Maybe it would be better if buffs scaled more with the actual player?i play as a healer 2 years and she always was a hybrid (dd mostly, then PL, BoL and Ritual for healing are enough, Shards for group resources). Damage around 20-24K is ok to support the group that way. No SPC or Prayer. Like already mentioned this skills are useless when you buf low DPS players.
It's kinda sad - buff high DPS players and they will get muuuuch more DPS, while low DPS players literally gets nothing.
Don't know. Maybe flat numbers instead of percentage.Maybe it would be better if buffs scaled more with the actual player?
jedtb16_ESO wrote: »my thought on healers.....
kill them first.
We had nightmare last night for vCoH II pledge. We came to the last boss and typed in chat to not kill ghosts. Twice failed as one DD constantly killed them. French DD even typed in French as he thought maybe other DD was French so he didn't understand English. Nope. Still killing. We kicked him after third failed attempt as I initiated vote. Came another DD and we quickly did HM without zero deaths. Then tank asked do we have vFG II for pledge. We had and did it HM, too.
So that kicked DD clearly didn't understand both English and French or maybe even shut down chat completely.
I don't play with PuGs, and as a result when I play as healer, I usually do the proper healer things, meaning healing, buffing, debuffing and giving sustain to the group:
1) Heals: Combat Prayer, Ritual of Retribution/Extended Ritual, Healing Springs or Rapid Regeneration/Mutagen, sometimes Breath of Life or Ward Ally, Cleanse/Efficient purge - that's basically "use it or go home" in some trials, Reviving Barrier - mostly for the passive recovery, but also good for saving the group in difficult situations, for example if the tank and/or other healer is down.
2) Buffs:
- Combat Prayer: Minor Berserk (+8% damage done), Minor Resolve & Ward (+1320 physical & spell resistance)
- Aggressive Horn: +10% magicka, stamina & health and Major Force (+15% critical damage) for 9.5s
- Spell Power Cure: Major Courage (+258 weapon & spell damage), an upcoming set will grant the same buff
- Lord Warden: +3870 physical & spell resistance in 8 m radius when getting hit - as of Summerset you will be able to slot a full monster set and 2 x 5 piece sets due to staves counting as 2 pieces; this will arguably be one of the best
- Sanctuary: 12% healing received may not seem much, but some trials and dungeons put strong healing debuffs on players
- Quick Siphon/Overflowing Altar (rarely): Minor Lifesteal (600 heal per second when damaging an enemy) - usually the tank slots that skill, or if he's a Warden he can slot Leeching Vines and apply it automatically
- Twilight Remedy (rarely): Minor Force (+10% critical damage) - all stamina DDs and some Magicka ones slot Rearming Trap, magicka ones will gain access to Channeled Acceleration skill that grants the same next patch, but they may not have space on their bars for it
3) Debuffs:
- Elemental Drain: Major Breach (-5280 spell resistance)
- Elemental Blockade: concussed/off-balanced, though the up time to that debuff has been reduced to 25% for bosses
- Infallible Mage: Minor Vulnerability (+8 damage taken) some enemies cannot be off-balanced, so this accomplishes the same goal
- Healing Mage (aka. Mending): Reduces the Weapon damage (?) of enemies within 10 m of you by 430 - not sure how effective is the damage reduction, since I don't know the base value for various enemies, and how the ability damage scales with it but some people consider it effective
4) Sustain:
- Energy Orb/Luminous Shard sinergy to directly restore the highest resource pool
- Elemental Drain/Radiant Aura: Minor Magickasteal (300 magicka back per second from hitting enemies with spells)
- Worm's Raiment: reduces the magicka cost by 4% - may not seem much but at low recovery is quite effective especially if you don't do many heavy attacks
- Master's Restoration staff: Rejuvenation - first tick of healing spring restores 258 stamina - may not seem much but for some situations where you need to do a lot of block casting because various mechanics it's still quite good
- Sentinel of Rkugamz: restores 524 stamina per second for 8 seconds with 15 seconds cooldown to allies in the area, this is also quite good as monster set, but the robot will die from AoE damage so I prefer Lord Warden in such situations.
If I do happen to play with PuGs - mostly happens in normal dungeons when I farm a specific gear piece - I wear full damage setup and only provide Ritual of Retribution (heal), Elemental Drain (debuff), and Blazing Spear (sustain), since those fit quite nicely in my DPS rotation. I have quite high stats so the heals from the former are quite enough to survive, unless you do something extremely stupid, which is not my problem.
I don't play with PuGs, and as a result when I play as healer, I usually do the proper healer things, meaning healing, buffing, debuffing and giving sustain to the group:
1) Heals: Combat Prayer, Ritual of Retribution/Extended Ritual, Healing Springs or Rapid Regeneration/Mutagen, sometimes Breath of Life or Ward Ally, Cleanse/Efficient purge - that's basically "use it or go home" in some trials, Reviving Barrier - mostly for the passive recovery, but also good for saving the group in difficult situations, for example if the tank and/or other healer is down.
