Although it is a decent burst heal the casting time makes it impossible to use. If your allies are affected by low damage you won't need a burst heal, and if they are hurt by larger numbers, and they need a burst heal, you have no use for a skill with a casting time.

    Although it might be an unpopular opinion, i think that a burst heal shouldn't be something you can spam mindlessly.
    Templars have 2 Burst heals, one which can be spammed mindlessly (Rushed Ceremony) and one with a Casting time (Healing Ritual).
    There is no real drawback (besides maybe magicka cost, which can be countered) to using Rushed Ceremony, making Healing Ritual (although it heals slightly more) not worth considering.

    Templars have no real "starter" skill when it comes to the Restoring Light tree.
    Your first skill is basically your endgame healer skill. No warm-ups, no sustain healing skill. Just a Burst, Magicka devouring, healing skill.
    Replacing Rushed Ceremony with a more basic healing skill with less cost, and changing Healing Ritual (using the proc effect) into the burst heal would make the skill tree a lot more smooth.

    Something for Rushed Ceremony:
    Rushed Ceremony:
    Heal 1 target for around 20% of the current healing power per tick, for 4 ticks with a 0.5 second time gap between ticks.
    (80% of the current healing power over 2 seconds.)
    Honor the Dead:
    Heal 1 target for around 20% of the current healing power per tick, for 4 ticks with a 0.5 second time gap between ticks.
    Healing a target below 70% health Restores 15% of the ability cost every 2 seconds for 8 seconds.

    Breath of Life:
    Heal 1 target for around 20% of the current healing power per tick, for 4 ticks with a 0.5 second time gap between ticks.
    Heal an additional 2 targets for around 12.5% of the current healing power per tick, for 4 ticks with a 0.5 second time gap between ticks.



    Then use that (or another spell) to trigger the Burst heal proc chance.
    With Frags you get X seconds (i believe 10 or so) to activate the proc to cast the instant Frags.
    With the Healing Ritual suggestion you could keep renewing the timer (by triggering the proc chance again with any magic skill) and save your burst heal until the time you will need it most.

    Would be the main reason for a more powerful heal, as well as a longer casting time:
    - Best used when proced, so no spam (a decent heal in return for no spam option).
    - A longer casting time to not make it OP for people who decide to spam it anyway.

    The old Healing Ritual (Pre-Ic, since they put a ninja nerf on it during that update) healed double it does now.The 100% boost would bring it back to Pre-IC standard, which i don't think isn't that bad for a Burst heal with casting time (or for which you need a proc chance).

    You are failing to realize that it is already a competitive heal, but healing springs functions better. Templar are already the only healer that cane regenerate stamina for the group, cleanse without doing pvp, and have a strong healing ult (tether is nowhere near as good), yet you still see no issue giving them the best heal in the game? You are utterly ignorant.
  • Soulshine
    Soulshine
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    This keeps coming up every so often. It sounds pretty OP to me, @Fizzlewizzle

    I think in general terms, there has always been a lot of misunderstanding about healing in this game and especially how it works with a Templar. Where use of Healing Ritual (Lingering Ritual morph in my case) is concerned, make that double. It seem to me there is a huge amount of untapped skill a lot of people overlook in favor of the easy-spam-a-button that is BoL, especially given the huge magicka pools some people are getting from CPs/gear combo last few months.

    I realize I'm in a very small minority of Templars that use this heal regularly, but I can assure you I have used it in all vet content with no problems whatsoever, especially since the changes to this skill and those to BoL in update 6. If I did not use it, frankly I cannot imagine getting through some situations without resorting to spamming heals needlessly, when I could instead keep people healthy in one go and then get on with dps to help get everything done that much quicker.

    Still most people fail to see any value in it HR whatsoever because of the cast time alone, despite its low cost, huge heal, and reliability compared to the increased cost and reduction in effectiveness of BoL since update 5.

