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Ulti-Gen Healer Build

Draqone
Draqone
✭✭✭✭
Wanted to share a fun healer idea.

I run vet HMs with it - SotH achievements, vDSA (still working on getting any decently high scores there). Vet Trials are possible but not really advised since you might need to switch to worm or other more traditional healer sets and the fights last longer making resource management a bit of an issue.

Pros:
High survivability
Very high ultimate generation/uptime

Cons:
Resource Management is not amazing (but it's good enough)
No 7 piece light and no Undaunted Mettle 5-1-1
Shalk Armour is incredibly fugly and does not dye well


The 4 basic components:

Decisive Restoration Staff
Decisive or Charged Lightning Staff - Lightning Damage Enchant

The Restoration staff should preferably be from vMA or for trials from vDSA, I was lucky to get one recently.
The Lightning staff honestly does not matter as much. The Charged staff is better at applying the Concussion debuff (which makes the target take 8% more damage). I personally found that with another Lightnign dmg user in group the uptime is big enough even without charged. The lightning enchant is necessary though as it applies the Concussion debuff frequently.

Spell Power Cure (because it's amazing)
13cad992-503c-4222-b30a-088e8bd9ad80_zpssomp53v1.png
Head-shoulder-belt-boots-gloves

Shalk's Armor
shalk-exoskeleton_zpsbfpmjjoq.jpg
2x Ring - Neck - Chest - Legs

We run Shalk on chest because it's a heavy armour piece which means it maximises our resistances. Obviously as far as legs are concerned, any other large armour piece (helmet, shoulders, boots) would work too. In this build we still keep 5 Light Armour pieces.

The Decisive Trait on our weapons synergises with the passive from Shalk allowing us to generate large amounts of Ultimate.



The skills I run depend on situation but the basic idea is:

If you don't want to run Spell Power Potions:
lazy.png
Mutagen - Reflective Light - flex spot - Combat Prayer - Structured Entropy - Lights Champion
Ele Drain - BoL - Magicka Orbs - Elemental Blockade - Channeled Focus - Nova

The black skill is not a mistake, it's a flex spot. You can run anything you need there. Shards, Harness magicka, Repentance, Quick Siphon or any of the Backlash morphs are good candidates.

If you want to be serious, have a lot of Stam users in group and run Spell Power Potions:
other.png
Mutagen - Shards - Repentance - Combat Prayer - Backlash morph/Magelight - Lights Champion
Ele Drain - BoL - Magicka Orbs - Elemental Blockade - Channeled Focus - Nova


Trials:
trial.png
Ritual of Retribution - Healing Springs - Shards - Combat Prayer - Magelight - Agg Warhorn
Ele Drain - BoL - Magicka Orbs - Elemental Blockade - Channeled Focus - Nova


It's possible to run repentance on the back bar if the other healer is running Ele drain.


As you can see, we try to avoid changing the backbar. I feel it makes the healers life easier and that it's not really necessary. Our backbar skills aim to help our group with synergies, debuffs and buffs and that's independent of group composition. If you run with 3 stamina characters, which happens rarely, we might want to change magicka orbs to shards.

The reason why we run Light's Champion is because it's a good skill if, and only if, we can have a high uptime on it. This requires we have high ulti generation and that our group is no larger than 4 players. Light's champion ticks 5 times over 5 seconds (once every second) and heals the most damaged person in our group. It provides the healed player with Major Force (same buff as Warhorn), heals them and makes them take 30% less damage. Since it hits a maximum of 5 targets it's useless on trials.

A thing to not is that we aim to cast a Dawn's Wrath ability (backlash morph or Reflective Light ) every 6 seconds. This grants us another 3 ultimate and increases our ulti uptime.

The reason why we run Mutagen instead of rapid regen is because I find the burst heal and the mini-cleanse from it more valuable than Rapid regen. The first procs of Mutagen (or Ritual on trials) aim to provide the SPC buff to our group.

Our main panic-button healing ability is Breath of Life and our "spammable" Healing ability is Light's Champion (Yes! Our ultimate!) or Healing Springs (on trials).

