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What does it mean to be healer in ESO for you?

  • Tasear
    Tasear
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    mocap wrote: »
    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.
    Maybe it would be better if buffs scaled more with the actual player?
  • mocap
    mocap
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    Tasear wrote: »
    Maybe it would be better if buffs scaled more with the actual player?
    Don't know. Maybe flat numbers instead of percentage.

    40K + 8% = 43200 (+3200 bonus or 6400 for two DDs)
    10K +8% = 10800 (+800 bonus or 1600 for two DDs)
    and this is only one buff

    And one more thing. Not only PUG buffing is useless, sometimes even HEALING is useless too ) Surge, Shields, Burning Embers, Swallow Soul, Lotus, fat tank Igneous Shield spam, Blood Craze+Bloodthirst. And if somebody cast Vigor, healer can GTFO from dungeon.
    Edited by mocap on May 15, 2018 7:29AM
  • Anti_Virus
    Anti_Virus
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    my thought on healers.....

    kill them first.

    In PVP Stam NB or Warden (especially sNB) is priority before healers imo.
    Edited by Anti_Virus on May 15, 2018 9:18AM
    Power Wealth And Influence.
  • ascan7
    ascan7
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    exiars10 wrote: »
    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.
  • Asardes
    Asardes
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    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.
    Beta tester since February 2014, played ESO-TU October 2015 - August 2022, currently on an extended break
    vMA (The Flawless Conqueror) | vVH (Spirit Slayer & of the Undying Song) | vDSA | vAA HM | vHRC HM | vSO HM | vMoL | vAS+1 | Emperor

    PC-EU CP 3000+
    41,000+ Achievement Points before High Isle
    Member of:
    Pact Veteran Trade: Exemplary
    Traders of the Covenant: God of Sales
    Tamriels Emporium: God of Sales
    Valinor Overflow: Trader
    The Traveling Merchant: Silver


    Characters:
    Asardes | 50 Nord Dragonknight | EP AR 50 | Master Crafter: all traits & recipes, all styles released before High Isle
    Alxaril Nelcarion | 50 High Elf Sorcerer | AD AR 20 |
    Dro'Bear Three-paws | 50 Khajiit Nightblade | AD AR 20 |
    Veronique Nicole | 50 Breton Templar | DC AR 20 |
    Sabina Flavia Cosades | 50 Imperial Warden | EP AR 20 |
    Ervesa Neloren | 50 Dark Elf Dragonknight | EP AR 20 |
    Fendar Khodwin | 50 Redguard Sorcerer | DC AR 20 |
    Surilanwe of Lillandril | 50 High Elf Nightblade | AD AR 20 |
    Joleen the Swift | 50 Redguard Templar | DC AR 20 |
    Draynor Telvanni | 50 Dark Elf Warden | EP AR 20 |
    Claudius Tharn | 50 Necromancer | DC AR 20 |
    Nazura-la the Bonedancer | 50 Necromancer | AD AR 20 |

    Tharkul gro-Shug | 50 Orc Dragonknight | DC AR 4 |
    Ushruka gra-Lhurgash | 50 Orc Sorcerer | AD AR 4 |
    Cienwen ferch Llywelyn | 50 Breton Nightblade | DC AR 4 |
    Plays-with-Sunray | 50 Argonian Templar | EP AR 4 |
    Milariel | 50 Wood Elf Warden | AD AR 4 |
    Scheei-Jul | 50 Necromancer | EP AR 4 |

    PC-NA CP 1800+
    30,000+ Achievement Points before High Isle
    Member of:
    Savage Blade: Majestic Machette


    Characters:
    Asardes the Exile | 50 Nord Dragonknight | EP AR 30 |
  • Tasear
    Tasear
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    Asardes wrote: »
    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.
  • idk
    idk
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    Healing in ESO is a hoot. It is the first game I have played that when someone dies the raid does not look at the healer first because it is truly the player's first responsibility to stay alive. So much will kill you quickly if not paying attention and it ain't the healers fault if that happens.

    I remember healing when a streamer was DPS in the group. It was vCoA when it first came out so it was mildly challenging at the time. He was the only one who died in the run. Not blocking, not moving out of stupid. Gotta love the entertainment.