2) Buffs:
- Combat Prayer: Minor Berserk (+8% damage done), Minor Resolve & Ward (+1320 physical & spell resistance)
- Aggressive Horn: +10% magicka, stamina & health and Major Force (+15% critical damage) for 9.5s
- Spell Power Cure: Major Courage (+258 weapon & spell damage), an upcoming set will grant the same buff
- Lord Warden: +3870 physical & spell resistance in 8 m radius when getting hit - as of Summerset you will be able to slot a full monster set and 2 x 5 piece sets due to staves counting as 2 pieces; this will arguably be one of the best
- Sanctuary: 12% healing received may not seem much, but some trials and dungeons put strong healing debuffs on players
- Quick Siphon/Overflowing Altar (rarely): Minor Lifesteal (600 heal per second when damaging an enemy) - usually the tank slots that skill, or if he's a Warden he can slot Leeching Vines and apply it automatically
- Twilight Remedy (rarely): Minor Force (+10% critical damage) - all stamina DDs and some Magicka ones slot Rearming Trap, magicka ones will gain access to Channeled Acceleration skill that grants the same next patch, but they may not have space on their bars for it
3) Debuffs:
- Elemental Drain: Major Breach (-5280 spell resistance)
- Elemental Blockade: concussed/off-balanced, though the up time to that debuff has been reduced to 25% for bosses
- Infallible Mage: Minor Vulnerability (+8 damage taken) some enemies cannot be off-balanced, so this accomplishes the same goal
- Healing Mage (aka. Mending): Reduces the Weapon damage (?) of enemies within 10 m of you by 430 - not sure how effective is the damage reduction, since I don't know the base value for various enemies, and how the ability damage scales with it but some people consider it effective
4) Sustain:
- Energy Orb/Luminous Shard sinergy to directly restore the highest resource pool
- Elemental Drain/Radiant Aura: Minor Magickasteal (300 magicka back per second from hitting enemies with spells)
- Worm's Raiment: reduces the magicka cost by 4% - may not seem much but at low recovery is quite effective especially if you don't do many heavy attacks
- Master's Restoration staff: Rejuvenation - first tick of healing spring restores 258 stamina - may not seem much but for some situations where you need to do a lot of block casting because various mechanics it's still quite good
- Sentinel of Rkugamz: restores 524 stamina per second for 8 seconds with 15 seconds cooldown to allies in the area, this is also quite good as monster set, but the robot will die from AoE damage so I prefer Lord Warden in such situations.
If I do happen to play with PuGs - mostly happens in normal dungeons when I farm a specific gear piece - I wear full damage setup and only provide Ritual of Retribution (heal), Elemental Drain (debuff), and Blazing Spear (sustain), since those fit quite nicely in my DPS rotation. I have quite high stats so the heals from the former are quite enough to survive, unless you do something extremely stupid, which is not my problem.
Infabile aether has nothing to do with off balance.


Unfortunatelly that happens regularly - language barrier is huge in Europe. So many times you type in English and you get respond in Russian, Polish, French, German, Spanish and so on. What can you do if you don't know to type in those languages? Nothing and I am multilingual btw.We had nightmare last night for vCoH II pledge. We came to the last boss and typed in chat to not kill ghosts. Twice failed as one DD constantly killed them. French DD even typed in French as he thought maybe other DD was French so he didn't understand English. Nope. Still killing. We kicked him after third failed attempt as I initiated vote. Came another DD and we quickly did HM without zero deaths. Then tank asked do we have vFG II for pledge. We had and did it HM, too.
So that kicked DD clearly didn't understand both English and French or maybe even shut down chat completely.
I can't believe this story. That DD was just an idiot really. First of all, if i'm wiping like there is no tomorrow and others in my group types in chat, i would try to understand even if it's japanese or russian.
Second, everyone knows the words "kill" and "ghost", come on.
I don't play with PuGs, and as a result when I play as healer, I usually do the proper healer things, meaning healing, buffing, debuffing and giving sustain to the group:
1) Heals: Combat Prayer, Ritual of Retribution/Extended Ritual, Healing Springs or Rapid Regeneration/Mutagen, sometimes Breath of Life or Ward Ally, Cleanse/Efficient purge - that's basically "use it or go home" in some trials, Reviving Barrier - mostly for the passive recovery, but also good for saving the group in difficult situations, for example if the tank and/or other healer is down.