    I think there are three issues with many players that continue to make HR impractical for their use in some groups:

    a) I have seen many a healer in the game refuse to move when casting anything, let alone this skill. o.O
    They don't move with their team and then blame the team for moving away. It goes both ways. They usually tend to claim HR is bad because of the proximity needed. Well, you can move (albeit yes more slowly), while casting this. It works wonders.

    b) I have seen an extremely heavy reliance from many Templars on just spamming BoL reactive heals post damage vs. proactive damage dealing and healing in anticipation of damage spikes, especially in boss fights. Templars are uniquely made to do this yet I see few engage in it. Extended Ritual has always been on my bar for certain instances specifically for this reason. It is a lot easier to keep people topped up than to bring them back from the brink of 10% when another massive AoE is about to slam everyone.

    c) Many groups still do not know how to move as one in situations where it is absolutely essential to do so. A lot of people like to think the healer will just heal them through anything, even when they are "standing in stupid," let alone 40 meters away from the rest of the team and an aura heal, let alone auras from other players like DKs. For such situations, not even BoL is going to help. People need to learn to stay closer to each other and only be spreading out really far if there is a mechanic in the instance which demands it.

    In such instances that do require the party to spread out and constantly move quite far from each other, different heals are definitely much more appropriate than HR so I am not saying it is applicable for everything.

    But especially once you get to know an instance, it is very easy to not use BoL at ALL, if you are focused on adding damage at all times, and healing only where incoming damage is at it's peak. HR for this is pretty ideal IMHO. It's just a shame so few people realize its benefits.
  • snackrat
    snackrat
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    The frags would be the ONLY useful form. When it comes to healing, you only want big amounts as an Emergency Button. Otherwise, you're either cast preventively (and wasting mana on giant heals that are largely unneeded) or reactively (and not healing in time before they die because cast times are too long).

    I agree a change needs to be made, but this isn't it. Not for a heal spell.
  • Fizzlewizzle
    Fizzlewizzle
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    So you want to give the only class with an instant cast power heal another instant cast power heal that is mass aoe?
    Yes, because Healing Ritual currently has no use in any sort of healing rotation. Although it is a decent burst heal the casting time makes it impossible to use. If your allies are affected by low damage you won't need a burst heal, and if they are hurt by larger numbers, and they need a burst heal, you have no use for a skill with a casting time.

    Although it might be an unpopular opinion, i think that a burst heal shouldn't be something you can spam mindlessly.
    Templars have 2 Burst heals, one which can be spammed mindlessly (Rushed Ceremony) and one with a Casting time (Healing Ritual).
    There is no real drawback (besides maybe magicka cost, which can be countered) to using Rushed Ceremony, making Healing Ritual (although it heals slightly more) not worth considering.

    Templars have no real "starter" skill when it comes to the Restoring Light tree.
    Your first skill is basically your endgame healer skill. No warm-ups, no sustain healing skill. Just a Burst, Magicka devouring, healing skill.
    Replacing Rushed Ceremony with a more basic healing skill with less cost, and changing Healing Ritual (using the proc effect) into the burst heal would make the skill tree a lot more smooth.

    Something for Rushed Ceremony:
    Rushed Ceremony:
    Heal 1 target for around 20% of the current healing power per tick, for 4 ticks with a 0.5 second time gap between ticks.
    (80% of the current healing power over 2 seconds.)
    Honor the Dead:
    Heal 1 target for around 20% of the current healing power per tick, for 4 ticks with a 0.5 second time gap between ticks.
    Healing a target below 70% health Restores 15% of the ability cost every 2 seconds for 8 seconds.

    Breath of Life:
    Heal 1 target for around 20% of the current healing power per tick, for 4 ticks with a 0.5 second time gap between ticks.
    Heal an additional 2 targets for around 12.5% of the current healing power per tick, for 4 ticks with a 0.5 second time gap between ticks.



    Then use that (or another spell) to trigger the Burst heal proc chance.
    With Frags you get X seconds (i believe 10 or so) to activate the proc to cast the instant Frags.
    With the Healing Ritual suggestion you could keep renewing the timer (by triggering the proc chance again with any magic skill) and save your burst heal until the time you will need it most.