    Beyond that it is great being able to go from healing trials to being able to do a little dps so easily. Being able to 50/50 in a dungeon is great also, especially when using the GF since sometimes the damage is light there.
  • Runefang
    Runefang
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    It means a free ride through 90% of the content. Absolute hell / fun in the other 10% :)
  • Tasear
    Tasear
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    Runefang wrote: »
    It means a free ride through 90% of the content. Absolute hell / fun in the other 10% :)

    Rough we work hard too :'(
  • Asardes
    Asardes
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    Tasear wrote: »
    Asardes wrote: »
    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.
    Beta tester since February 2014, played ESO-TU October 2015 - August 2022, currently on an extended break
    vMA (The Flawless Conqueror) | vVH (Spirit Slayer & of the Undying Song) | vDSA | vAA HM | vHRC HM | vSO HM | vMoL | vAS+1 | Emperor

    PC-EU CP 3000+
    41,000+ Achievement Points before High Isle
    Member of:
    Pact Veteran Trade: Exemplary
    Traders of the Covenant: God of Sales
    Tamriels Emporium: God of Sales
    Valinor Overflow: Trader
    The Traveling Merchant: Silver


    Characters:
    Asardes | 50 Nord Dragonknight | EP AR 50 | Master Crafter: all traits & recipes, all styles released before High Isle
    Alxaril Nelcarion | 50 High Elf Sorcerer | AD AR 20 |
    Dro'Bear Three-paws | 50 Khajiit Nightblade | AD AR 20 |
    Veronique Nicole | 50 Breton Templar | DC AR 20 |
    Sabina Flavia Cosades | 50 Imperial Warden | EP AR 20 |
    Ervesa Neloren | 50 Dark Elf Dragonknight | EP AR 20 |
    Fendar Khodwin | 50 Redguard Sorcerer | DC AR 20 |
    Surilanwe of Lillandril | 50 High Elf Nightblade | AD AR 20 |
    Joleen the Swift | 50 Redguard Templar | DC AR 20 |
    Draynor Telvanni | 50 Dark Elf Warden | EP AR 20 |
    Claudius Tharn | 50 Necromancer | DC AR 20 |
    Nazura-la the Bonedancer | 50 Necromancer | AD AR 20 |

    Tharkul gro-Shug | 50 Orc Dragonknight | DC AR 4 |
    Ushruka gra-Lhurgash | 50 Orc Sorcerer | AD AR 4 |
    Cienwen ferch Llywelyn | 50 Breton Nightblade | DC AR 4 |
    Plays-with-Sunray | 50 Argonian Templar | EP AR 4 |
    Milariel | 50 Wood Elf Warden | AD AR 4 |
    Scheei-Jul | 50 Necromancer | EP AR 4 |

    PC-NA CP 1800+
    30,000+ Achievement Points before High Isle
    Member of:
    Savage Blade: Majestic Machette


    Characters:
    Asardes the Exile | 50 Nord Dragonknight | EP AR 30 |
  • exiars10
    exiars10
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    I learned last night that being buff bot even in high PUG DPS group is useless. Yes, that's right I was straight told that in group chat. There is only one philosophy - there is never enough dakka.

    Veteran Elden Hollow I - I got into pre-made group (who were leveling their alts like me - they told me later) - all above CP 800+: Templar tank (1st time saw, he had Swarm Mother, great utility set I admit) + 2x stamina Warden DDs. Unfortunately one DD died so we didn't get no death run but otherwise HM easily. Group was very friendly which shocked me as most high CP players are full of themselves.