2) Buffs:
- Combat Prayer: Minor Berserk (+8% damage done), Minor Resolve & Ward (+1320 physical & spell resistance)
- Aggressive Horn: +10% magicka, stamina & health and Major Force (+15% critical damage) for 9.5s
- Spell Power Cure: Major Courage (+258 weapon & spell damage), an upcoming set will grant the same buff
- Lord Warden: +3870 physical & spell resistance in 8 m radius when getting hit - as of Summerset you will be able to slot a full monster set and 2 x 5 piece sets due to staves counting as 2 pieces; this will arguably be one of the best
- Sanctuary: 12% healing received may not seem much, but some trials and dungeons put strong healing debuffs on players
- Quick Siphon/Overflowing Altar (rarely): Minor Lifesteal (600 heal per second when damaging an enemy) - usually the tank slots that skill, or if he's a Warden he can slot Leeching Vines and apply it automatically
- Twilight Remedy (rarely): Minor Force (+10% critical damage) - all stamina DDs and some Magicka ones slot Rearming Trap, magicka ones will gain access to Channeled Acceleration skill that grants the same next patch, but they may not have space on their bars for it
3) Debuffs:
- Elemental Drain: Major Breach (-5280 spell resistance)
- Elemental Blockade: concussed/off-balanced, though the up time to that debuff has been reduced to 25% for bosses
- Infallible Mage: Minor Vulnerability (+8 damage taken) some enemies cannot be off-balanced, so this accomplishes the same goal
- Healing Mage (aka. Mending): Reduces the Weapon damage (?) of enemies within 10 m of you by 430 - not sure how effective is the damage reduction, since I don't know the base value for various enemies, and how the ability damage scales with it but some people consider it effective
4) Sustain:
- Energy Orb/Luminous Shard sinergy to directly restore the highest resource pool
- Elemental Drain/Radiant Aura: Minor Magickasteal (300 magicka back per second from hitting enemies with spells)
- Worm's Raiment: reduces the magicka cost by 4% - may not seem much but at low recovery is quite effective especially if you don't do many heavy attacks
- Master's Restoration staff: Rejuvenation - first tick of healing spring restores 258 stamina - may not seem much but for some situations where you need to do a lot of block casting because various mechanics it's still quite good
- Sentinel of Rkugamz: restores 524 stamina per second for 8 seconds with 15 seconds cooldown to allies in the area, this is also quite good as monster set, but the robot will die from AoE damage so I prefer Lord Warden in such situations.
If I do happen to play with PuGs - mostly happens in normal dungeons when I farm a specific gear piece - I wear full damage setup and only provide Ritual of Retribution (heal), Elemental Drain (debuff), and Blazing Spear (sustain), since those fit quite nicely in my DPS rotation. I have quite high stats so the heals from the former are quite enough to survive, unless you do something extremely stupid, which is not my problem.
Infabile aether has nothing to do with off balance.
I wasn't implying that, just saying that on some bosses only IA works to provide Minor Vulnerability, since they can't be off-balanced, for example the first 2 bosses in Aethernian Archive. Normally if someone heavy attacks an off-balanced enemy it puts Minor Vulnerability on him.
I don't play with PuGs, and as a result when I play as healer, I usually do the proper healer things, meaning healing, buffing, debuffing and giving sustain to the group:
1) Heals: Combat Prayer, Ritual of Retribution/Extended Ritual, Healing Springs or Rapid Regeneration/Mutagen, sometimes Breath of Life or Ward Ally, Cleanse/Efficient purge - that's basically "use it or go home" in some trials, Reviving Barrier - mostly for the passive recovery, but also good for saving the group in difficult situations, for example if the tank and/or other healer is down.
2) Buffs:
- Combat Prayer: Minor Berserk (+8% damage done), Minor Resolve & Ward (+1320 physical & spell resistance)
- Aggressive Horn: +10% magicka, stamina & health and Major Force (+15% critical damage) for 9.5s
- Spell Power Cure: Major Courage (+258 weapon & spell damage), an upcoming set will grant the same buff
- Lord Warden: +3870 physical & spell resistance in 8 m radius when getting hit - as of Summerset you will be able to slot a full monster set and 2 x 5 piece sets due to staves counting as 2 pieces; this will arguably be one of the best
- Sanctuary: 12% healing received may not seem much, but some trials and dungeons put strong healing debuffs on players
- Quick Siphon/Overflowing Altar (rarely): Minor Lifesteal (600 heal per second when damaging an enemy) - usually the tank slots that skill, or if he's a Warden he can slot Leeching Vines and apply it automatically
- Twilight Remedy (rarely): Minor Force (+10% critical damage) - all stamina DDs and some Magicka ones slot Rearming Trap, magicka ones will gain access to Channeled Acceleration skill that grants the same next patch, but they may not have space on their bars for it
3) Debuffs:
- Elemental Drain: Major Breach (-5280 spell resistance)
- Elemental Blockade: concussed/off-balanced, though the up time to that debuff has been reduced to 25% for bosses
- Infallible Mage: Minor Vulnerability (+8 damage taken) some enemies cannot be off-balanced, so this accomplishes the same goal
- Healing Mage (aka. Mending): Reduces the Weapon damage (?) of enemies within 10 m of you by 430 - not sure how effective is the damage reduction, since I don't know the base value for various enemies, and how the ability damage scales with it but some people consider it effective
4) Sustain:
- Energy Orb/Luminous Shard sinergy to directly restore the highest resource pool
- Elemental Drain/Radiant Aura: Minor Magickasteal (300 magicka back per second from hitting enemies with spells)
- Worm's Raiment: reduces the magicka cost by 4% - may not seem much but at low recovery is quite effective especially if you don't do many heavy attacks
- Master's Restoration staff: Rejuvenation - first tick of healing spring restores 258 stamina - may not seem much but for some situations where you need to do a lot of block casting because various mechanics it's still quite good
- Sentinel of Rkugamz: restores 524 stamina per second for 8 seconds with 15 seconds cooldown to allies in the area, this is also quite good as monster set, but the robot will die from AoE damage so I prefer Lord Warden in such situations.
