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HPS Calling All Healers!

seitekisaki
seitekisaki
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Hey I was interested in playing around with a Magicka DK as a healer for dungeons and trials next patch. What I want to know from you lovelies out there is your heals per sec in different situations for Templar, Sorc, and Nightblade. This way I can try to make myself as viable as possible. Also can you please suggest gear and skill setups!
  • DschiPeunt
    DschiPeunt
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    HPS is worth nothing. Keep the people alive is what counts. Any HPS above that is wasted (except you proc the spell power cure set with it). Additionally you should provide buffs that increase your group's damage and keep them sustained.

    The to go set right now is the spell power cure set, which drops in WGT. If you do not have it, I like running with 5 pieces of kagrenacs set (craftable). For jewelry you could use 3 pieces of willpower jewelry with spell cost reduction enchantments. The rest of the slots can be filled with other useful set pieces for magicka builds. Some options are 1 piece molag kena and 2 piece torugs pact or 3 pieces magnus gift or similar sets.

    Important non-class skills are combat prayer, healing springs, elemental drain, mystic orb, regeneration and maybe healing ward.
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  • Sunah
    Sunah
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    DschiPeunt wrote: »
    HPS is worth nothing. Keep the people alive is what counts. Any HPS above that is wasted (except you proc the spell power cure set with it). Additionally you should provide buffs that increase your group's damage and keep them sustained.

    The to go set right now is the spell power cure set, which drops in WGT. If you do not have it, I like running with 5 pieces of kagrenacs set (craftable). For jewelry you could use 3 pieces of willpower jewelry with spell cost reduction enchantments. The rest of the slots can be filled with other useful set pieces for magicka builds. Some options are 1 piece molag kena and 2 piece torugs pact or 3 pieces magnus gift or similar sets.

    Important non-class skills are combat prayer, healing springs, elemental drain, mystic orb, regeneration and maybe healing ward.

    Agree with this 100%
  • Acsvf
    Acsvf
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    DschiPeunt wrote: »
    HPS is worth nothing. Keep the people alive is what counts. Any HPS above that is wasted (except you proc the spell power cure set with it). Additionally you should provide buffs that increase your group's damage and keep them sustained.

    The to go set right now is the spell power cure set, which drops in WGT. If you do not have it, I like running with 5 pieces of kagrenacs set (craftable). For jewelry you could use 3 pieces of willpower jewelry with spell cost reduction enchantments. The rest of the slots can be filled with other useful set pieces for magicka builds. Some options are 1 piece molag kena and 2 piece torugs pact or 3 pieces magnus gift or similar sets.

    Important non-class skills are combat prayer, healing springs, elemental drain, mystic orb, regeneration and maybe healing ward.
    Pretty much this.
    People generally don't take damage constantly in PVE. If you're healing constantly, you're likely wasting your magicka.
    @LightArray
    Lightarray Level 50 Dunmer Magicka Templar Healer

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  • remilafo
    remilafo
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    DschiPeunt wrote: »
    HPS is worth nothing. Keep the people alive is what counts. Any HPS above that is wasted (except you proc the spell power cure set with it). Additionally you should provide buffs that increase your group's damage and keep them sustained.

    The to go set right now is the spell power cure set, which drops in WGT. If you do not have it, I like running with 5 pieces of kagrenacs set (craftable). For jewelry you could use 3 pieces of willpower jewelry with spell cost reduction enchantments. The rest of the slots can be filled with other useful set pieces for magicka builds. Some options are 1 piece molag kena and 2 piece torugs pact or 3 pieces magnus gift or similar sets.

    Important non-class skills are combat prayer, healing springs, elemental drain, mystic orb, regeneration and maybe healing ward.

    sketchy advice... I agree with the point of HPS is irrelevant though. Make sure your teams lives and it's fine.