    When we finished, crown (tank) asked me if I have another pledge. I told I finished pirate island but have WGT which I planned to do in normal. They laughed and said veteran HM easily. Yay... So we entered

    Veteran White-Gold Tower - tank told me to just drop orbs and do as much as possible DPS myself. Also, I typed I don't have SPC and they all said they will give me when we finish as I have to have it as a healer :). I should note that I used Sanguine Altar at trash fights and it's all right ability for that.
    The Adjudicator was burned with 70k+ DPS so she only managed to TP tank to cage but I healed him.
    At Planar Inhibitor I was told we are going with total burn strategy. First time failed and wiped at 22%... Second time tank first died as I couldn't heal enough how much AoE and ads were running. Also DDs were criticaly low on health, we spread, Planar Inhibitor was at 2% and DDs almost dead, but I got just in time Shooting Star ready (I used Warnhorn when fight started) and killed her before wipe xD.
    20180515220948_1.jpg
    At Molag Kena tank and one DD again explained tactics and this was only time when tank said to me to use Combat Prayer, Mutagen and Healing Springs. Wow, finally being a healer at the end :). And before fight xD:
    Bosmer_magicka_talk.jpg

    We failed twice, but did it 3rd time HM. I got achievement for the run under 30 min, too. Probably the best PUG veteran experience ever! They all gave me SPC so in the end I got 6x armor and 3x jewelry. I only had to transmutate Feet to divine - Sash was divine + 3x jewelry.

    Today I should finally hit Undaunted 9 and good bye to being a healer in PUG - Cyrodiil PvP only or if guild mates / friends need it.
    ascan7 wrote: »
    exiars10 wrote: »
    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.
    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.
    Also some play with chat off...
    Edited by exiars10 on May 16, 2018 9:25AM
    Aldmeri Dominion (PC EU via Steam)

    The cowardly Wood Elves are best noted for their unwillingness to engage in a face-to-face attack; a Bosmer will strike at you from every side except the front. You won't cross swords with a Bosmer, but you might catch an arrow in the throat. Be wary in forests and jungles, and watch your back.
  • Tasear
    Tasear
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    Asardes wrote: »
    Tasear wrote: »
    Asardes wrote: »
    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.
  • Asardes
    Asardes
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    Tasear wrote: »
    Asardes wrote: »
    Tasear wrote: »
    Asardes wrote: »
    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.
    Beta tester since February 2014, played ESO-TU October 2015 - August 2022, currently on an extended break
    vMA (The Flawless Conqueror) | vVH (Spirit Slayer & of the Undying Song) | vDSA | vAA HM | vHRC HM | vSO HM | vMoL | vAS+1 | Emperor

    PC-EU CP 3000+
    41,000+ Achievement Points before High Isle
    Member of:
    Pact Veteran Trade: Exemplary
    Traders of the Covenant: God of Sales
    Tamriels Emporium: God of Sales
    Valinor Overflow: Trader
    The Traveling Merchant: Silver


    Characters:
    Asardes | 50 Nord Dragonknight | EP AR 50 | Master Crafter: all traits & recipes, all styles released before High Isle
    Alxaril Nelcarion | 50 High Elf Sorcerer | AD AR 20 |
    Dro'Bear Three-paws | 50 Khajiit Nightblade | AD AR 20 |
    Veronique Nicole | 50 Breton Templar | DC AR 20 |
    Sabina Flavia Cosades | 50 Imperial Warden | EP AR 20 |
    Ervesa Neloren | 50 Dark Elf Dragonknight | EP AR 20 |
    Fendar Khodwin | 50 Redguard Sorcerer | DC AR 20 |
    Surilanwe of Lillandril | 50 High Elf Nightblade | AD AR 20 |
    Joleen the Swift | 50 Redguard Templar | DC AR 20 |
    Draynor Telvanni | 50 Dark Elf Warden | EP AR 20 |
    Claudius Tharn | 50 Necromancer | DC AR 20 |
    Nazura-la the Bonedancer | 50 Necromancer | AD AR 20 |

    Tharkul gro-Shug | 50 Orc Dragonknight | DC AR 4 |
    Ushruka gra-Lhurgash | 50 Orc Sorcerer | AD AR 4 |
    Cienwen ferch Llywelyn | 50 Breton Nightblade | DC AR 4 |
    Plays-with-Sunray | 50 Argonian Templar | EP AR 4 |
    Milariel | 50 Wood Elf Warden | AD AR 4 |
    Scheei-Jul | 50 Necromancer | EP AR 4 |

    PC-NA CP 1800+
    30,000+ Achievement Points before High Isle
    Member of:
    Savage Blade: Majestic Machette