    Would be the main reason for a more powerful heal, as well as a longer casting time:
    - Best used when proced, so no spam (a decent heal in return for no spam option).
    - A longer casting time to not make it OP for people who decide to spam it anyway.

    The old Healing Ritual (Pre-Ic, since they put a ninja nerf on it during that update) healed double it does now.The 100% boost would bring it back to Pre-IC standard, which i don't think isn't that bad for a Burst heal with casting time (or for which you need a proc chance).

    You are failing to realize that it is already a competitive heal, but healing springs functions better. Templar are already the only healer that can regenerate stamina for the group, cleanse without doing pvp, and have a strong healing ult (tether is nowhere near as good), yet you still see no issue giving them the best heal in the game? You are utterly ignorant.
    It is indeed a competitive heal when it comes to the amounts it heals. But, as you mentioned already, functionality is a big factor. With damage you can make up quantity with quality. Might not hit often, but as long as you hit hard it doesn't really matter. With healing you face the problem that when you need the Quality (aka, a big heal) you don't have the time to wait for it, and thus are forced to basically only work with fast (lower healing) skills like Healing Springs or Breath of Life.

    The Stamina regen (for groups) isn't really something which you can use as an excuse to say a Templar wouldn't need something new/ some updates. Every class has some special thing (or things) which other classes don't have.
    Its not like no other class can regen their own stamina using skills (or passives), it's just that the Templar has the option to actually help other classes so they can focus on other things.
    The Cleanse skill (unlike the Alliance war one) requires other people to use the synergy. A Templar can't cleanse you (like everyone could with the Alliance war Tree), you still have to cleanse yourself. A Templar can only provide you the option to do so.
    As for Tether... The Healing Ult doesn't deal any damage. Would be uber OP for NB's to be able to compete with Templar Ult heal AND deal decent damage. It's an either/or situation. Templar heal, with a secondary effect of being invulnerable to CC where Nightblades Deal damage, with a secondary effect that heals them.

    @Soulshine
    I have used Ritual of Rebirth in a lot of VR dungeons, and most of what you mentioned i have noticed myself.
    People are running around the dungeon in disorder without taking their teammates into account. Keeping your heals on a Tank keeping the boss occupied while some idiot with a bow expects you to heal him while he stands the maximum range away from the boss drawing unnecessary aggro from adds.
    From all my runs with Ritual of Rebirth healing i have only run with 1 group (of random people) who knew how to work together making my job easier. The last few runs i've done (without Ritual) i didn't know where my teammates were half of the time because everyone keeps running around instead of actually attacking the bosses.

    Long story short...
    As a skill on itself healing Ritual is a decent skill. It is however impossible to use because of all those "experienced" idiots who can't seem to work together.
    A huge range increase in the skill could work, but that would lead to other problems (i think).
    A Instant proc would fix a lot for the skill. You could keep longer range (weaker) heals up on the idiots while the people who actually need it can be saved with an active proc chance.
    Mending-The-Wounded, Aldmeri Dominion, Templar.
  • Kahen40k
    Kahen40k
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    I honestly cannot think of any situation in any dungeons or trials where this heal could be barely useful.
  • eliisra
    eliisra
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    Healing Ritual was always the worse templar skill in the game.

    In PvP: The casting time means you're going to get cc'ed or interrupted 50% of the time trying to get it of. I actually played around with it a lot, and that was the sad result. Heals that only works while having cc-immunity + snare immunity or immovable pot is sort of pointless to slot.

    The tiny radius of the skill means it only works for stacked lag blobs. Smaller groups needs max movement and more reactive spreading, to stay alive. They cant stand tightly in one place and spam, so Healing Ritual is going to be garbage.

    In PvE: Dungeons and trials needs instant healing due to the nature of bursty incoming dmg, not 2 seconds later. You cant really stand stacked on top of each other in PvE either. You need to move around, meaning heals require range or "aiming" like GTAoE.

    I dont want the OP's idea though. Please no rng based "proc" heal.

