




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)
Head-shoulder-belt-boots-gloves
Shalk's Armor
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:
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:
Mutagen - Shards - Repentance - Combat Prayer - Backlash morph/Magelight - Lights Champion
Ele Drain - BoL - Magicka Orbs - Elemental Blockade - Channeled Focus - Nova
Trials:
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!
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)
Head-shoulder-belt-boots-gloves
Shalk's Armor
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:
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:
Mutagen - Shards - Repentance - Combat Prayer - Backlash morph/Magelight - Lights Champion
Ele Drain - BoL - Magicka Orbs - Elemental Blockade - Channeled Focus - Nova
Trials:
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.
GrumpyDuckling wrote: »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 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.
WalksonGraves 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.
WalksonGraves wrote: »WalksonGraves 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.
WalksonGraves wrote: »WalksonGraves 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.
WalksonGraves wrote: »WalksonGraves 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.
WalksonGraves wrote: »Anything that gives you ult every second will have a 0.15 increase,
WalksonGraves 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.
WalksonGraves wrote: »WalksonGraves 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.
Very underwhelming... I tried a lot of things to make that trait worth using but it just isn't.