    Characters:
    Asardes the Exile | 50 Nord Dragonknight | EP AR 30 |
  • Tasear
    Tasear
    ✭✭✭✭✭
    ✭✭✭✭✭
    Asardes wrote: »
    Tasear wrote: »
    Asardes wrote: »
    Tasear wrote: »
    Asardes wrote: »
    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.
  • Asardes
    Asardes
    ✭✭✭✭✭
    ✭✭✭✭
    Tasear wrote: »
    Asardes wrote: »
    Tasear wrote: »
    Asardes wrote: »
    Tasear wrote: »
    Asardes wrote: »
    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.
    Beta tester since February 2014, played ESO-TU October 2015 - August 2022, currently on an extended break
    vMA (The Flawless Conqueror) | vVH (Spirit Slayer & of the Undying Song) | vDSA | vAA HM | vHRC HM | vSO HM | vMoL | vAS+1 | Emperor

    PC-EU CP 3000+
    41,000+ Achievement Points before High Isle
    Member of:
    Pact Veteran Trade: Exemplary
    Traders of the Covenant: God of Sales
    Tamriels Emporium: God of Sales
    Valinor Overflow: Trader
    The Traveling Merchant: Silver


    Characters:
    Asardes | 50 Nord Dragonknight | EP AR 50 | Master Crafter: all traits & recipes, all styles released before High Isle
    Alxaril Nelcarion | 50 High Elf Sorcerer | AD AR 20 |
    Dro'Bear Three-paws | 50 Khajiit Nightblade | AD AR 20 |
    Veronique Nicole | 50 Breton Templar | DC AR 20 |
    Sabina Flavia Cosades | 50 Imperial Warden | EP AR 20 |
    Ervesa Neloren | 50 Dark Elf Dragonknight | EP AR 20 |
    Fendar Khodwin | 50 Redguard Sorcerer | DC AR 20 |
    Surilanwe of Lillandril | 50 High Elf Nightblade | AD AR 20 |
    Joleen the Swift | 50 Redguard Templar | DC AR 20 |
    Draynor Telvanni | 50 Dark Elf Warden | EP AR 20 |
    Claudius Tharn | 50 Necromancer | DC AR 20 |
    Nazura-la the Bonedancer | 50 Necromancer | AD AR 20 |

    Tharkul gro-Shug | 50 Orc Dragonknight | DC AR 4 |
    Ushruka gra-Lhurgash | 50 Orc Sorcerer | AD AR 4 |
    Cienwen ferch Llywelyn | 50 Breton Nightblade | DC AR 4 |
    Plays-with-Sunray | 50 Argonian Templar | EP AR 4 |
    Milariel | 50 Wood Elf Warden | AD AR 4 |
    Scheei-Jul | 50 Necromancer | EP AR 4 |

    PC-NA CP 1800+
    30,000+ Achievement Points before High Isle
    Member of:
    Savage Blade: Majestic Machette


    Characters:
    Asardes the Exile | 50 Nord Dragonknight | EP AR 30 |
  • Tasear
    Tasear
    ✭✭✭✭✭
    ✭✭✭✭✭
    Why did you all pick the healer role in ESO? Have you always picked healer role?
  • Tasear
    Tasear
    ✭✭✭✭✭
    ✭✭✭✭✭
    Asardes wrote: »
    Tasear wrote: »
    Asardes wrote: »
    Tasear wrote: »
    Asardes wrote: »
    Tasear wrote: »
    Asardes wrote: »
    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.

    I guess it's something to be tested.
  • Zardayne
    Zardayne
    ✭✭✭✭✭
    exiars10 wrote: »
    exiars10 wrote: »
    MuchShock wrote: »
    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
    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...).

    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.
    PUG. Or when you drop that floating Orb from Undaunted skill line and nobody uses it :/...

    Yea that's really irritating lol
  • KraziJoe
    KraziJoe
    ✭✭✭
    It means you are the one stuck telling the tank he is not a tank and should not have queued as a tank.Or, just because you can queue for a Vet dungeon does not mean you should.
    Yes it's possible for 3 CP190's and the CP 720 Templar to make it through vWGT but it's probably not gonna happen so lets just disband.
  • AcadianPaladin
    AcadianPaladin
    ✭✭✭✭✭
    ✭✭✭✭✭
    Tasear wrote: »
    Why did you all pick the healer role in ESO? Have you always picked healer role?