    Rather they nerf the strengths of the skill massively. Make it much weaker and more of a bread and butter AoE, with bigger range/radius and almost instant cast time. While not to original I know, the skill would at least be slotted and used at times. They could also give us a completely new skill :smile:
  • Soulshine
    Soulshine
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    To the naysayers on usage of HR in dungrons and trials, a typical response I am more than aware of, I have used it to fantastic effect on a regular basis so again. disparaging it merely for favoring other strats does not mean this skill is or has ever only been total crap. Not all hralers and not all teams work in the same ways. Relying on only one way to heal is also part of why non templar healers tend to get grief as well. Would I like to see HR range increased or cast time decreased, sure - what Templar would not want it? Reality is it isnt needed. The skill perfectly useful as is.
  • Anhedonie
    Anhedonie
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    Healing Ritual is perfectly balanced spell. Probably, one of the best balanced. I know a lot of people who are using it. There is no need to *** up this spell. It simply requires some practice to make this spell work.
    So...it's l2p issue, OP =)
    Edited by Anhedonie on September 22, 2015 10:31PM
    Profanity filter is a crime against the freedom of speech. Also gags.
  • lolo_01b16_ESO
    lolo_01b16_ESO
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    Anhedonie wrote: »
    Healing Ritual is perfectly balanced spell. Probably, one of the best balanced. I know a lot of people who are using it. There is no need to *** up this spell. It simply requires some practice to make this spell work.
    So...it's l2p issue, OP =)

    Can you enlighten me, how I have to use this skill? I'm open minded for creative and uncommen builds, but I didn't find it usefull anywhere else than on the non vet campaign, where most people don't know how to bash.
    My experience so far:
    In trials the damage over time is too high, even if I heal for 30k ever 2 sec, most people will die at the mage, the warrior, mantikora or the serpent.
    In most (vet) dungeons it's possible to heal with that skill, but other heals will allow you to have better group support and faster reaction time in case of an emergency without loosing anything.
    In solo PvP you only have an advantage against bad players and to be honest, if someone doesn't know how to bash, I won't need a super strong heal to beat him.
    In small scale PvP it's hard to predict incomming damage 2 sec before it happens and even if you manage to do so, your whole group looses mobility and doesn't get healed if any skilled enemy is focussing you.
    Edited by lolo_01b16_ESO on September 22, 2015 11:01PM
  • Anhedonie
    Anhedonie
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    Anhedonie wrote: »
    Healing Ritual is perfectly balanced spell. Probably, one of the best balanced. I know a lot of people who are using it. There is no need to *** up this spell. It simply requires some practice to make this spell work.
    So...it's l2p issue, OP =)

    Can you enlighten me, how I have to use this skill? I'm open minded for creative and uncommen builds, but I didn't find it usefull anywhere else than on the non vet campaign, where most people don't know how to bash.
    My experience so far:
    In trials the damage over time is too high, even if I heal for 30k ever 2 sec, most people will die at the mage, the warrior, mantikora or the serpent.
    In most (vet) dungeons it's possible to heal with that skill, but other heals will allow you to have better group support and faster reaction time in case of an emergency without loosing anything.
    In solo PvP you only have an advantage against bad players and to be honest, if someone doesn't know how to bash, I won't need a super strong heal to beat him.
    In small scale PvP it's hard to predict incomming damage 2 sec before it happens and even if you manage to do so, your whole group looses mobility and doesn't get healed if any skilled enemy is focussing you.

    Choose the right moment. Look at the stats of this spell. It synergies well with extended ritual/rapid regeneration. Magicka cost is low, so you can use it when you're running out of resources in combination with runed focus. Use it in small rooms.
    I find this spell extremely useful, especially in dungeons like vWGT. And you still can throw spears, orbs and use repentance.
    And don't forget the most important thing about (not only that) skill - healer's effectiveness partially depends on his party members.

