Lightspeedflashb14_ESO wrote: »They are about the same. I have healed a lot of the game with my warden and all the game with my temp. It is really about you, how you play and if you are good at the game, if you are a good Healer, then you can heal with every class.
DocFrost72 wrote: »Templars have shards, making resource fueling specific targets in combat (like the tank) fast and responsive. Grant minor fracture and breach if there is not already a stamplar in group, and also (with the same skill) grant minor sorcery, increasing spell damage by 5%.
Sorcs...good lord, the utility. Group wide minor intellect (double as effective as the 5 piece worm bonus, group wide), AoE front facing root, minor prophecy (increasing spell crit), and the #2 burst heal in the game in their matriarch (which only does 360* Los check). Offer huge off balance uptime even without a shock staff and passive execute. Arguable second best damage while healing.
Nightblades: Awesome hot system allows you to do good damage while simultaneously healing through sap essence and funnel health, next patch they have a fire and forget hot that is very strong. Best used for just heals or tanks, agony is (will be malevolent offering, iirc.)
Wardens: great utility, minor toughness uptime if warhorn uptime is poor, 10% stamina and magicka target regen increase in their shrooms, great utility in frozen gate and gripping shards, aoe frontal major fracture in shalks, highest burst heals in the game with budding seeds, fantastic maneuverability and small dodge chance with bird of prey and morphs. Great ulti gen. Can give entire party major defenses with expansive frost cloak.
Dks: harder, but possible. Minor brutality uptime is fantastic. Major brutality and sorcery through igneous weapons. Group wide dmg shield, albeit small, is a neat little trick. Cauterize can be useful and grants major sorcery. Aoe interupt, aoe root, and 10% more fire damage if there are no other magdks in group.
There is no healer class, only the buffs you need for your party comp.
Edit: Sets are usually both healers running SPC with one running worm, another running mending. Other sets worth checking out include sanctuary, torug's with infused weapons (bonus: next patch you can put a crusher enchant on your master resto), and gossamer. You'll want to try to get a master's restoration staff from DSA vet, it is *so* worth it.
paulsimonps wrote: »More people need to have the courage to try Warden Healers. They do really well in Vet Trials and can contribute a lot to the team when combined with a Templar healer. People are to blind and only see Templar as the only healer. Its just that Wardens are played differently, can't play it like you play Templar.
I never tried Warden, but Templar is superior to all what i know, inclusive my Sorcerer healer. For example Mazzatun was impossible to do with a pet and also all the skills that the templar have are the best of the best for the group.
Kneighbors wrote: »I don't know why, but 90% of non Templar healers forget about resource sharing. It's most sad to look at in maxed out groups where tank and dd's have a good enough self sustain to survive on their own, and there's that uber non templar healer spamming healing with a look of "see, I'm not templar and we are still managing!". And you pull that guy through the dungeon just because you don't want to be rude. I'm sure many of replying non templar healers here are like this. Their buffs are bad, their resource sharing is really bad. To learn how to be a good healer you have to play Templar, but the downside is you won't like to make any other fun build after that.