    I have traditionally played only single player medieval fantasy rpg games - and my character has traditionally been an archer backed up by magic (no melee). I tried that in ESO and was so underwhelmed I nearly rage quit. I did notice, however, that staves were really nice in this game and a friend suggested trying a magplar. She said the playstyle was 'glorious'. Lol.

    So I gave it a try, got into healing and discovered that, even more than bows, healing is my elf's 'calling'. Though I consider the fact that ESO is multiplayer to be a drawback, I must confess my healer does need others to seek out adventure, find it and get beat up so she has patients to heal. ;)
    PC NA(no Steam), PvE, mostly solo
  • Cheveyo
    Cheveyo
    ✭✭✭✭
    Herding cats.
  • Lightspeedflashb14_ESO
    Lightspeedflashb14_ESO
    ✭✭✭✭✭
    ✭✭✭✭
    Tasear wrote: »
    Asardes wrote: »
    Tasear wrote: »
    Asardes wrote: »
    Tasear wrote: »
    Asardes wrote: »
    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.

    @Asardes Any Lighting damage(except light and heavy attacks)-->concussed---> lightning wall of elements---> off balance. As @Tasear said, infallible aether has nothing to do with off balance. It just so happens that infallible aether applys minor vulnerability, like concussed does but infallible aether does not apply a the status effect, so lightning wall does not set mobs with the minor vulnerability from infallible aether off balance. The bosses you are talking about still can be off balanced too, with the tactician champion point perk.

    And light and heavy attacks do not apply any status effects, so you do not get concussed from Lighting heavys. Unless you are talking about the minor vulnerability from infallible aether, then it does not matter if the mob is off balance, infallible aether heavy attacks always applys minor vulnerability, not just if the mob is off balance.

  • Lunatic_Dizzy
    Lunatic_Dizzy
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    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. >.>
    Edited by Lunatic_Dizzy on May 18, 2018 10:12AM
    XB1 / NA
    Lunatic Dizzy (Breton Mag Sorc DPS) *Main
    Lilith the Gilded Flame (Dunmer Mag DK DPS)
    Varissa the Black Widow (Dunmer Mag NB DPS)
    Soraya the Midnight Blade (Khajiit Stam NB DPS)
    Heals-with-the-Heavens (Argonian Templar Healer)
    Scales-of-Stonework (Argonian DK Tank)
  • AcadianPaladin
    AcadianPaladin
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    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. >.>

    Though my main is a healplar, I also run a magsorc dps with dual lightning staves and twilight. You are right that for normal groups and casual healing, she does plenty of dps and keeps folks alive quite well. By being 'attuned' to being a healer, it helps when on the sorc since she monitors group health bars by habit anyway.
    PC NA(no Steam), PvE, mostly solo
  • xxthir13enxx
    xxthir13enxx
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    Healer= those amazing individuals I rarely see in situations where I’m thinking to myself...well all is lost and it’s do or die time.....Leeroy Jeeeeenk....Hey....my Health went up! AWW YAAAAA....Y’all gunna got it Nooooow!!!
  • Praeficere
    Praeficere
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    Having a relaxing time
    Though the shadow has moved not,
    A thousand miles I’ve passed –
    Ageless as the mountains but forgetting not the past.

    Are you Resolute?
    PC EU Progression Guild
  • SilvyrNixe
    SilvyrNixe
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    I'm both of these at once honestly.

    493.png
    "Real courage is not to give up hope, even in the most terrible darkness, and to carry on." -The Sight by David Clement-Davies
  • Priyasekarssk
    Priyasekarssk
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    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. But, they can protect with shields proactively in some cases. Again I rarely see, good healers to provide ultimate on burst time.
    Again I never played healer. I can say this " Good healer population is extemly low to fit for HM content."
    Edited by Priyasekarssk on May 18, 2018 9:29PM
  • idk
    idk
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    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.
  • Tasear
    Tasear
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    idk 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.

    It also reduces damage from 5 secs after.

    Some places that could use purge is elden root posion, coa fire, wgt kena moving elertic. Before we had so many champion points, back when some dungeons were far harder, it meant something more.
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