    In PVP you won't pick that spell, sure. Because mobility is far more important, but that skill is more suited for pve.
    As for trials, I don't find any difficulty in using it.
    Edited by Anhedonie on September 22, 2015 11:18PM
    Profanity filter is a crime against the freedom of speech. Also gags.
  • ArcaneBlue
    ArcaneBlue
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    how about making it a smaller, weaker version of remembrance?
    with a (much) smaller radius/HoT so remembrance and its morphs don't lose their usefulness?
    I won't do numbers because numbers give me a headache lol

    *edit* leave the other restoring light abilities alone, and maybe give resto +stamina recovery so non templar healers can help tanks/DDs restore stam as well
    Edited by ArcaneBlue on September 23, 2015 12:13AM
    #teamEmeric
  • Kahen40k
    Kahen40k
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    Anhedonie wrote: »
    Anhedonie wrote: »
    Healing Ritual is perfectly balanced spell. Probably, one of the best balanced. I know a lot of people who are using it. There is no need to *** up this spell. It simply requires some practice to make this spell work.
    So...it's l2p issue, OP =)

    Can you enlighten me, how I have to use this skill? I'm open minded for creative and uncommen builds, but I didn't find it usefull anywhere else than on the non vet campaign, where most people don't know how to bash.
    My experience so far:
    In trials the damage over time is too high, even if I heal for 30k ever 2 sec, most people will die at the mage, the warrior, mantikora or the serpent.
    In most (vet) dungeons it's possible to heal with that skill, but other heals will allow you to have better group support and faster reaction time in case of an emergency without loosing anything.
    In solo PvP you only have an advantage against bad players and to be honest, if someone doesn't know how to bash, I won't need a super strong heal to beat him.
    In small scale PvP it's hard to predict incomming damage 2 sec before it happens and even if you manage to do so, your whole group looses mobility and doesn't get healed if any skilled enemy is focussing you.

    Choose the right moment. Look at the stats of this spell. It synergies well with extended ritual/rapid regeneration. Magicka cost is low, so you can use it when you're running out of resources in combination with runed focus. Use it in small rooms.
    I find this spell extremely useful, especially in dungeons like vWGT. And you still can throw spears, orbs and use repentance.
    And don't forget the most important thing about (not only that) skill - healer's effectiveness partially depends on his party members.

    In PVP you won't pick that spell, sure. Because mobility is far more important, but that skill is more suited for pve.
    As for trials, I don't find any difficulty in using it.

    Vet WGT?? Have you ever entered it?

    Here are some examples to why this heal is terrible:

    Trash - the danger is when tank lose one or when the fire arrow hit the ground; in the first case, you have to heal right away or the person with aggro will die and on the second, spamming BoL is barely enough to keep the party alive. Healing Ritual is not only too slow to cast, but you as healer will also risk to get more fire, because the reduce moviment speed.

    First boss - The party need to spread a bit, fire damage has to be healed right away, the tank is not in 10m range, you cannot block the adds and the oneshot attack, cage...

    Second Boss - when the aoe damage come the party has to spread, so Healing Ritual is useless and for the rest of the fight, if you stay in 10m from the dual weild guy, you will die from steel tornado, since block is impossible on channel.

    Third boss - LoL

    Molag Kena - party has to move when aoe damage come and its also better to be a bit spreaded all the fight, tank get way too much damage and its impossible to time it, on the lightining waves everyone is on a different spot and if one get hit by it, he will die in 2 second, unless he have a shield on (assuming he is in range). On HM, is not even worse, it will get you killed by the spinning lightining.

    And don't get me started on prison....


    Wanna talk about trials?

    AA

    First boss - MAYBE if you time it perfectly, but why not spam healing springs instead?

    Second Boss - same as before

    Third boss - Party has to spread

    Mage - Party has to spread, even more on HM

    HR

    First Boss - Party has to spread

    Second boss - Left side, same as trash on WGT when the fire hit, right side party has to spread when aoe damage come

    Warrior - Party usually is all over the room to intercept adds, plus you have to interrupt it if you get target by the jump or the shield. On the aoe phase is too slow and ppl will die unless you spam healing springs because damage come too fast. Even worse in HM, because all hit harder.