The reason why i say Light's champion is spammable is because it lasts 5 seconds during which we don't really need to heal and can do other things like casting offensive abilities, synergies buffs and debuffs. The amazing thing about that ultimate is it lasts 5 seconds and it's so cheap it has a below 20 second charge time. I cast it as soon as it charges. This essentially means 33% of the time we don't even need to heal our group and the buffs the ulti provides have a 50% uptime.

Have fun trying the build out!

EDIT:

OOPS! THIS WAS MEANT TO GO INTO GUIDES! WRONG FORUM, SORRY!
Edited by Draqone on April 4, 2017 10:30AM
ESO Balance:
“All skills are equal, but some skills are more equal than others.”
  • Masel
    Masel
    Class Representative
    Draqone wrote: »
    Wanted to share a fun healer idea.

    I run vet HMs with it - SotH achievements, vDSA (still working on getting any decently high scores there). Vet Trials are possible but not really advised since you might need to switch to worm or other more traditional healer sets and the fights last longer making resource management a bit of an issue.

    Pros:
    High survivability
    Very high ultimate generation/uptime

    Cons:
    Resource Management is not amazing (but it's good enough)
    No 7 piece light and no Undaunted Mettle 5-1-1
    Shalk Armour is incredibly fugly and does not dye well


    The 4 basic components:

    Decisive Restoration Staff
    Decisive or Charged Lightning Staff - Lightning Damage Enchant

    The Restoration staff should preferably be from vMA or for trials from vDSA, I was lucky to get one recently.
    The Lightning staff honestly does not matter as much. The Charged staff is better at applying the Concussion debuff (which makes the target take 8% more damage). I personally found that with another Lightnign dmg user in group the uptime is big enough even without charged. The lightning enchant is necessary though as it applies the Concussion debuff frequently.

    Spell Power Cure (because it's amazing)
    13cad992-503c-4222-b30a-088e8bd9ad80_zpssomp53v1.png
    Head-shoulder-belt-boots-gloves

    Shalk's Armor
    shalk-exoskeleton_zpsbfpmjjoq.jpg
    2x Ring - Neck - Chest - Legs

    We run Shalk on chest because it's a heavy armour piece which means it maximises our resistances. Obviously as far as legs are concerned, any other large armour piece (helmet, shoulders, boots) would work too. In this build we still keep 5 Light Armour pieces.

    The Decisive Trait on our weapons synergises with the passive from Shalk allowing us to generate large amounts of Ultimate.



    The skills I run depend on situation but the basic idea is:

    If you don't want to run Spell Power Potions:
    lazy.png
    Mutagen - Reflective Light - flex spot - Combat Prayer - Structured Entropy - Lights Champion
    Ele Drain - BoL - Magicka Orbs - Elemental Blockade - Channeled Focus - Nova

    The black skill is not a mistake, it's a flex spot. You can run anything you need there. Shards, Harness magicka, Repentance, Quick Siphon or any of the Backlash morphs are good candidates.

    If you want to be serious, have a lot of Stam users in group and run Spell Power Potions:
    other.png
    Mutagen - Shards - Repentance - Combat Prayer - Backlash morph/Magelight - Lights Champion
    Ele Drain - BoL - Magicka Orbs - Elemental Blockade - Channeled Focus - Nova


    Trials:
    trial.png
    Ritual of Retribution - Healing Springs - Shards - Combat Prayer - Magelight - Agg Warhorn
    Ele Drain - BoL - Magicka Orbs - Elemental Blockade - Channeled Focus - Nova


    It's possible to run repentance on the back bar if the other healer is running Ele drain.


    As you can see, we try to avoid changing the backbar. I feel it makes the healers life easier and that it's not really necessary. Our backbar skills aim to help our group with synergies, debuffs and buffs and that's independent of group composition. If you run with 3 stamina characters, which happens rarely, we might want to change magicka orbs to shards.

    The reason why we run Light's Champion is because it's a good skill if, and only if, we can have a high uptime on it. This requires we have high ulti generation and that our group is no larger than 4 players. Light's champion ticks 5 times over 5 seconds (once every second) and heals the most damaged person in our group. It provides the healed player with Major Force (same buff as Warhorn), heals them and makes them take 30% less damage. Since it hits a maximum of 5 targets it's useless on trials.