    Magicka Regen as a healer is VERY important, spell power cure and kagrenacs have none. I wouldn't recommend these sets together.
  • seitekisaki
    seitekisaki
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    Without any burst heal on DK how should I go about keeping them alive?
  • dreamfarer
    dreamfarer
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    As a Dragon Knight, Healing Ward is definitely worth investing in. It's the closest you'll get to an instant cast burst heal for the "oh crap" moments that inevitably come up. Healing Springs is a key power too since there are encounters in various dungeons that you simply have to stack up and brute force heal through them.

    Beyond that, (and the other advice already given) I'd suggest working on mastering Alchemy. That will give you increased potion duration from the Medicinal Use passive as well as making it easier to craft things like Spell Power potions which can be critical to maintaining your magicka in long fights.
  • lolo_01b16_ESO
    lolo_01b16_ESO
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    My combat prayer heals for ~15k, I think you could consider this a burst heal ;)

    Apart from that igneous shield + rapid regen + healing springs.
  • seitekisaki
    seitekisaki
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    Awesome :blush: Hmm.. So I am getting from all of your posts that I want timed effective healing, damage boosts like combat prayer and aggressive horn, and a few heals over time like regeneration and healing springs.

    What about damage mitigation? I've been watching Hodor do the new trial and sometimes I will see a siege shield. Would maybe running barrier or the new magma shell on my back bar be good? Also do I use any executes or aoe damage for adds and boss? Or am I to be concentrated only on buffs and burst heals?
  • AverageJo3Gam3r
    AverageJo3Gam3r
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    Without any burst heal on DK how should I go about keeping them alive?

    Magma shell in the next patch. New barrier.
  • Septimus_Magna
    Septimus_Magna
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    Without any burst heal on DK how should I go about keeping them alive?

    Magma shell in the next patch. New barrier.

    It only has a 8m radius for the shield apply.

    Barrier is still good for pve, it shields 6 people with a bigger radius.
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  • Lightspeedflashb14_ESO
    Lightspeedflashb14_ESO
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    Without any burst heal on DK how should I go about keeping them alive?

    Magma shell in the next patch. New barrier.

    It only has a 8m radius for the shield apply.

    Barrier is still good for pve, it shields 6 people with a bigger radius.

    Plus is only 100% of your health as a shield, and only acts as a shield, my barrier is 36k with no points into bastion and barrier either heals or gives mana and utli back, people are crazy if they think shell will replace barrier
    Edited by Lightspeedflashb14_ESO on February 20, 2016 8:13AM
  • DHale
    DHale
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    You will run igneous shield at all times also molten armaments or weapons will be giving major sorcery to your reto staff and your entire party. You can run corrosive armor on back bar will be giving a huge shield to you party and barrier on front bar from assault support tree. Resto staff rapid regen healing springs spirit siphon are all good. Combat prayer is really helpful in good groups. The healing orbs from undaunted actually do well in dungeons. Flames of oblivion will be the new healing meta. Inner light for 5 percent more magic. This is all with the new patch.

    I would use Detro resto eventually you could go duel wield resto for ult regen magic return.
    5 kags 3 willpower then the other three meh you could: 1 molag or 2 engine guardian or two torug pact or three Magnus, etc... Or even seducer.
    Sorcerna, proud beta sorc. RIP April 2014 to May 31 2016 DArk Brotherhood. Out of retirement for negates and encases. Sorcerna will be going back into retirement to be my main crafter Fall 2018. Because an 8 k shield is f ing useless. Died because of baddies on the forum. Too much qq too little pew pew. 16 AD 2 DC. 0 EP cause they bad, CP 2300 plus 18 level 50 toons. NA, PC, Grey Host#SORCLIVESMATTER actually they don’t or they wouldn’t keep getting nerfed constantly.
  • Tankqull
    Tankqull
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    Without any burst heal on DK how should I go about keeping them alive?

    healing ward -> to burst shield them for 30-40k while you hot tham back to full or if they are no longer under pressure by getting out of the red circle and wait for a 60k+ heal to happen.
    spelling and grammar errors are free to be abused

    Sallington wrote: »
    Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"


  • Francescolg
    Francescolg
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    DschiPeunt wrote: »
    Important non-class skills are combat prayer, healing springs, elemental drain, mystic orb, regeneration and maybe healing ward.