    SO

    First Boss - on the starting phase, everyone is all over the room and you must run from gayser; on the phase where you hug the boss the aoe damage come from stomp and spears; on stomp you cannot use it, because of block. Maybe it can be cast after, but honestly, spamming healing springs when the room goes red is a much more better and safer choice. On spears, if you use the 3 man group running, they'll be out of range and if you all stay on tank and move with him, you'll get pinned when it land. In addition to all that, tank need costant heals.

    Second Boss - Adds does too much damage too fast and you need to block when the stomp come.

    Third Boss - as easy as it is, anything is fine (i guess), but there isn't enough aoe damage to justify it.

    Serpent - Way too slow for poison phase and on HM you have to run from the bombs so you cannot cast it

    As for veteran dungeons, if we don't consider that BoL heal 3 ppl instead of 4 and by the time Healing Ritual land, you can cast 2 of them, lets have a look at the hardest encounters:

    COA

    First boss - party has to spread

    Seocond Boss - party has to spread

    Third Boss - Party has to spread

    Skoria - aoe has to be healed right away and you must get away from the dots on the ground. When platform explode its useless.

    COH

    Last Boss - Party has to spread and on the charges in the sword phase you must block

    Darckshade

    Last Boss - On fire you have to run from the bombs and the party will be out of range, on lightining you must block the adds and on green is too slow to keep up the dot

    Fungal

    Harvester Boss - Party is spread and you need to get away from the bombs and you cannot be close to the tank

    Last boss - Too slow for the aoe phase


    I can go on and on with example, but theren't is a single encounter where Healing Ritual is a better choice compared to BoL or Healing Springs, and please stop pretending to have finished end game content using that as main heal, you either had a very good group that didn't require much healing and a self sustaining tank or the other healer was doing all the job.

    In conclusion, Healing Ritual is garbage, no matter how much you like it, the other party members won't.

    My suggestion to change it, one morph should be something like vigor, insta cast and lets say around 10k HoT over 10 seconds and the other a HoT of about 2.5k every 0,5 seconds if you stay in range and a 5k heal when the channel end.

  • myrrrorb14_ESO
    myrrrorb14_ESO
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    I like this ability. Its a big aoe heal, synergies well with passives and resto staff. The cast time is a bit much, so harder to do for solo play. But if you pay attention to the flow of battle can be a lifesaver for the whole group.

    When taking a keep this ability made the difference.
  • Emma_Overload
    Emma_Overload
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    Excluding my obvious first comment. An increased cast time would never ever be used. The heal is already strong, it just takes too long to cast so it sucks. Double or triple strength with a chance to be instant cast is op enough to earn your suggestion a laughable quality.

    None of the heals in game, including Templar skills are anywhere near "OP". There are guys in IC spamming 12K Wrecking Blows. Where is the heal for that?

    Healing needs to be buffed considerably, probably by 200%, in order to keep up with the damage min-maxers.
    #CAREBEARMASTERRACE
  • Fizzlewizzle
    Fizzlewizzle
    ✭✭✭✭
    Kahen40k wrote: »
    Anhedonie wrote: »
    Anhedonie wrote: »
    Healing Ritual is perfectly balanced spell. Probably, one of the best balanced. I know a lot of people who are using it. There is no need to *** up this spell. It simply requires some practice to make this spell work.
    So...it's l2p issue, OP =)

    Can you enlighten me, how I have to use this skill? I'm open minded for creative and uncommen builds, but I didn't find it usefull anywhere else than on the non vet campaign, where most people don't know how to bash.
    My experience so far:
    In trials the damage over time is too high, even if I heal for 30k ever 2 sec, most people will die at the mage, the warrior, mantikora or the serpent.
    In most (vet) dungeons it's possible to heal with that skill, but other heals will allow you to have better group support and faster reaction time in case of an emergency without loosing anything.
    In solo PvP you only have an advantage against bad players and to be honest, if someone doesn't know how to bash, I won't need a super strong heal to beat him.
    In small scale PvP it's hard to predict incomming damage 2 sec before it happens and even if you manage to do so, your whole group looses mobility and doesn't get healed if any skilled enemy is focussing you.

