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New mechanics to change things up.

Guppet
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There are lots of things that devs could do to make things a bit more interesting and challenging, other than one shots. One shots discourage healers as you survive with no damage or you die.

Let’s see if we can come up with alternatives to give more veriety.

My suggestion would be the porcupine principal. Think the opposite of enrage.

Essentially the mob would reflect a certain amount of the damage to who ever dealt it. Go too hard and your healers won’t be able to save you. But get a nice steady pace and they can keep you up. Throttle control if you will.

You could even pair it with a boss that enrages, you’d really have to get the tempo down, while still putting out sufficent damage.

Could be the start of getting past more dps is all that’s ever needed.

What are your suggestions for mechanics.
  • HappyLittleTree
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    Guppet wrote: »
    There are lots of things that devs could do to make things a bit more interesting and challenging, other than one shots. One shots discourage healers as you survive with no damage or you die.

    Let’s see if we can come up with alternatives to give more veriety.

    My suggestion would be the porcupine principal. Think the opposite of enrage.

    Essentially the mob would reflect a certain amount of the damage to who ever dealt it. Go too hard and your healers won’t be able to save you. But get a nice steady pace and they can keep you up. Throttle control if you will.

    You could even pair it with a boss that enrages, you’d really have to get the tempo down, while still putting out sufficent damage.

    Could be the start of getting past more dps is all that’s ever needed.

    What are your suggestions for mechanics.

    I like that idea. Would definitely help with the only DPS count kind of mentally.
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  • idk
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    1. you created duplicate threads.

    2. One shots do not discourage healers as any knowledgeable healer would know it was the player that messed up the mechanic and not the healers fault.

    3.One shots are not one shots if the player manages the mechanic properly. They send a loud and clear message to pay more attention and avoid whatever you just did.


    So, get the mechanics down and everything is ok. No one dies.
  • Guppet
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    idk wrote: »
    1. you created duplicate threads.

    2. One shots do not discourage healers as any knowledgeable healer would know it was the player that messed up the mechanic and not the healers fault.

    3.One shots are not one shots if the player manages the mechanic properly. They send a loud and clear message to pay more attention and avoid whatever you just did.


    So, get the mechanics down and everything is ok. No one dies.

    One shots are an arbitrary pass or fail. They add nothing to the gameplay of healers. If everyone passes, the healer has nothing to do.

    We all know this and don’t need it in bullet points.

    I’m trying to get peoples suggestions for alternative mechanics. So one shot is not the most common mechanic, as it currently is.

    In the current environment, healers often feel unneeded. While at the same time the solution to almost everproblem is use more dps.

    Your a fairly clever chap, I’m sure you can actually contribute ideas.
    Edited by Guppet on August 31, 2018 12:53PM
  • Shezzarrine
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    idk wrote: »
    1. you created duplicate threads.

    2. One shots do not discourage healers as any knowledgeable healer would know it was the player that messed up the mechanic and not the healers fault.

    3.One shots are not one shots if the player manages the mechanic properly. They send a loud and clear message to pay more attention and avoid whatever you just did.


    So, get the mechanics down and everything is ok. No one dies.

    What he means by discourage is that it makes healers a bit useless. Why do you need healing when the only mechanics are one shots that the heals can't help you through anyway
  • Kagukan
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    Interesting idea. Would like to see something like this implemented in an upcoming dungeon to see how it works out.
  • Carbonised
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    Guppet wrote: »
    idk wrote: »
    1. you created duplicate threads.

    2. One shots do not discourage healers as any knowledgeable healer would know it was the player that messed up the mechanic and not the healers fault.

    3.One shots are not one shots if the player manages the mechanic properly. They send a loud and clear message to pay more attention and avoid whatever you just did.


    So, get the mechanics down and everything is ok. No one dies.

    Your a fairly clever chap, I’m sure you can actually contribute ideas.

    It's pretty useless discussing mechanics with idk, he really does not know, as his signature says.

    You're onto the right path, and it's really not that complicated. More sustained pressure damage and less one shot mechanics. More character DoTs or ground DoTs would make healers more viable, and maybe even required, and pull us out of this one shot mechanics circus meta.

    Less super heals coupled with damage skills for the DDs would also make healers more viable (surge, funnel, embers etc)
  • VaranisArano
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    The actual way ZOS implements your "throttle back the damage" idea is with bosses like the Fire Maw in COA2. Unless you have the DPS to completely destroy him, he spawns adds at regular health intervals which quickly become overwhelming. The solution for groups with avaerage DPS is to go slow but steady, wiping the adds as they spawn and whittling the boss down so the adds don't become overwhelming.
  • idk
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    Guppet wrote: »
    idk wrote: »
    1. you created duplicate threads.

    2. One shots do not discourage healers as any knowledgeable healer would know it was the player that messed up the mechanic and not the healers fault.

    3.One shots are not one shots if the player manages the mechanic properly. They send a loud and clear message to pay more attention and avoid whatever you just did.