    A thing to not is that we aim to cast a Dawn's Wrath ability (backlash morph or Reflective Light ) every 6 seconds. This grants us another 3 ultimate and increases our ulti uptime.

    The reason why we run Mutagen instead of rapid regen is because I find the burst heal and the mini-cleanse from it more valuable than Rapid regen. The first procs of Mutagen (or Ritual on trials) aim to provide the SPC buff to our group.

    Our main panic-button healing ability is Breath of Life and our "spammable" Healing ability is Light's Champion (Yes! Our ultimate!) or Healing Springs (on trials).

    The reason why i say Light's champion is spammable is because it lasts 5 seconds during which we don't really need to heal and can do other things like casting offensive abilities, synergies buffs and debuffs. The amazing thing about that ultimate is it lasts 5 seconds and it's so cheap it has a below 20 second charge time. I cast it as soon as it charges. This essentially means 33% of the time we don't even need to heal our group and the buffs the ulti provides have a 50% uptime.

    Have fun trying the build out!

    EDIT:

    OOPS! THIS WAS MEANT TO GO INTO GUIDES! WRONG FORUM, SORRY!

    Go vampire and use invigorating drain. 5 ultimate per second while channeling that.
    PC EU

    All Trial Trifecta Titles Done!

    Youtube:
    https://www.youtube.com/channel/UChVEG6ckuAgGs5OyA6VeisA
  • Lightspeedflashb14_ESO
    Lightspeedflashb14_ESO
    ✭✭✭✭✭
    ✭✭✭✭
    Masel92 wrote: »
    Draqone wrote: »
    Wanted to share a fun healer idea.

    I run vet HMs with it - SotH achievements, vDSA (still working on getting any decently high scores there). Vet Trials are possible but not really advised since you might need to switch to worm or other more traditional healer sets and the fights last longer making resource management a bit of an issue.

    Pros:
    High survivability
    Very high ultimate generation/uptime

    Cons:
    Resource Management is not amazing (but it's good enough)
    No 7 piece light and no Undaunted Mettle 5-1-1
    Shalk Armour is incredibly fugly and does not dye well


    The 4 basic components:

    Decisive Restoration Staff
    Decisive or Charged Lightning Staff - Lightning Damage Enchant

    The Restoration staff should preferably be from vMA or for trials from vDSA, I was lucky to get one recently.
    The Lightning staff honestly does not matter as much. The Charged staff is better at applying the Concussion debuff (which makes the target take 8% more damage). I personally found that with another Lightnign dmg user in group the uptime is big enough even without charged. The lightning enchant is necessary though as it applies the Concussion debuff frequently.

    Spell Power Cure (because it's amazing)
    13cad992-503c-4222-b30a-088e8bd9ad80_zpssomp53v1.png
    Head-shoulder-belt-boots-gloves

    Shalk's Armor
    shalk-exoskeleton_zpsbfpmjjoq.jpg
    2x Ring - Neck - Chest - Legs

    We run Shalk on chest because it's a heavy armour piece which means it maximises our resistances. Obviously as far as legs are concerned, any other large armour piece (helmet, shoulders, boots) would work too. In this build we still keep 5 Light Armour pieces.

    The Decisive Trait on our weapons synergises with the passive from Shalk allowing us to generate large amounts of Ultimate.



    The skills I run depend on situation but the basic idea is:

    If you don't want to run Spell Power Potions:
    lazy.png
    Mutagen - Reflective Light - flex spot - Combat Prayer - Structured Entropy - Lights Champion
    Ele Drain - BoL - Magicka Orbs - Elemental Blockade - Channeled Focus - Nova

    The black skill is not a mistake, it's a flex spot. You can run anything you need there. Shards, Harness magicka, Repentance, Quick Siphon or any of the Backlash morphs are good candidates.