    Choose the right moment. Look at the stats of this spell. It synergies well with extended ritual/rapid regeneration. Magicka cost is low, so you can use it when you're running out of resources in combination with runed focus. Use it in small rooms.
    I find this spell extremely useful, especially in dungeons like vWGT. And you still can throw spears, orbs and use repentance.
    And don't forget the most important thing about (not only that) skill - healer's effectiveness partially depends on his party members.

    In PVP you won't pick that spell, sure. Because mobility is far more important, but that skill is more suited for pve.
    As for trials, I don't find any difficulty in using it.
    Vet WGT?? Have you ever entered it?

    Here are some examples to why this heal is terrible:

    Trash - the danger is when tank lose one or when the fire arrow hit the ground; in the first case, you have to heal right away or the person with aggro will die and on the second, spamming BoL is barely enough to keep the party alive. Healing Ritual is not only too slow to cast, but you as healer will also risk to get more fire, because the reduce moviment speed.

    First boss - The party need to spread a bit, fire damage has to be healed right away, the tank is not in 10m range, you cannot block the adds and the oneshot attack, cage...

    Second Boss - when the aoe damage come the party has to spread, so Healing Ritual is useless and for the rest of the fight, if you stay in 10m from the dual weild guy, you will die from steel tornado, since block is impossible on channel.

    Third boss - LoL

    Molag Kena - party has to move when aoe damage come and its also better to be a bit spreaded all the fight, tank get way too much damage and its impossible to time it, on the lightining waves everyone is on a different spot and if one get hit by it, he will die in 2 second, unless he have a shield on (assuming he is in range). On HM, is not even worse, it will get you killed by the spinning lightining.

    And don't get me started on prison....


    Wanna talk about trials?

    AA

    First boss - MAYBE if you time it perfectly, but why not spam healing springs instead?

    Second Boss - same as before

    Third boss - Party has to spread

    Mage - Party has to spread, even more on HM

    HR

    First Boss - Party has to spread

    Second boss - Left side, same as trash on WGT when the fire hit, right side party has to spread when aoe damage come

    Warrior - Party usually is all over the room to intercept adds, plus you have to interrupt it if you get target by the jump or the shield. On the aoe phase is too slow and ppl will die unless you spam healing springs because damage come too fast. Even worse in HM, because all hit harder.

    SO

    First Boss - on the starting phase, everyone is all over the room and you must run from gayser; on the phase where you hug the boss the aoe damage come from stomp and spears; on stomp you cannot use it, because of block. Maybe it can be cast after, but honestly, spamming healing springs when the room goes red is a much more better and safer choice. On spears, if you use the 3 man group running, they'll be out of range and if you all stay on tank and move with him, you'll get pinned when it land. In addition to all that, tank need costant heals.

    Second Boss - Adds does too much damage too fast and you need to block when the stomp come.

    Third Boss - as easy as it is, anything is fine (i guess), but there isn't enough aoe damage to justify it.

    Serpent - Way too slow for poison phase and on HM you have to run from the bombs so you cannot cast it

    As for veteran dungeons, if we don't consider that BoL heal 3 ppl instead of 4 and by the time Healing Ritual land, you can cast 2 of them, lets have a look at the hardest encounters:

    COA

    First boss - party has to spread

    Seocond Boss - party has to spread

    Third Boss - Party has to spread

    Skoria - aoe has to be healed right away and you must get away from the dots on the ground. When platform explode its useless.

    COH

    Last Boss - Party has to spread and on the charges in the sword phase you must block

    Darckshade

    Last Boss - On fire you have to run from the bombs and the party will be out of range, on lightining you must block the adds and on green is too slow to keep up the dot

    Fungal

    Harvester Boss - Party is spread and you need to get away from the bombs and you cannot be close to the tank

    Last boss - Too slow for the aoe phase


    I can go on and on with example, but theren't is a single encounter where Healing Ritual is a better choice compared to BoL or Healing Springs, and please stop pretending to have finished end game content using that as main heal, you either had a very good group that didn't require much healing and a self sustaining tank or the other healer was doing all the job.
    In conclusion, Healing Ritual is garbage, no matter how much you like it, the other party members won't.

