I say templar is an easier healer class because of breath of life it make things easier in chaotic settings.
I know and I do, even have combat physician on warden, warden healing works pretty well. However know its content there warden would have far more problems than templar.Lightspeedflashb14_ESO wrote: »I say templar is an easier healer class because of breath of life it make things easier in chaotic settings.
If you can't heal with healing ward/ward ally then either you or your team wouldn't be saved by breath. You ought to have at least 2 hots going at all times in four man content, that is Mutegen/rapid regen and extended ritual/ritual of retribution for temps and leaching vines as a warden. With ward as a back up for when burst happens, these skills are generally more then enough to get you though four man stuff.
...You ought to have at least 2 hots going at all times in four man content, that is Mutegen/rapid regen and extended ritual/ritual of retribution for temps and leaching vines as a warden. With ward as a back up for when burst happens, these skills are generally more then enough to get you though four man stuff.
It depends what you want to focus on. Templar is still more efficient healer - stronger heals. But Warden is the best support class at the moment imho, it has many buffs for whole group and useful utilities. Its pretty new class so it will take some time to discover his true potential, but its pretty fun class to play - a bit jack of all trades.
TheNuminous1 wrote: »It depends what you want to focus on. Templar is still more efficient healer - stronger heals. But Warden is the best support class at the moment imho, it has many buffs for whole group and useful utilities. Its pretty new class so it will take some time to discover his true potential, but its pretty fun class to play - a bit jack of all trades.
not true that templar has better burst. i have two burst heals that hit for more and hit 6 people on my warden. well maybe fungal growth does not hit for as much but budding seeds hits like a truck. plus fungal gives recovery. and again 6 people.
spell power cure and master architect on the warden healer. with the tree ulti. is amazing in 4 man dungeons. i also have a bosmer warden healer and i can do everything with it. its crazy good. once u understand the skills and potential you wont ever wanna play a templar again.
I have both a templar and a warden healer. My templar has been the staple healer for me for many years but I'm about to respec him into full PVP mode as he's been retired.
The warden has taken a lot longer to master, and yes there were a couple of full blown wipes while I was still learning to use the class but I personally find it now surpasses the Templar.
The key is to keep HoTs up, the access to healing over time abilities more than makes up for the lack of BoL (which isn't all that great anymore). The instant bloom ability is a massive aoe heal and fungal growth and combat prayer are suitable substitutes for BoL.
On top of that, the Warden brings really nice armor/spell resistence buff to the table, reducing the need for healing. Provides an AOE source of major fracture for stamina dps, returns stamina and magicka to other players on heals and we of course have access to Orbs to make up for the loss of shards.
coolertin100b14_ESO wrote: »Tremendously late, but starting my new Healer Warden I'd have to heavily agree with the last fellow. Oh *** just realized he is the build guy. At any rate, the only thing that'd kind of dispute is why you said the warden couldnt take permafrost. Currently running Northern Storm, as I am a bozo who has been too lazy to make magicka glyphs, and in terms of usefulness i havent seen any. Granted i generally avoid vet content, but even when i did the high ulti cost made it substantially harder to find a time to use. Any time the mitigation might have been needed, throwing down trees seemed to be more effective. I am also using the morph that heals after leaving. My groupmates killed the adds fast enough since trees ontop of the usual aoe heals is kind of overkill. I guess my point/question would be is this immensely stupid in most vet and i just got lucky, or does it make sense?
Quick edit as i didnt mention, running Northern Storm on heal bar and Trees on desto bar. Mostly for passive but nice having the panic heal on that bar as well.
Dakmor_Kavu wrote: »coolertin100b14_ESO wrote: »Tremendously late, but starting my new Healer Warden I'd have to heavily agree with the last fellow. Oh *** just realized he is the build guy. At any rate, the only thing that'd kind of dispute is why you said the warden couldnt take permafrost. Currently running Northern Storm, as I am a bozo who has been too lazy to make magicka glyphs, and in terms of usefulness i havent seen any. Granted i generally avoid vet content, but even when i did the high ulti cost made it substantially harder to find a time to use. Any time the mitigation might have been needed, throwing down trees seemed to be more effective. I am also using the morph that heals after leaving. My groupmates killed the adds fast enough since trees ontop of the usual aoe heals is kind of overkill. I guess my point/question would be is this immensely stupid in most vet and i just got lucky, or does it make sense?
Quick edit as i didnt mention, running Northern Storm on heal bar and Trees on desto bar. Mostly for passive but nice having the panic heal on that bar as well.
Trees are generally passed over in vet content. I personally will use it when I want to "lazy heal" and know my group can just waltz through content, but with unknown groups I tend to skip over it. For me there are 2 real reasons for this:
1. The extra healing generally isnt needed - Wardens in particular output a disgusting amount of raw healing power (I would vehemently argue its more than a templar having played both). Between healing springs, combat prayer, mutagen, fungal growth, leeching vines, and budding seeds, there really is a lot of health being thrown around by a warden. While it is cheap in cost, it just isnt (or shouldnt be) needed very often if at all. With all the other skills you have, there should be plenty of ways to keep your allies up. Even if a big sustained burst is coming in from a boss, make sure you have mutagen up for heals over time, drop down a healing springs and budding seeds, and cover any spikes with either combat prayer, fungal growth, or instant popping budding seeds. This should get you through basically every encounter, but if you need more protection there are some good options (see point 2).
Edit: I also forgot about the synergy from budding seeds which tacks on even MORE healing. Which if youre using the twilight remedy set will also proc THAT set when they use it stacking even MORE healing. Wardens as I said have ridiculous healing numbers)
2. Better alternatives - For any healer, the go to ultimate is going to be agressive war horn. It provides a clear offensive boost via the major force. It also provides damage boost by increasing max magika/stamina, as well as a survival boost by increasing max health. All this makes it the #1 clear best choice in most vet content. If you thought people mowed through content before, this makes it even faster. Then there is the Northern Storm ultimate that warden has access to. Yes it costs 200, but youll find that getting to that amount is really not as difficult as you progress. This ultimate is just ridiculously good for protection. A whopping 30% damage mitigation! This means you take less damage, which means you have to heal less, which means a higher chance of over-healing and procing SPC. It also may give you some breathing room to re apply buffs or just recover some magika and take a small breather. Then there is the secondary benefits this ultimate has (which is why I recommend slotting it on your healing bar). Namely, just for having it slotted you get an awesome 8% extra magika! This means more spellpower, which means BIGGER heals, and a bigger magika pool, which means MORE heals! Whats not to like about that?! Then there is the fact that it activates the skill tree passives, increasing your physical and spell resistances just for being slotted (you cant heal if youre dead!) as well as increasing your magika damage (for the small amount we do but its still a boost).