    If you want to be serious, have a lot of Stam users in group and run Spell Power Potions:
    other.png
    Mutagen - Shards - Repentance - Combat Prayer - Backlash morph/Magelight - Lights Champion
    Ele Drain - BoL - Magicka Orbs - Elemental Blockade - Channeled Focus - Nova


    Trials:
    trial.png
    Ritual of Retribution - Healing Springs - Shards - Combat Prayer - Magelight - Agg Warhorn
    Ele Drain - BoL - Magicka Orbs - Elemental Blockade - Channeled Focus - Nova


    It's possible to run repentance on the back bar if the other healer is running Ele drain.


    As you can see, we try to avoid changing the backbar. I feel it makes the healers life easier and that it's not really necessary. Our backbar skills aim to help our group with synergies, debuffs and buffs and that's independent of group composition. If you run with 3 stamina characters, which happens rarely, we might want to change magicka orbs to shards.

    The reason why we run Light's Champion is because it's a good skill if, and only if, we can have a high uptime on it. This requires we have high ulti generation and that our group is no larger than 4 players. Light's champion ticks 5 times over 5 seconds (once every second) and heals the most damaged person in our group. It provides the healed player with Major Force (same buff as Warhorn), heals them and makes them take 30% less damage. Since it hits a maximum of 5 targets it's useless on trials.

    A thing to not is that we aim to cast a Dawn's Wrath ability (backlash morph or Reflective Light ) every 6 seconds. This grants us another 3 ultimate and increases our ulti uptime.

    The reason why we run Mutagen instead of rapid regen is because I find the burst heal and the mini-cleanse from it more valuable than Rapid regen. The first procs of Mutagen (or Ritual on trials) aim to provide the SPC buff to our group.

    Our main panic-button healing ability is Breath of Life and our "spammable" Healing ability is Light's Champion (Yes! Our ultimate!) or Healing Springs (on trials).

    The reason why i say Light's champion is spammable is because it lasts 5 seconds during which we don't really need to heal and can do other things like casting offensive abilities, synergies buffs and debuffs. The amazing thing about that ultimate is it lasts 5 seconds and it's so cheap it has a below 20 second charge time. I cast it as soon as it charges. This essentially means 33% of the time we don't even need to heal our group and the buffs the ulti provides have a 50% uptime.

    Have fun trying the build out!

    EDIT:

    OOPS! THIS WAS MEANT TO GO INTO GUIDES! WRONG FORUM, SORRY!

    Go vampire and use invigorating drain. 5 ultimate per second while channeling that.

    Yeah, that is just what a healer ought to be doing Channeling. Really though, seems like this kind of set up would be better for a dk healer, the extra Health will make their ignious sheilds bigger and they actually have a reason to use a ton of ultimates, as they get resources back.
  • Lynx7386
    Lynx7386
    ✭✭✭✭✭
    ✭✭✭✭✭
    Interesting build, never thought of going for ultimate gen on a healer before.

    It would work really well on a dk healer too, with high uptime on magma shell Giving everyone a constant 125% damage shield.
    PS4 / NA
    M'asad - Khajiit Nightblade - Healer
    Pakhet - Khajiit Dragonknight - Tank
    Raksha - Khajiit Sorcerer - Stamina DPS
    Bastet - Khajiit Templar - Healer
    Leonin - Khajiit Warden - Tank
  • GrumpyDuckling
    GrumpyDuckling
    ✭✭✭✭✭
    ✭✭✭✭
    I use Shalk on my healer, but it has one minor drawback - if I ever end up doing the Blackheart Haven dungeon the "in-combat" feature of Shalk gets stuck and makes it impossible for me to get through the door that leads to the final boss. It's a completely random and specific annoying aspect of Shalk, but simply replacing the set while doing Blackheart Haven has worked for me.