    My suggestion to change it, one morph should be something like vigor, insta cast and lets say around 10k HoT over 10 seconds and the other a HoT of about 2.5k every 0,5 seconds if you stay in range and a 5k heal when the channel end.
    A lot of text, but no way i can deny any of what you just mentioned.
    There are only a select few dungeons (hardly any VR ones) in which you can use Healing Ritual to actually support a group.
    The only VR once i know are the one with the Vampire as endboss (with the 4 victims he drains, which you can't kill for the Gold requirement), and that Giant Dwemer Spider. Idk the actual dungeon names, but i hope people know which i mean.
    Most other dungeons i've run you have to spread out or else you will die because of added damage from (AOE) attacks aimed at your allies.

    Your suggestion for Healing Ritual could also work. They isn't really a decent (non Burts) heal in the Restoring Light tree.
    Would make it a lot easier for people who don't wish to use the Restoration staff.
    Edited by Fizzlewizzle on September 23, 2015 4:48PM
    Mending-The-Wounded, Aldmeri Dominion, Templar.
  • BullNetch
    BullNetch
    ✭✭✭
    Lower the cast time, increase the radius. At least increase the radius. 10m is dinky. It's not instant cast and aimable like Grand Healing. You give up defense, mobility for 2 seconds to cast this spell, it better hit everyone it's supposed to.

    One of things going for the heal is that it builds ultimate with passives.

    Edited by BullNetch on September 24, 2015 8:56AM
  • Fizzlewizzle
    Fizzlewizzle
    ✭✭✭✭
    Been doing some experimenting with the other morphs, which made me come up with another suggestion:

    Healing Ritual:
    Keep it as it is.

    Ritual of Rebirth: A magicka version of Vigor.
    Reduce the healing of the base skill by 75%.
    Make it heal once every 0.5 seconds, for a duration of 5 seconds.

    Lingering Ritual:
    Keep the base heal as it is.
    Make the secondary heal (after 8 seconds) heal as much as the initial heal does.

    Main skill will be the basic healing Ritual we all hate.
    First morph will be a Magicka Vigor Version, so a decent (medium Hot) heal.
    Second morph will shine if you can keep Lingering Spam up, as the lingering will start hitting after the 8 second mark.
    (meaning that you will be healed about once every second, rather than once every 2 seconds.
    Mending-The-Wounded, Aldmeri Dominion, Templar.
  • Spottswoode
    Spottswoode
    ✭✭✭✭✭
    I'm going to regret saying this, but Templar heals are fine as is. Really, it's the other ones we need to be looking at.
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  • Fizzlewizzle
    Fizzlewizzle
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    I'm going to regret saying this, but Templar heals are fine as is. Really, it's the other ones we need to be looking at.
    Although i don't agree with you about the Templar part, might i ask which "other ones" you mean?

    Restoration staffs are the main healing tool for every healer, Templar or otherwise.
    Templars have a convenient tool when it comes to burst healing (BoL, which has a big range and is a Smart Targeting heal), but it's not like you won't find one in the Restoration staff skill tree.
    Blessing of Restoration is a decent Burst heal accessible for everyone. Using it is a bit more tricky then using BoL, as it isn't a smart heal, but with an orderly team it doesn't really matter which one you use as they both heal about the same.

    When talking about heals other classes have, i can't name any besides maybe what the Nightblade has.
    As I'm no expert when it comes to NB, all i can say that the Siphoning tree's healing skills are accompanied with damage (or maybe better, damage is accompanied with healing).
    You can't expect Templar-tier heals while dealing damage at the same time, as Templars don't even have that privilege themselves.



    Mending-The-Wounded, Aldmeri Dominion, Templar.
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