If I do happen to play with PuGs - mostly happens in normal dungeons when I farm a specific gear piece - I wear full damage setup and only provide Ritual of Retribution (heal), Elemental Drain (debuff), and Blazing Spear (sustain), since those fit quite nicely in my DPS rotation. I have quite high stats so the heals from the former are quite enough to survive, unless you do something extremely stupid, which is not my problem.
Infabile aether has nothing to do with off balance.
I wasn't implying that, just saying that on some bosses only IA works to provide Minor Vulnerability, since they can't be off-balanced, for example the first 2 bosses in Aethernian Archive. Normally if someone heavy attacks an off-balanced enemy it puts Minor Vulnerability on him.
This will no longer be true after summerset.
I don't play with PuGs, and as a result when I play as healer, I usually do the proper healer things, meaning healing, buffing, debuffing and giving sustain to the group:
1) Heals: Combat Prayer, Ritual of Retribution/Extended Ritual, Healing Springs or Rapid Regeneration/Mutagen, sometimes Breath of Life or Ward Ally, Cleanse/Efficient purge - that's basically "use it or go home" in some trials, Reviving Barrier - mostly for the passive recovery, but also good for saving the group in difficult situations, for example if the tank and/or other healer is down.
2) Buffs:
- Combat Prayer: Minor Berserk (+8% damage done), Minor Resolve & Ward (+1320 physical & spell resistance)
- Aggressive Horn: +10% magicka, stamina & health and Major Force (+15% critical damage) for 9.5s
- Spell Power Cure: Major Courage (+258 weapon & spell damage), an upcoming set will grant the same buff
- Lord Warden: +3870 physical & spell resistance in 8 m radius when getting hit - as of Summerset you will be able to slot a full monster set and 2 x 5 piece sets due to staves counting as 2 pieces; this will arguably be one of the best
- Sanctuary: 12% healing received may not seem much, but some trials and dungeons put strong healing debuffs on players
- Quick Siphon/Overflowing Altar (rarely): Minor Lifesteal (600 heal per second when damaging an enemy) - usually the tank slots that skill, or if he's a Warden he can slot Leeching Vines and apply it automatically
- Twilight Remedy (rarely): Minor Force (+10% critical damage) - all stamina DDs and some Magicka ones slot Rearming Trap, magicka ones will gain access to Channeled Acceleration skill that grants the same next patch, but they may not have space on their bars for it
3) Debuffs:
- Elemental Drain: Major Breach (-5280 spell resistance)
- Elemental Blockade: concussed/off-balanced, though the up time to that debuff has been reduced to 25% for bosses
- Infallible Mage: Minor Vulnerability (+8 damage taken) some enemies cannot be off-balanced, so this accomplishes the same goal
- Healing Mage (aka. Mending): Reduces the Weapon damage (?) of enemies within 10 m of you by 430 - not sure how effective is the damage reduction, since I don't know the base value for various enemies, and how the ability damage scales with it but some people consider it effective
4) Sustain:
- Energy Orb/Luminous Shard sinergy to directly restore the highest resource pool
- Elemental Drain/Radiant Aura: Minor Magickasteal (300 magicka back per second from hitting enemies with spells)
- Worm's Raiment: reduces the magicka cost by 4% - may not seem much but at low recovery is quite effective especially if you don't do many heavy attacks
- Master's Restoration staff: Rejuvenation - first tick of healing spring restores 258 stamina - may not seem much but for some situations where you need to do a lot of block casting because various mechanics it's still quite good
- Sentinel of Rkugamz: restores 524 stamina per second for 8 seconds with 15 seconds cooldown to allies in the area, this is also quite good as monster set, but the robot will die from AoE damage so I prefer Lord Warden in such situations.