    Healing as a DK can be done perfectly without Combat Prayer, without Elemental Drain and without Mystic Orb. This skills will work out in an organized group but combat prayer requires positioning, other classes can debuff easier (ele drain) and Mystic Orb.., they all together are no must-have skills, they're just additions.
  • Islyn
    Islyn
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    DschiPeunt wrote: »
    Important non-class skills are combat prayer, healing springs, elemental drain, mystic orb, regeneration and maybe healing ward.

    Healing as a DK can be done perfectly without Combat Prayer, without Elemental Drain and without Mystic Orb. This skills will work out in an organized group but combat prayer requires positioning, other classes can debuff easier (ele drain) and Mystic Orb.., they all together are no must-have skills, they're just additions. [/quote]

    A healer is not meant to only HEAL. That's what a _bad_ healer does.
  • DschiPeunt
    DschiPeunt
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    DschiPeunt wrote: »
    Important non-class skills are combat prayer, healing springs, elemental drain, mystic orb, regeneration and maybe healing ward.

    Healing as a DK can be done perfectly without Combat Prayer, without Elemental Drain and without Mystic Orb. This skills will work out in an organized group but combat prayer requires positioning, other classes can debuff easier (ele drain) and Mystic Orb.., they all together are no must-have skills, they're just additions.

    What @Islyn said.

    If we talk about keeping the group alive, healing springs and healing ward are sufficient.
    If we talk about taking the role of a healer in ESO, buffing and sustaining the group is your job, too.

    There are some people who say that healing in ESO is super easy and healers don't have much to do. Those people confuse the two things I mentioned.
    Edited by DschiPeunt on February 20, 2016 5:36PM
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  • LadyNalcarya
    LadyNalcarya
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    Islyn wrote: »
    A healer is not meant to only HEAL. That's what a _bad_ healer does.

    Absolutely agree.
    Besides, fully buffed group can dispatch the boss much faster, which means less healing required.
    Dro-m'Athra Destroyer | Divayth Fyr's Coadjutor | Voice of Reason

    PC/EU
  • LadyNalcarya
    LadyNalcarya
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    remilafo wrote: »
    DschiPeunt wrote: »
    HPS is worth nothing. Keep the people alive is what counts. Any HPS above that is wasted (except you proc the spell power cure set with it). Additionally you should provide buffs that increase your group's damage and keep them sustained.

    The to go set right now is the spell power cure set, which drops in WGT. If you do not have it, I like running with 5 pieces of kagrenacs set (craftable). For jewelry you could use 3 pieces of willpower jewelry with spell cost reduction enchantments. The rest of the slots can be filled with other useful set pieces for magicka builds. Some options are 1 piece molag kena and 2 piece torugs pact or 3 pieces magnus gift or similar sets.

    Important non-class skills are combat prayer, healing springs, elemental drain, mystic orb, regeneration and maybe healing ward.

    sketchy advice... I agree with the point of HPS is irrelevant though. Make sure your teams lives and it's fine.

    Magicka Regen as a healer is VERY important, spell power cure and kagrenacs have none. I wouldn't recommend these sets together.
    Whats the point in infinite sustain if the character wont have enough spell power to pass the heal checks or, for example, take care of planar inhibitor's portals?
    Sustain is usually not an issue unless dps in group is very low. Though I dont see any reasons to build a character specifically for bad dds... I dont play my healer anymore, but in 1.6 I healed everything including SO and vDSA (where I also had to dps) just fine with high spell power setup.
    Dro-m'Athra Destroyer | Divayth Fyr's Coadjutor | Voice of Reason

    PC/EU
  • DschiPeunt
    DschiPeunt
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    remilafo wrote: »
    DschiPeunt wrote: »
    HPS is worth nothing. Keep the people alive is what counts. Any HPS above that is wasted (except you proc the spell power cure set with it). Additionally you should provide buffs that increase your group's damage and keep them sustained.

