FrancisCrawford wrote: »Do we know yet what the unique pieces for Jorvuld's Guidance are, if any?
Lets all jump on this bandwagon like all the other meta builds. I was walking around in Mournhold last night and I saw the most depressing thing ever. Each and every single tank(aside from myself) was wearing Ebon. All because its meta and people want to be "the best" and the fact that every group seems to want their tank to wear that garbage set, I guess it doesnt matter how badly you tank as long as you are wearing meta sets. Come on guys, there are hundreds of sets(maybe?) in this game and everyone wears the same dozen ones. Why? I mean, I can understand it if you are going for trials leaderboards, but aside from that very niche run...why would you not at least try out something oddball when doing less difficult content?
Lets all jump on this bandwagon like all the other meta builds. I was walking around in Mournhold last night and I saw the most depressing thing ever. Each and every single tank(aside from myself) was wearing Ebon. All because its meta and people want to be "the best" and the fact that every group seems to want their tank to wear that garbage set, I guess it doesnt matter how badly you tank as long as you are wearing meta sets. Come on guys, there are hundreds of sets(maybe?) in this game and everyone wears the same dozen ones. Why? I mean, I can understand it if you are going for trials leaderboards, but aside from that very niche run...why would you not at least try out something oddball when doing less difficult content?
40% buff to all buffs.. how many allies anyone know? early, but to me that's sounds crazy
Nice on healer in dungeons simply because of longer uptime of hot and buffs also you shield, 6 second is idiotic short.Looks naturally better on warden buffs and dragon knight healers and some unique playstyles.
Lets all jump on this bandwagon like all the other meta builds. I was walking around in Mournhold last night and I saw the most depressing thing ever. Each and every single tank(aside from myself) was wearing Ebon. All because its meta and people want to be "the best" and the fact that every group seems to want their tank to wear that garbage set, I guess it doesnt matter how badly you tank as long as you are wearing meta sets. Come on guys, there are hundreds of sets(maybe?) in this game and everyone wears the same dozen ones. Why? I mean, I can understand it if you are going for trials leaderboards, but aside from that very niche run...why would you not at least try out something oddball when doing less difficult content?
Jorvuld’s Guidance (Light)
Magicka Recovery
Magicka Recovery
Healing Done
Increases the duration of all Major buffs, Minor buffs, and damage shields you apply to yourself and allies by 40%.
The healer+ tank is an very interesting build, yes its bit specialized as it don't work in dungeon finder but awesome.VilniusNastavnik wrote: »Lets all jump on this bandwagon like all the other meta builds. I was walking around in Mournhold last night and I saw the most depressing thing ever. Each and every single tank(aside from myself) was wearing Ebon. All because its meta and people want to be "the best" and the fact that every group seems to want their tank to wear that garbage set, I guess it doesnt matter how badly you tank as long as you are wearing meta sets. Come on guys, there are hundreds of sets(maybe?) in this game and everyone wears the same dozen ones. Why? I mean, I can understand it if you are going for trials leaderboards, but aside from that very niche run...why would you not at least try out something oddball when doing less difficult content?
My Warden tank runs Plague Doctor, Master Architect, and Lord Warden. Designed to fill the roll of healer and tank in all dungeons to bring 3 DPS. Not something I would bring into trials though. 40K Health, 30K Magicka, 17K Stamina, 31K resistances.
Spell power cure is a must have, you combine it with the other setsSets like Worm Cult and Ebon are very effective in trials because they can be worn by just one player yet provide bonuses to 12 players. In dungeons and vDSA however you are only providing those bonuses to 4 players. Running 3 DD + Tank has become pretty much the norm for such content, so the healer role is limited at best to an off-healer role by one of the DDs, be it magicka Templar that heals with Ritual of Retribution and supports with Blazing Spear, Nightblade that heals with Funnel Health and even Sorcerer who slots Twilight Matriarch. The tank is pretty much on his own, and thus is better of with a "selfish" build that provides self heals and/or sustain. I've settled on a combination of Armor of the Seducer and Akaviri Dragonguard - the latter can be also seen as a group buffs since, being the only one slotting Aggressive Horn, I want it to go off as much as possible - topped with 1 Choklethorn 1 Shaworend to stack as much magicka recovery as I can and thus sustain better all the DK tanking skills which are magicka, as well as the stamina pool in perma-block situations trough Igneous Shield spam (Helping Hands passive).