If I do happen to play with PuGs - mostly happens in normal dungeons when I farm a specific gear piece - I wear full damage setup and only provide Ritual of Retribution (heal), Elemental Drain (debuff), and Blazing Spear (sustain), since those fit quite nicely in my DPS rotation. I have quite high stats so the heals from the former are quite enough to survive, unless you do something extremely stupid, which is not my problem.
Infabile aether has nothing to do with off balance.
I wasn't implying that, just saying that on some bosses only IA works to provide Minor Vulnerability, since they can't be off-balanced, for example the first 2 bosses in Aethernian Archive. Normally if someone heavy attacks an off-balanced enemy it puts Minor Vulnerability on him.
This will no longer be true after summerset.
I've looked trough the PTS notes 4.0.0 to 4.0.4 and found no changes regarding off-balance or Minor Vulnerability. Maybe you confused it with a change that is indeed there, namely that some monsters are not vulnerable (increased chance of status effect) or resistant (increased resistance to certain element) which is a totally different matter.
I don't play with PuGs, and as a result when I play as healer, I usually do the proper healer things, meaning healing, buffing, debuffing and giving sustain to the group:
1) Heals: Combat Prayer, Ritual of Retribution/Extended Ritual, Healing Springs or Rapid Regeneration/Mutagen, sometimes Breath of Life or Ward Ally, Cleanse/Efficient purge - that's basically "use it or go home" in some trials, Reviving Barrier - mostly for the passive recovery, but also good for saving the group in difficult situations, for example if the tank and/or other healer is down.
2) Buffs:
- Combat Prayer: Minor Berserk (+8% damage done), Minor Resolve & Ward (+1320 physical & spell resistance)
- Aggressive Horn: +10% magicka, stamina & health and Major Force (+15% critical damage) for 9.5s
- Spell Power Cure: Major Courage (+258 weapon & spell damage), an upcoming set will grant the same buff
- Lord Warden: +3870 physical & spell resistance in 8 m radius when getting hit - as of Summerset you will be able to slot a full monster set and 2 x 5 piece sets due to staves counting as 2 pieces; this will arguably be one of the best
- Sanctuary: 12% healing received may not seem much, but some trials and dungeons put strong healing debuffs on players
- Quick Siphon/Overflowing Altar (rarely): Minor Lifesteal (600 heal per second when damaging an enemy) - usually the tank slots that skill, or if he's a Warden he can slot Leeching Vines and apply it automatically
- Twilight Remedy (rarely): Minor Force (+10% critical damage) - all stamina DDs and some Magicka ones slot Rearming Trap, magicka ones will gain access to Channeled Acceleration skill that grants the same next patch, but they may not have space on their bars for it
3) Debuffs:
- Elemental Drain: Major Breach (-5280 spell resistance)
- Elemental Blockade: concussed/off-balanced, though the up time to that debuff has been reduced to 25% for bosses
- Infallible Mage: Minor Vulnerability (+8 damage taken) some enemies cannot be off-balanced, so this accomplishes the same goal
- Healing Mage (aka. Mending): Reduces the Weapon damage (?) of enemies within 10 m of you by 430 - not sure how effective is the damage reduction, since I don't know the base value for various enemies, and how the ability damage scales with it but some people consider it effective
4) Sustain:
- Energy Orb/Luminous Shard sinergy to directly restore the highest resource pool
- Elemental Drain/Radiant Aura: Minor Magickasteal (300 magicka back per second from hitting enemies with spells)
- Worm's Raiment: reduces the magicka cost by 4% - may not seem much but at low recovery is quite effective especially if you don't do many heavy attacks
- Master's Restoration staff: Rejuvenation - first tick of healing spring restores 258 stamina - may not seem much but for some situations where you need to do a lot of block casting because various mechanics it's still quite good
- Sentinel of Rkugamz: restores 524 stamina per second for 8 seconds with 15 seconds cooldown to allies in the area, this is also quite good as monster set, but the robot will die from AoE damage so I prefer Lord Warden in such situations.
If I do happen to play with PuGs - mostly happens in normal dungeons when I farm a specific gear piece - I wear full damage setup and only provide Ritual of Retribution (heal), Elemental Drain (debuff), and Blazing Spear (sustain), since those fit quite nicely in my DPS rotation. I have quite high stats so the heals from the former are quite enough to survive, unless you do something extremely stupid, which is not my problem.
Infabile aether has nothing to do with off balance.
I wasn't implying that, just saying that on some bosses only IA works to provide Minor Vulnerability, since they can't be off-balanced, for example the first 2 bosses in Aethernian Archive. Normally if someone heavy attacks an off-balanced enemy it puts Minor Vulnerability on him.