    The to go set right now is the spell power cure set, which drops in WGT. If you do not have it, I like running with 5 pieces of kagrenacs set (craftable). For jewelry you could use 3 pieces of willpower jewelry with spell cost reduction enchantments. The rest of the slots can be filled with other useful set pieces for magicka builds. Some options are 1 piece molag kena and 2 piece torugs pact or 3 pieces magnus gift or similar sets.

    Important non-class skills are combat prayer, healing springs, elemental drain, mystic orb, regeneration and maybe healing ward.

    sketchy advice... I agree with the point of HPS is irrelevant though. Make sure your teams lives and it's fine.

    Magicka Regen as a healer is VERY important, spell power cure and kagrenacs have none. I wouldn't recommend these sets together.
    Whats the point in infinite sustain if the character wont have enough spell power to pass the heal checks or, for example, take care of planar inhibitor's portals?
    Sustain is usually not an issue unless dps in group is very low. Though I dont see any reasons to build a character specifically for bad dds... I dont play my healer anymore, but in 1.6 I healed everything including SO and vDSA (where I also had to dps) just fine with high spell power setup.

    I agree, that just stacking magick reg and cost reduction won't make a viable healer build without reaching a certain amount of spell damage. I think a spell damage of 1600-2200 is a good value to aim for.

    But I also think that a healing setup depends on your group and the content, you want to do. That is why my advice was sketchy. I can't tell anyone, what gear and skills work with their respective group and the content they do. Have 2 stamina DDs in your group? Then you can probably swap out elemental drain and mystic orb for other skills. Do you want to do speedruns in DSA or dungeons with a good group? Maybe swap out some healing skills and slot more damage and buff abilities.
    There is not one single healer build that works with every group and for every piece of content.
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  • seitekisaki
    seitekisaki
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    How about this for a setup. This isn't my live just playing around with next update.
    This is with maelstrom precise resto w/ maelstrom sharpened destro. 5 piece julianos cause no spell power cure on pts and 2 molag kena cause idk what monster helms to use. 5 1 1 armor. I was thinking maybe using shadow mundus if I use julianos on live for a while because I don't have spell power cure. I was also thinking of using food but my live dk is an Imperial and doesn't have the magicka regen like this.

    bq5Af3w.jpg
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    tiJ0QCj.jpg

    Edited by seitekisaki on February 20, 2016 10:15PM
  • SafiyerAmitora
    SafiyerAmitora
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    It's not always just the skills you use or the sets you run, but more the skill of the person playing as a healer.

    I myself run a very gimped build on my Templar healer. Khajiit with v14 purple 5 seducer, 5 healer, 1 nerien'eth and as 5 light, 2 heavy. 18.5k health, 30k mag, 1.1k spell dmg, 1.6k mag regen with food.

    I've ran all vet dungeons (except vICP, which I've only once stepped foot into and completed as DK tank) and vDSA with my setup, and still did really well. Even carried 3 pugs (v1, v9, and v12) through a v16-scaled vet Wayrest with relatively few deaths (easiest vet dungeon, I know, but some pug groups are just... yeah...). I can't speak for trials because I've only tried them on dps, but I'd want an ungimped build for those.

    I only really use my front bar which consists of luminous shards, healing springs, breath of life, purifying ritual, repentance, and nova. I only really switch to my back bar if I'm bored, the group has a lack of dps, the group needs relatively little healing at that moment, or if I need to do portals in vWGT. Since my build is severely gimped, I'll be switching things like nova out for war horn or 5pc healer for willpower and magnus, and so on... Being Khajiit sucks, but I'm not remaking her since she's already v16.
    Edited by SafiyerAmitora on February 21, 2016 1:49AM
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  • seitekisaki
    seitekisaki
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    Thanks everyone for responding to my call for help :blush: ! I got some good ideas outside of the forum as well, and I learned that Hodor uses the propelling siege shield to extend fiery grip and its morphs to help with pulls. I've started getting my DK ready and I'm excited for next patch. Please post any more helpful info as I have no experience with any dungeons or trials in this game.
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