    I have thought of using the following setup on a Nightblade Tank, for fun, to have as much upkeep of Bolstering Darkness (60% less damage taken) or Veil of Blades (30% less damage taken while also doing damage) as possible:

    5 pc Shalk - constant ticks of ultimate
    5 pc Tava's - keeping up Mirage boosts defense and allows for dodges to proc Tava's
    2 pc Bloodspawn - additional chance to generate defense and ultimate

    Ultimate - Soul Harvest slotted for mobs to generate ultimate
    Invigorating Drain - Knowing when to use it doesn't leave me vulnerable
    Siphon skills - Cast every few seconds to trigger ultimate passive
    Potion - Drinking gains ultimate
  • WalksonGraves
    WalksonGraves
    ✭✭✭✭✭
    I use Shalk on my healer, but it has one minor drawback - if I ever end up doing the Blackheart Haven dungeon the "in-combat" feature of Shalk gets stuck and makes it impossible for me to get through the door that leads to the final boss. It's a completely random and specific annoying aspect of Shalk, but simply replacing the set while doing Blackheart Haven has worked for me.

    I have thought of using the following setup on a Nightblade Tank, for fun, to have as much upkeep of Bolstering Darkness (60% less damage taken) or Veil of Blades (30% less damage taken while also doing damage) as possible:

    5 pc Shalk - constant ticks of ultimate
    5 pc Tava's - keeping up Mirage boosts defense and allows for dodges to proc Tava's
    2 pc Bloodspawn - additional chance to generate defense and ultimate

    Ultimate - Soul Harvest slotted for mobs to generate ultimate
    Invigorating Drain - Knowing when to use it doesn't leave me vulnerable
    Siphon skills - Cast every few seconds to trigger ultimate passive
    Potion - Drinking gains ultimate

    Hide of werewolf is better than shalk for ult gen but you probably want dragon to get the most of it.

    Decisive adds the smallest increase to ult generation and isn't really worth it even running every possible ult source.
    Edited by WalksonGraves on April 5, 2017 4:10AM
  • Draqone
    Draqone
    ✭✭✭✭
    Hide of werewolf is better than shalk for ult gen but you probably want dragon to get the most of it.

    Decisive adds the smallest increase to ult generation and isn't really worth it even running every possible ult source.

    Aye, for tanks Akaviri or Warewolf hide is much better than shalk. For healers, not so much.

    As far as Decisive is concerned, the passive basically decreases ultimate cost by 25% (100/1.34 = 75 ) so just by having that trait on your weapon you get a larger bonus than having a 5-piece Akaviri.
    Edited by Draqone on April 5, 2017 8:23AM
    ESO Balance:
    “All skills are equal, but some skills are more equal than others.”
  • WalksonGraves
    WalksonGraves
    ✭✭✭✭✭
    Draqone wrote: »
    Hide of werewolf is better than shalk for ult gen but you probably want dragon to get the most of it.

    Decisive adds the smallest increase to ult generation and isn't really worth it even running every possible ult source.

    Aye, for tanks Akaviri or Warewolf hide is much better than shalk. For healers, not so much.

    As far as Decisive is concerned, the passive basically decreases ultimate cost by 25% (100/1.34 = 75 ) so just by having that trait on your weapon you get a larger bonus than having a 5-piece Akaviri.

    That's not how decisive works. When you gain any amount of ult, you have a chance of getting an additional ult point.

    So low slash gives you a point every 1.5 seconds(40 ult min), that nets you an extra a whopping 6 ult a minute with decisive.

    Hide of WW adds 5 ult every 5 seconds, (60/min) and decisive adds 1.8 ult a min.

    Invigorating drain adds 300 ult/min, decisive adds 9.

    You see why it's worthless?
    Edited by WalksonGraves on April 5, 2017 3:15PM
  • Cronopoly
    Cronopoly
    ✭✭✭✭✭
    Interesting build - I like it.
  • Waffennacht
    Waffennacht
    ✭✭✭✭✭
    ✭✭✭✭✭
    Mayhaps one could adjust it slightly for PvP? Mayhaps one is interested in such an idea for battlegrounds?

    Mayhaps indeed :)
    Gamer tag: DasPanzerKat NA Xbox One
    1300+ CP
    Battleground PvP'er

    Waffennacht' Builds
  • Draqone
    Draqone
    ✭✭✭✭
    Draqone wrote: »
    Hide of werewolf is better than shalk for ult gen but you probably want dragon to get the most of it.

    Decisive adds the smallest increase to ult generation and isn't really worth it even running every possible ult source.