This will no longer be true after summerset.
I've looked trough the PTS notes 4.0.0 to 4.0.4 and found no changes regarding off-balance or Minor Vulnerability. Maybe you confused it with a change that is indeed there, namely that some monsters are not vulnerable (increased chance of status effect) or resistant (increased resistance to certain element) which is a totally different matter.
Concussion is a status effect.
I don't play with PuGs, and as a result when I play as healer, I usually do the proper healer things, meaning healing, buffing, debuffing and giving sustain to the group:
1) Heals: Combat Prayer, Ritual of Retribution/Extended Ritual, Healing Springs or Rapid Regeneration/Mutagen, sometimes Breath of Life or Ward Ally, Cleanse/Efficient purge - that's basically "use it or go home" in some trials, Reviving Barrier - mostly for the passive recovery, but also good for saving the group in difficult situations, for example if the tank and/or other healer is down.
2) Buffs:
- Combat Prayer: Minor Berserk (+8% damage done), Minor Resolve & Ward (+1320 physical & spell resistance)
- Aggressive Horn: +10% magicka, stamina & health and Major Force (+15% critical damage) for 9.5s
- Spell Power Cure: Major Courage (+258 weapon & spell damage), an upcoming set will grant the same buff
- Lord Warden: +3870 physical & spell resistance in 8 m radius when getting hit - as of Summerset you will be able to slot a full monster set and 2 x 5 piece sets due to staves counting as 2 pieces; this will arguably be one of the best
- Sanctuary: 12% healing received may not seem much, but some trials and dungeons put strong healing debuffs on players
- Quick Siphon/Overflowing Altar (rarely): Minor Lifesteal (600 heal per second when damaging an enemy) - usually the tank slots that skill, or if he's a Warden he can slot Leeching Vines and apply it automatically
- Twilight Remedy (rarely): Minor Force (+10% critical damage) - all stamina DDs and some Magicka ones slot Rearming Trap, magicka ones will gain access to Channeled Acceleration skill that grants the same next patch, but they may not have space on their bars for it
3) Debuffs:
- Elemental Drain: Major Breach (-5280 spell resistance)
- Elemental Blockade: concussed/off-balanced, though the up time to that debuff has been reduced to 25% for bosses
- Infallible Mage: Minor Vulnerability (+8 damage taken) some enemies cannot be off-balanced, so this accomplishes the same goal
- Healing Mage (aka. Mending): Reduces the Weapon damage (?) of enemies within 10 m of you by 430 - not sure how effective is the damage reduction, since I don't know the base value for various enemies, and how the ability damage scales with it but some people consider it effective
4) Sustain:
- Energy Orb/Luminous Shard sinergy to directly restore the highest resource pool
- Elemental Drain/Radiant Aura: Minor Magickasteal (300 magicka back per second from hitting enemies with spells)
- Worm's Raiment: reduces the magicka cost by 4% - may not seem much but at low recovery is quite effective especially if you don't do many heavy attacks
- Master's Restoration staff: Rejuvenation - first tick of healing spring restores 258 stamina - may not seem much but for some situations where you need to do a lot of block casting because various mechanics it's still quite good
- Sentinel of Rkugamz: restores 524 stamina per second for 8 seconds with 15 seconds cooldown to allies in the area, this is also quite good as monster set, but the robot will die from AoE damage so I prefer Lord Warden in such situations.
If I do happen to play with PuGs - mostly happens in normal dungeons when I farm a specific gear piece - I wear full damage setup and only provide Ritual of Retribution (heal), Elemental Drain (debuff), and Blazing Spear (sustain), since those fit quite nicely in my DPS rotation. I have quite high stats so the heals from the former are quite enough to survive, unless you do something extremely stupid, which is not my problem.
Infabile aether has nothing to do with off balance.
I wasn't implying that, just saying that on some bosses only IA works to provide Minor Vulnerability, since they can't be off-balanced, for example the first 2 bosses in Aethernian Archive. Normally if someone heavy attacks an off-balanced enemy it puts Minor Vulnerability on him.
This will no longer be true after summerset.
I've looked trough the PTS notes 4.0.0 to 4.0.4 and found no changes regarding off-balance or Minor Vulnerability. Maybe you confused it with a change that is indeed there, namely that some monsters are not vulnerable (increased chance of status effect) or resistant (increased resistance to certain element) which is a totally different matter.
Concussion is a status effect.
I don't think it will affect those bosses. Rather it means that for example you won't be able to get a secondary "explosion" bonus damage when damaging a troll that's on fire.
