Azurephoenix999 wrote: »
Azurephoenix999 wrote: »
Azurephoenix999 wrote: »
Azurephoenix999 wrote: »Repurposing this thread
There are currently three heals that scale off of stamina to my knowledge.
Rally: Exclusive to the Two-Handed weapon skill line and primarily focused on buffing weapon damage rather than healing. In addition, it heals over time rather than all at once, only offering a slightly bigger burst heal after its 30 or so second duration has expired.
Vigor: Available to everybody, but is more about healing over time in the background while you dodge incoming damage.
Blood Craze: Involves attacking an enemy, causing them to bleed over time. Some of the damage the bleeding causes is used to heal you.
What's similar with all of these? None of them are equipped to heal large amounts of damage at once.
In group dungeons, there are several instances where you will find the need to heal in large amounts all at once with no alternatives. An example of this is the Drain Life spell from the first major encounter in Vaults of Madness. You can't dodge it, block it, or interrupt it. Your only choice is to heal through it, which, if you can only choose from these three, is almost impossible.
Another example is the Wildfire ability from the Daedroth enemies in the White-Gold Tower. Even after the enemy has stopped attacking you, you continue to receive a tremendous amount of DoT from some unknown source (I dunno if there's supposed to be some kind of flame animation to show how you're getting hurt, but there was no animation whatsoever when I played it, so the attack seemed completely unavoidable to me) forcing you to heal until the damage stopped.
The current options stamina players have are simply not sufficient for these situations.
As many below have mentioned, Rally and Vigor are often used together to heal quickly, but why should using two skills simultaneously be necessary for something like this?
One thing people below have also mentioned is that the healer in the group should heal you if you get into one of these situations, and that's a fair point. My rebuttal to this is that the healer could very easily be preoccupied with healing somebody else, and we shouldn't have to rely on them for everything.
My Proposal
Instant Stamina-based heal, kind of like Rushed Ceremony, but focused purely on the caster. No gimmicks, no dealing damage to an opponent in exchange for health, no waiting for healing over time, no additional buff of any kind. It would be available to everybody regardless of class or weapon choice. The purpose of this skill would be to heal through large amounts of damage.
Some may complain about something like this making the other abilities on this list obsolete, but I disagree. Each of the currently existing options has a purpose and this wouldn't get in the way of that.
Rally buffs weapon damage in addition to the healing, which would remain viable to those that simply want to go on a relentless assault against foes. In addition, it heals the player for a long duration.
Vigor heals slightly faster than rally, but not for very long. The reason why this would still be viable? It's cheap. Any stamina-based player can cast this with a literal speck of their stamina.
Blood Craze is an attack that also deals DoT to the enemy, which is something that no other stamina heal does to my knowledge. It will still be viable for that reason.
EDIT: Was originally about wanting Vigor to be transformed into an instant heal, but after being informed of its actual purpose by the people below, I thought it'd probably be better to introduce a new skill entirely.
I have 86% crit with 98% bonus crit damage/heal. So Resolving Vigor stacked with either Blood Craze or any momentum morph heals me fully in 2 secs flat. This is stronger than most magicka burst heals IMO.
Azurephoenix999 wrote: »I have 86% crit with 98% bonus crit damage/heal. So Resolving Vigor stacked with either Blood Craze or any momentum morph heals me fully in 2 secs flat. This is stronger than most magicka burst heals IMO.
How on earth do you get crit values that high? Enchantments? CP? Potions? Set bonuses and mundus stones? Seriously, tell me.
Azurephoenix999 wrote: »I have 86% crit with 98% bonus crit damage/heal. So Resolving Vigor stacked with either Blood Craze or any momentum morph heals me fully in 2 secs flat. This is stronger than most magicka burst heals IMO.
How on earth do you get crit values that high? Enchantments? CP? Potions? Set bonuses and mundus stones? Seriously, tell me.