Coming back to Jorvuld's Guidance set on healers, the most important buff that will be extended is Major Force (+15% critical damage done) from Aggressive Horn, from 9.5s to 13.3s, a 3.8s increase. Assuming a 50s group horn rotation with both tanks and healers running it, and those healers both running this set that would bring maximum theoretical Major Force up time from 76% to 91.2%, so a 15.2% higher up time for 15% critical damage increase. Assuming the average DD in group has a critical rating of 60%, this would be around 1.35% increase in the group DPS. Note that this is the theoretical limit, and in practice this will be lower, due to imperfect horn synchronization, and/or people running other ultimate abilities, for example healers running Solar Prison instead for damage mitigation (ex. vAA HM execute phase). Other buffs provided by the healer can be easily kept at 100% by recasting the respective skills before they expire, which is trivial, such as Combat Prayer (Minor Berserk - 8% damage done, Minor Resolve & Ward - 1.3K physical and spell resistance), Elemental Drain (Major Breach - 5.3K spell penetration and Minor Magickasteal - 300/s) or even Power of the Light (Minor Breach and Fracture - 1.3K spell and physical penetration) - but that skill is arguably best provided by a stamina Templar DD due to the fact the damage copied scales on maximum stamina. Lastly shields, where improved duration is a non-issue, since when taking damage the shield will be depleted long before it expires, and healers can only provide the group with a shield if they cast Barrier, which already has 30s duration and will be probably depleted long before that since that ultimate is only used as emergency, being slotted mostly for the passive. If it were to also increase the debuff duration, it may be worth taking for extending Major Maim from Nova in specific situations.
And that's only considering the set by itself. When comparing it with the alternatives, it becomes even more clear why it's not that good. You will have to drop sets like:
- Spellpower Cure: 258 spell and weapon damage for up to 6 people - that can be kept at 90% up time if you stack heals over time and keep people at full health, so it's 230 on average, and it also scales with whatever multipliers you have for that, between 1.25-1.40 so it's more like 280-320 in practice. That's basically a 6-9% buff to spell and weapon damage, which translates to roughly 3-5% overall damage done when considering how different abilities scale. So it will be not a very good trade-off.
- Healing Mage (aka. Mending): -430 weapon damage for all enemies in the area where you use AoE heals (Healing Springs, Extended Ritual, Combat Prayer). For some mechanics that may be the difference between holding on to the last 10% of your HP when some things go boom and pushing daisies. If the group feels confident enough not to get gibbed, you can swap it for Jorvuld's for that ~1.2% extra damage from higher Major Force up time.
- Twilight Remedy: an extra heal and Minor Force for 10s. Only considering orbs synergy that would mean a 50% up time for a buff that amps your critical damage by 10%. Considering the same average critical rating of 60% this will translate to a ~3% DPS increase for those DDs that don't run Rearming Trap - Magicka Sorcerers and Nightblades - that will pop your orbs.
- Worm's Raiment: -4% spell cost for everyone may not seem much, but over longer fights it adds up quite a lot.
- Master Architect & Jorvuld's Guidanc may seem like a good idea at first glance, but this is not the case, since the self-buff will be mostly lost, due to the fact Jorvuld’s Guidance doesn't have any set bonuses that increase your damage so that 25% increase to your 10K DPS as healer won't really matter (same issue with War Machine on tank). The former would be much better used by a ranged DD since the self buff would be efficiently used. Another issue if using this set is what ultimate will you use it with? Light's Champion only buffs yourself or another ally, so the buff is not really doing much, even if it costs half of what Horn does.
Overall, I consider Jorvuld's Guidance a good set, but not good enough to use over established ones, even more so in a trial group.