    Aye, for tanks Akaviri or Warewolf hide is much better than shalk. For healers, not so much.

    As far as Decisive is concerned, the passive basically decreases ultimate cost by 25% (100/1.34 = 75 ) so just by having that trait on your weapon you get a larger bonus than having a 5-piece Akaviri.

    That's not how decisive works. When you gain any amount of ult, you have a chance of getting an additional ult point.

    So low slash gives you a point every 1.5 seconds(40 ult min), that nets you an extra a whopping 6 ult a minute with decisive.

    Hide of WW adds 5 ult every 5 seconds, (60/min) and decisive adds 1.8 ult a min.

    Invigorating drain adds 300 ult/min, decisive adds 9.

    You see why it's worthless?

    That's somewhat how it works, but not really. Decisive synergises not only with effects but also with all other ult gains.

    While in perfect conditions it's a 25% increase my experience is in real combat it lowers ult cooldown by about 15 to 20%.

    Checking on a skeleton I got a ~15% ult cooldown reduction. Tested three times by light attack + casting Backlash every 6 secs, loading up 500 ult.

    With Decisive I loaded ult in 1 min 43 seconds.
    Without Decisive I loaded ult in 2 min 1 seconds.
    ESO Balance:
    “All skills are equal, but some skills are more equal than others.”
  • Cronopoly
    Cronopoly
    ✭✭✭✭✭
    Draqone wrote: »
    That's somewhat how it works, but not really. Decisive synergises not only with effects but also with all other ult gains.

    While in perfect conditions it's a 25% increase my experience is in real combat it lowers ult cooldown by about 15 to 20%.

    Checking on a skeleton I got a ~15% ult cooldown reduction. Tested three times by light attack + casting Backlash every 6 secs, loading up 500 ult.

    With Decisive I loaded ult in 1 min 43 seconds.
    Without Decisive I loaded ult in 2 min 1 seconds.

    Thanks for clarifying that. I like when people do their own factual checking and explain it instead of just numbers. I'm interesting in a PVP variant as well.

    Lately my Templar has been having fun while temporarily distracted running the Clever Alchemist /Stygian/Slimecraw gank build with Dark Flare, Javelin, Radiant Oppression. Hitting someone for a nasty Dark Flare out of stealth with Might of the Guild 20%/Stygian 20%/Clever Alchemist/Spell Power Pot. For a former pure healer this is bliss while it lasts... :*

  • WalksonGraves
    WalksonGraves
    ✭✭✭✭✭
    Draqone wrote: »
    Draqone wrote: »
    Hide of werewolf is better than shalk for ult gen but you probably want dragon to get the most of it.

    Decisive adds the smallest increase to ult generation and isn't really worth it even running every possible ult source.

    Aye, for tanks Akaviri or Warewolf hide is much better than shalk. For healers, not so much.

    As far as Decisive is concerned, the passive basically decreases ultimate cost by 25% (100/1.34 = 75 ) so just by having that trait on your weapon you get a larger bonus than having a 5-piece Akaviri.

    That's not how decisive works. When you gain any amount of ult, you have a chance of getting an additional ult point.

    So low slash gives you a point every 1.5 seconds(40 ult min), that nets you an extra a whopping 6 ult a minute with decisive.

    Hide of WW adds 5 ult every 5 seconds, (60/min) and decisive adds 1.8 ult a min.

    Invigorating drain adds 300 ult/min, decisive adds 9.

    You see why it's worthless?

    That's somewhat how it works, but not really. Decisive synergises not only with effects but also with all other ult gains.

    While in perfect conditions it's a 25% increase my experience is in real combat it lowers ult cooldown by about 15 to 20%.

    Checking on a skeleton I got a ~15% ult cooldown reduction. Tested three times by light attack + casting Backlash every 6 secs, loading up 500 ult.

    With Decisive I loaded ult in 1 min 43 seconds.
    Without Decisive I loaded ult in 2 min 1 seconds.
    Draqone wrote: »
    Draqone wrote: »
    Hide of werewolf is better than shalk for ult gen but you probably want dragon to get the most of it.