Critical Hit Damage
All characters have a native 50% CHD
Nightblades Passive Hemorrhage 10% CHD
Trap Beast and morphs from Fighter's Guild, Minor Force 12% CHD
Shadow Mundus is base 12% CHD and 18.3% w/ 7 Legendary Divines
Warhorn Ultimate Morph, Aggressive Warhorn from Assault, Major Force 30% CHD
Precise Strikes from Ritual in Champion System up to 25% CHD with 100cp allocated
Critical Hit Chance
Khajiit Passive Carnage 8% CHC
Nightblade Passive Pressure Points 2% CHC per Assassination skill slotted
Legendary Armor set bonus = 3.1% CHC
Thief Mundus is 11% CHC and 16.775% w/ 7 Legenadry Divines
Legendary Precise Trait 3.5% CHC per weapon for Dual Wield
Dual Wield Twin Blade and Blunt passive 9.5% CHC per Dagger
Major Savagery (Potions or Expert Hunter and Morphs) 10% CHC
Minor Savagery (Nightblade Passive Hemmorrhage) 3% CHC
Medium Armor Passive Dexterity 1.5% CHC per piece
Pretty Sure that I got everything, so that should be a list of all the Crit Bonuses in the game. It's really easy to get high CHD and CHC. Note this list is focused on Stamina builds.
Azurephoenix999 wrote: »Azurephoenix999 wrote: »I have 86% crit with 98% bonus crit damage/heal. So Resolving Vigor stacked with either Blood Craze or any momentum morph heals me fully in 2 secs flat. This is stronger than most magicka burst heals IMO.
How on earth do you get crit values that high? Enchantments? CP? Potions? Set bonuses and mundus stones? Seriously, tell me.
Critical Hit Damage
All characters have a native 50% CHD
Nightblades Passive Hemorrhage 10% CHD
Trap Beast and morphs from Fighter's Guild, Minor Force 12% CHD
Shadow Mundus is base 12% CHD and 18.3% w/ 7 Legendary Divines
Warhorn Ultimate Morph, Aggressive Warhorn from Assault, Major Force 30% CHD
Precise Strikes from Ritual in Champion System up to 25% CHD with 100cp allocated
Critical Hit Chance
Khajiit Passive Carnage 8% CHC
Nightblade Passive Pressure Points 2% CHC per Assassination skill slotted
Legendary Armor set bonus = 3.1% CHC
Thief Mundus is 11% CHC and 16.775% w/ 7 Legenadry Divines
Legendary Precise Trait 3.5% CHC per weapon for Dual Wield
Dual Wield Twin Blade and Blunt passive 9.5% CHC per Dagger
Major Savagery (Potions or Expert Hunter and Morphs) 10% CHC
Minor Savagery (Nightblade Passive Hemmorrhage) 3% CHC
Medium Armor Passive Dexterity 1.5% CHC per piece
Pretty Sure that I got everything, so that should be a list of all the Crit Bonuses in the game. It's really easy to get high CHD and CHC. Note this list is focused on Stamina builds.
This is a great list and I thank you for making it for me. Just one question.
The "Legendary Armor set bonus" you mentioned that gets you 3.1% CHC, is that a perk that comes from literally having all 7 pieces of equipped armor upgraded to gold quality?
Azurephoenix999 wrote: »This is a great list and I thank you for making it for me. Just one question.
The "Legendary Armor set bonus" you mentioned that gets you 3.1% CHC, is that a perk that comes from literally having all 7 pieces of equipped armor upgraded to gold quality?
That's a 688 CHC set bouns from a set like Hunding's Rage. That 688 translates to 3.1%. HR has two of them at 2pc and 4pc. Keep in mind that set bonusses scale with the improvement of each piece, so 688/3.1% is bonus if all 5 pieces are legendary.
Silver_Strider wrote: »
That isn't exactly true.
DKs can use Dragons Blood, Burning Embers and Whip, not to mention any ultimate due to Battle Roar
Sorcs have their Twilight, Dark Exchange and Surge
NB have Refreshing path, Strife, Sap Essense and Soul Tether
Templars have their entire Restoring Light tree and Jabs