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.notimetocare wrote: »So you want to give the only class with an instant cast power heal another instant cast power heal that is mass aoe?
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.
Alright, ill put the buff on healing power on the back-burner for now.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 wrote: »Alright, ill put the buff on healing power on the back-burner for now.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?
Would the instant cast proc chance be a decent optional addition to the skill, to make it more useful?
Fizzlewizzle wrote: »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?
Fizzlewizzle wrote: »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.notimetocare wrote: »So you want to give the only class with an instant cast power heal another instant cast power heal that is mass aoe?
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).
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.notimetocare wrote: »Fizzlewizzle wrote: »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.notimetocare wrote: »So you want to give the only class with an instant cast power heal another instant cast power heal that is mass aoe?
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.
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
lolo_01b16_ESO 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.
lolo_01b16_ESO 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.
notimetocare wrote: »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.
A lot of text, but no way i can deny any of what you just mentioned.lolo_01b16_ESO 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?In conclusion, Healing Ritual is garbage, no matter how much you like it, the other party members won't.
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.
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.
Although i don't agree with you about the Templar part, might i ask which "other ones" you mean?Spottswoode wrote: »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.