PUG. Or when you drop that floating Orb from Undaunted skill line and nobody uses itAcadianPaladin wrote: »This. Only way being a healer in PUG group dungeons is to go hybrid route i.e. Restoration + Lightning Staff and do as much as DPS as you can. I easily do 10k DPS without even seriously trying (magicka Sorcerer and Bosmer...).For me being a healer is switching back to my dps main because of potato 3k dps DDs who think they are OP and blame you for everything anyway
Being heal/buff bot in PUG is complete waste of time and healers are unfortunately mostly obsolete in the most group dungeons... Sure when I once in a time I get a "high" DPS group (i.e. 30+k) it's all right to use Warhhorn and Elemental Drain otherwise no, use Elemental Rage and slot some DPS spell. I see in the first pull which group I get so adapt to it.
Also SPC set is useless in your typical average PUG (~15-20k DPS). I run Julianos as you never count on others to do properly their role. I mean I constantly have situations when I type boss mechanics and people still do what they shouldn't than die (and maybe say sorry).
TL; DR
Buffing group with low-average DPS is massive wate of time - just heal when needed and do DPS by yourself.
I find much truth in what you say. I generally heal for disorganized 'gaggles' at WBs or group (Normal only) dungeons as either a duo with my running mate or with strangers who each have their own agenda. So I know what you mean about supporting less than optimized groups. I kind of enjoy the required flexibility. While I slot many normal healer skills (EleDrain, Shards, Blockade, Ext Ritual, Mutagen, Healing Springs, Bol), I also slot some that give me good flexibility when I need to contribute solid dps or even hold my ground when the boss decides he really likes the healer (Reflective light, Sweeps, Channel Focus). What I give up that many healers run is Combat Prayer - up time on members of disorganized groups who run all around is puny and +8% to low dps is still low dps, lol. I also slot the MG ultimate for passives + dps....
Why did you all pick the healer role in ESO? Have you always picked healer role?
I don't play with PuGs, and as a result when I play as healer, I usually do the proper healer things, meaning healing, buffing, debuffing and giving sustain to the group:
1) Heals: Combat Prayer, Ritual of Retribution/Extended Ritual, Healing Springs or Rapid Regeneration/Mutagen, sometimes Breath of Life or Ward Ally, Cleanse/Efficient purge - that's basically "use it or go home" in some trials, Reviving Barrier - mostly for the passive recovery, but also good for saving the group in difficult situations, for example if the tank and/or other healer is down.
2) Buffs:
- Combat Prayer: Minor Berserk (+8% damage done), Minor Resolve & Ward (+1320 physical & spell resistance)
- Aggressive Horn: +10% magicka, stamina & health and Major Force (+15% critical damage) for 9.5s
- Spell Power Cure: Major Courage (+258 weapon & spell damage), an upcoming set will grant the same buff
- Lord Warden: +3870 physical & spell resistance in 8 m radius when getting hit - as of Summerset you will be able to slot a full monster set and 2 x 5 piece sets due to staves counting as 2 pieces; this will arguably be one of the best
- Sanctuary: 12% healing received may not seem much, but some trials and dungeons put strong healing debuffs on players
- Quick Siphon/Overflowing Altar (rarely): Minor Lifesteal (600 heal per second when damaging an enemy) - usually the tank slots that skill, or if he's a Warden he can slot Leeching Vines and apply it automatically
- Twilight Remedy (rarely): Minor Force (+10% critical damage) - all stamina DDs and some Magicka ones slot Rearming Trap, magicka ones will gain access to Channeled Acceleration skill that grants the same next patch, but they may not have space on their bars for it
3) Debuffs:
- Elemental Drain: Major Breach (-5280 spell resistance)
- Elemental Blockade: concussed/off-balanced, though the up time to that debuff has been reduced to 25% for bosses
- Infallible Mage: Minor Vulnerability (+8 damage taken) some enemies cannot be off-balanced, so this accomplishes the same goal
- Healing Mage (aka. Mending): Reduces the Weapon damage (?) of enemies within 10 m of you by 430 - not sure how effective is the damage reduction, since I don't know the base value for various enemies, and how the ability damage scales with it but some people consider it effective
4) Sustain:
- Energy Orb/Luminous Shard sinergy to directly restore the highest resource pool
- Elemental Drain/Radiant Aura: Minor Magickasteal (300 magicka back per second from hitting enemies with spells)
- Worm's Raiment: reduces the magicka cost by 4% - may not seem much but at low recovery is quite effective especially if you don't do many heavy attacks
- Master's Restoration staff: Rejuvenation - first tick of healing spring restores 258 stamina - may not seem much but for some situations where you need to do a lot of block casting because various mechanics it's still quite good
- Sentinel of Rkugamz: restores 524 stamina per second for 8 seconds with 15 seconds cooldown to allies in the area, this is also quite good as monster set, but the robot will die from AoE damage so I prefer Lord Warden in such situations.