    Decisive adds the smallest increase to ult generation and isn't really worth it even running every possible ult source.

    Aye, for tanks Akaviri or Warewolf hide is much better than shalk. For healers, not so much.

    As far as Decisive is concerned, the passive basically decreases ultimate cost by 25% (100/1.34 = 75 ) so just by having that trait on your weapon you get a larger bonus than having a 5-piece Akaviri.

    That's not how decisive works. When you gain any amount of ult, you have a chance of getting an additional ult point.

    So low slash gives you a point every 1.5 seconds(40 ult min), that nets you an extra a whopping 6 ult a minute with decisive.

    Hide of WW adds 5 ult every 5 seconds, (60/min) and decisive adds 1.8 ult a min.

    Invigorating drain adds 300 ult/min, decisive adds 9.

    You see why it's worthless?

    That's somewhat how it works, but not really. Decisive synergises not only with effects but also with all other ult gains.

    While in perfect conditions it's a 25% increase my experience is in real combat it lowers ult cooldown by about 15 to 20%.

    Checking on a skeleton I got a ~15% ult cooldown reduction. Tested three times by light attack + casting Backlash every 6 secs, loading up 500 ult.

    With Decisive I loaded ult in 1 min 43 seconds.
    Without Decisive I loaded ult in 2 min 1 seconds.

    You are only getting those numbers because light attacks give you low ult every second. Anything that gives you 1 ult every second will have a 0.15 increase, but all the real ult generators aren't 1 every second.

    5 ult every second increases by 1 just as 1 ult would. This is an increase of 0.05.

    5 ult every 5 seconds yields an increase of 0.006

    Btw your generation works out to 4.1/s which is terrible.
    Edited by WalksonGraves on April 5, 2017 10:22PM
  • Draqone
    Draqone
    ✭✭✭✭
    Anything that gives you ult every second will have a 0.15 increase,

    It'd be a 34% increase, which is a 25% charge time reduction...

    Not sure what you are trying to prove. Obviously light attacking and casting a single skill is not the best way to generate ulti. It's also the most controlled way to test it given that I am not going to go way out of my way to get the numbers I already know.

    You keep saying that Decisive + werewolf hide is a bad combo, but I am NOT paring decisive with werewolf hide.

    Without a decisive weapon I had ult every ~24 seconds, with a decisive weapon I have ult every ~20 seconds which is a noticeable difference. Obviously real combat has way too many variables but having a 20 second downtime between ults is much worse than having a 15 second downtime between ults.
    ESO Balance:
    “All skills are equal, but some skills are more equal than others.”
  • WalksonGraves
    WalksonGraves
    ✭✭✭✭✭
    Draqone wrote: »
    Anything that gives you ult every second will have a 0.15 increase,

    It'd be a 34% increase, which is a 25% charge time reduction...

    Not sure what you are trying to prove. Obviously light attacking and casting a single skill is not the best way to generate ulti. It's also the most controlled way to test it given that I am not going to go way out of my way to get the numbers I already know.

    You keep saying that Decisive + werewolf hide is a bad combo, but I am NOT paring decisive with werewolf hide.

    Without a decisive weapon I had ult every ~24 seconds, with a decisive weapon I have ult every ~20 seconds which is a noticeable difference. Obviously real combat has way too many variables but having a 20 second downtime between ults is much worse than having a 15 second downtime between ults.

    How are you getting 34% from a 15% chance at 1 ult? You are getting impossible results because your testing method is completely flawed.
    Edited by WalksonGraves on April 5, 2017 10:36PM
  • Waffennacht
    Waffennacht
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    Draqone wrote: »
    Anything that gives you ult every second will have a 0.15 increase,

    It'd be a 34% increase, which is a 25% charge time reduction...

    Not sure what you are trying to prove. Obviously light attacking and casting a single skill is not the best way to generate ulti. It's also the most controlled way to test it given that I am not going to go way out of my way to get the numbers I already know.

    You keep saying that Decisive + werewolf hide is a bad combo, but I am NOT paring decisive with werewolf hide.