If I do happen to play with PuGs - mostly happens in normal dungeons when I farm a specific gear piece - I wear full damage setup and only provide Ritual of Retribution (heal), Elemental Drain (debuff), and Blazing Spear (sustain), since those fit quite nicely in my DPS rotation. I have quite high stats so the heals from the former are quite enough to survive, unless you do something extremely stupid, which is not my problem.
Infabile aether has nothing to do with off balance.
I wasn't implying that, just saying that on some bosses only IA works to provide Minor Vulnerability, since they can't be off-balanced, for example the first 2 bosses in Aethernian Archive. Normally if someone heavy attacks an off-balanced enemy it puts Minor Vulnerability on him.
This will no longer be true after summerset.
I've looked trough the PTS notes 4.0.0 to 4.0.4 and found no changes regarding off-balance or Minor Vulnerability. Maybe you confused it with a change that is indeed there, namely that some monsters are not vulnerable (increased chance of status effect) or resistant (increased resistance to certain element) which is a totally different matter.
Concussion is a status effect.
Lunatic_Dizzy wrote: »I main a mag sorc dps. But go hybrid for pug norm dungeons. Slot Twilight on each bar and BAM! I'm a healer. While every other spot are AoEs, DoTs, and buffs. Cuz, lets face it, I'm doing way more DPS than the 2 other Level 15 or 20 DPS that I always get grouped with. Plus, norm dungeons for the most part don't really need a Healer. As long as everyone plays with common sense and GETS THE HELL OUT THE RED! Otherwise my Twilight's burst heal is usually enough to soothe their hand because they just had to touch the hot stove. >.>
Silver_Strider wrote: »PUG healing is the worst. It's rare for anyone to pop orbs and even more rare to get DPS that know what they're doing. I just throw on a DPS set like Julianos, keep up my HoTs and if you die, chances are high it was most likely your own fault (love those people that stand in stupid and blame you).
Priyasekarssk wrote: »Silver_Strider wrote: »PUG healing is the worst. It's rare for anyone to pop orbs and even more rare to get DPS that know what they're doing. I just throw on a DPS set like Julianos, keep up my HoTs and if you die, chances are high it was most likely your own fault (love those people that stand in stupid and blame you).
Many of the times , I use orbs and invaluable for magicka buffs. I dont expect healers to always provide that.
Purge is most important skill for healer on vet HM. Every now & then I have to run towards location to clear debuffs or slot purge myself.
Only 1 in 10 healers have that skill slotted. It is very important skill for healer on hard contents for a competent group. Pathetic thing , many healers dont even know important of that skill and group is expecting from them ,when debuffed , espeically on harder content. There are debuffs which cannot be healed. Some debuffs like miam/snares will decrease damage output drastically.
Also barrier is way too good than restro ultimate , especially during boss bursts., where majority of group wipes happen.
Shields >> Heals . Shields at important times is what makes difference between pro healer & ordinary healer.
Healers cannot heal one shot mechanics. Again I rarely see, good healers to provide ultimate on burst time.
Again I never played healer.
Priyasekarssk wrote: »Silver_Strider wrote: »PUG healing is the worst. It's rare for anyone to pop orbs and even more rare to get DPS that know what they're doing. I just throw on a DPS set like Julianos, keep up my HoTs and if you die, chances are high it was most likely your own fault (love those people that stand in stupid and blame you).
Many of the times , I use orbs and invaluable for magicka buffs. I dont expect healers to always provide that.
Purge is most important skill for healer on vet HM. Every now & then I have to run towards location to clear debuffs or slot purge myself.
Only 1 in 10 healers have that skill slotted. It is very important skill for healer on hard contents for a competent group. Pathetic thing , many healers dont even know important of that skill and group is expecting from them ,when debuffed , espeically on harder content. There are debuffs which cannot be healed. Some debuffs like miam/snares will decrease damage output drastically.
Also barrier is way too good than restro ultimate , especially during boss bursts., where majority of group wipes happen.
Shields >> Heals . Shields at important times is what makes difference between pro healer & ordinary healer.
Healers cannot heal one shot mechanics. Again I rarely see, good healers to provide ultimate on burst time.
Again I never played healer.
Barrier is overkill in vet dungeons unless that group is really bad at avoiding damage and mechanics. In trials healers usually use War Horn for the damage buff and they tend to use the same in vet dungeon as a result. Sometimes a templar will use nova if damage reduction is helpful.
I cannot recall many dungeons where purge is very useful. Most of the dots in vet dungeons that can be cleansed do not hit very hard. The hardest hitting dot I can recall in a vet dungeon is from the Planar Inhibitor from vWGT and that dot is not cleansable. One needs to work the mechanic. In some of the newer trials, yes purge is helpful.
Heck, I have healed a lot of dungeons over the years in ESO and, again unless the group is bad at avoiding damage, I hardly have to heal and usually add to the dps, especially if I have joined a random group.