    Without a decisive weapon I had ult every ~24 seconds, with a decisive weapon I have ult every ~20 seconds which is a noticeable difference. Obviously real combat has way too many variables but having a 20 second downtime between ults is much worse than having a 15 second downtime between ults.

    How are you getting 34% from a 15% chance at 1 ult? You are getting impossible results because your testing method is completely flawed.

    Dude, gold decisive is 34% chance on a 2h weapon, is this where you guys are having trouble? White 2h (like staff) is around 15% and gold 1h is close to 15%

    Edit: Purple 1h is exactly 15% chance

    So how effective decisive is more reliant on how much ult is gained per sec. If you're gaining 1 ult per sec, decisive in the long run should give approx 34% more ult. However that number decreases with the more ult gained per sec (so if I had an ult that cost 30 and was gaining 15 ult per sec, decisive would be horrible as I only have 30%ish to gain 1 ult before my ultimate move is ready, however gaining 1 ult per sec should remove approx 10 secs off-potentially)
    Edited by Waffennacht on April 6, 2017 2:54AM
    Gamer tag: DasPanzerKat NA Xbox One
    1300+ CP
    Battleground PvP'er

    Waffennacht' Builds
  • Masel
    Masel
    Class Representative
    In order to make decisive effective you need as much ultimate ticks as you can, hence:

    Minor Heroism: 1 every 1.5 seconds.
    Light and Heavy attacks: 3 every 1 second for 8 seconds .
    Invigorating Drain: 5 every 1 second.
    Dawn's Wrath passive: 3 every 6 seconds.

    So with decisive active and those things, we can get a total number of 4+6+3+1=14 Ticks in 6 seconds when using invigorating drain and vampire's bane once. With a chance of 34% that is an additional 4.667 ultimate with decisive. The total amount of ultimate generated without decisive would be 4+18+15+3=40 ultimate.

    So effectively you get like a 10% additional ultimate increase, which would translate in 10% more dps/healing from your ultimate and you have to use invigorating drain and a dawn's wrath ability on cooldown of the passive. And it doesn't boost anything else like powered/precise/nirnhoned/charged do.

    Very underwhelming... I tried a lot of things to make that trait worth using but it just isn't.
    Edited by Masel on April 6, 2017 9:23AM
    PC EU

    All Trial Trifecta Titles Done!

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  • Draqone
    Draqone
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    Masel92 wrote: »
    Very underwhelming... I tried a lot of things to make that trait worth using but it just isn't.

    In my eyes it's a healer only trait. Tanks have better ways to generate ulti and the trait is a net DPS loss.

    As far as this build is concerned , don't look at it as a % gain necessarily, view it as differences in ult uptime.

    If my ult lasts 5 seconds and I cast it every 25 seconds it's a 20% uptime. If generate 20% more ultimate and cast it every 20 seconds thats a 25% ult uptime. It's the only trait that buys me time - those extra few precious seconds to get out more synergies, buff/debuffs and so on.
    Edited by Draqone on April 6, 2017 12:59PM
    ESO Balance:
    “All skills are equal, but some skills are more equal than others.”
  • Lynx7386
    Lynx7386
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    I wouldn't even call it a healer trait, at least not one I'd intentionally use. Maybe I'm doing it wrong but I tend to go for defending on my resto staff to minimize the damage I take while healing - a dead healer can't heal anyone. I'll run charged on the back bar lightning staff for off balance procs.
    PS4 / NA
    M'asad - Khajiit Nightblade - Healer
    Pakhet - Khajiit Dragonknight - Tank
    Raksha - Khajiit Sorcerer - Stamina DPS
    Bastet - Khajiit Templar - Healer
    Leonin - Khajiit Warden - Tank
  • STEVIL
    STEVIL
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    IMO if you wanted decisive to be a pro-ulti trait and also have it be consistent and predictable across a variety of classes/weapons/builds - it should function like the block and dodge traits do - reduce ulti cost not generate ulti by byzantine mathegery.

    Proudly skooma free while talks-when-drunk is in mandatory public housing.
    YFMV Your Fun May Vary.

    First Law of Nerf-o-Dynamics
    "The good way I used to get good kills *with good skill* was good but the way others kill me now is bad."

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