    So, get the mechanics down and everything is ok. No one dies.

    One shots are an arbitrary pass or fail. They add nothing to the gameplay of healers. If everyone passes, the healer has nothing to do.

    We all know this and don’t need it in bullet points.

    I’m trying to get peoples suggestions for alternative mechanics. So one shot is not the most common mechanic, as it currently is.

    In the current environment, healers often feel unneeded. While at the same time the solution to almost everproblem is use more dps.

    Your a fairly clever chap, I’m sure you can actually contribute ideas.

    First of all, decent healers are putting out some dps in dungeons since even get dungeons pale compared to what they do in trials. It’s only with a really bad group they have to heal full time.

    Essentially what you want to do is make it so players can ignore mechanics and just have the healer heal them through their poor game play. That’s a bad idea.

    Essentially Zos has stepped away from dps driven designs for a mechanics driven design and you want to make those mechanics trivial.
  • Guppet
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    The actual way ZOS implements your "throttle back the damage" idea is with bosses like the Fire Maw in COA2. Unless you have the DPS to completely destroy him, he spawns adds at regular health intervals which quickly become overwhelming. The solution for groups with avaerage DPS is to go slow but steady, wiping the adds as they spawn and whittling the boss down so the adds don't become overwhelming.

    But you can just overpower that with more DPS. So your not throttling.
    Edited by Guppet on August 31, 2018 1:36PM
  • Guppet
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    idk wrote: »
    Guppet wrote: »
    idk wrote: »
    1. you created duplicate threads.

    2. One shots do not discourage healers as any knowledgeable healer would know it was the player that messed up the mechanic and not the healers fault.

    3.One shots are not one shots if the player manages the mechanic properly. They send a loud and clear message to pay more attention and avoid whatever you just did.


    So, get the mechanics down and everything is ok. No one dies.

    One shots are an arbitrary pass or fail. They add nothing to the gameplay of healers. If everyone passes, the healer has nothing to do.

    We all know this and don’t need it in bullet points.

    I’m trying to get peoples suggestions for alternative mechanics. So one shot is not the most common mechanic, as it currently is.

    In the current environment, healers often feel unneeded. While at the same time the solution to almost everproblem is use more dps.

    Your a fairly clever chap, I’m sure you can actually contribute ideas.

    First of all, decent healers are putting out some dps in dungeons since even get dungeons pale compared to what they do in trials. It’s only with a really bad group they have to heal full time.

    Essentially what you want to do is make it so players can ignore mechanics and just have the healer heal them through their poor game play. That’s a bad idea.

    Essentially Zos has stepped away from dps driven designs for a mechanics driven design and you want to make those mechanics trivial.

    No I want more variable mechanics that result in healers doing the job they want to do. Content that results in healers doing damage is not allowing them to heal. Some healers actually enjoy healing, shocking I know.

    There can be one shots and other mechanics. One does not automatically remove the other.

    I also want mechanics that can’t simply be got around with more dps.
    Edited by Guppet on August 31, 2018 1:41PM
  • VaranisArano
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    Guppet wrote: »
    The actual way ZOS implements your "throttle back the damage" idea is with bosses like the Fire Maw in COA2. Unless you have the DPS to completely destroy him, he spawns adds at regular health intervals which quickly become overwhelming. The solution for groups with avaerage DPS is to go slow but steady, wiping the adds as they spawn and whittling the boss down so the adds don't become overwhelming.

    But you can just overpower that with more DPS. So your not throttling.

    If your group has sufficient DPS. Personally, I have yet to meet such groups on my tank, just like I have yet to meet the group that can burn the Planar Inhibitor before the blue phase...
  • Facefister
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    Guppet wrote: »
    There are lots of things that devs could do to make things a bit more interesting and challenging, other than one shots. One shots discourage healers as you survive with no damage or you die.

    Let’s see if we can come up with alternatives to give more veriety.

    My suggestion would be the porcupine principal. Think the opposite of enrage.

    Essentially the mob would reflect a certain amount of the damage to who ever dealt it. Go too hard and your healers won’t be able to save you. But get a nice steady pace and they can keep you up. Throttle control if you will.

    You could even pair it with a boss that enrages, you’d really have to get the tempo down, while still putting out sufficent damage.

    Could be the start of getting past more dps is all that’s ever needed.

    What are your suggestions for mechanics.
    "I can't deal more than 10k dps so everyone else who is dealing more should be punished" - The Thread
  • idk
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    Guppet wrote: »
    idk wrote: »
    Guppet wrote: »
    idk wrote: »
    1. you created duplicate threads.

    2. One shots do not discourage healers as any knowledgeable healer would know it was the player that messed up the mechanic and not the healers fault.

    3.One shots are not one shots if the player manages the mechanic properly. They send a loud and clear message to pay more attention and avoid whatever you just did.


    So, get the mechanics down and everything is ok. No one dies.

    One shots are an arbitrary pass or fail. They add nothing to the gameplay of healers. If everyone passes, the healer has nothing to do.

    We all know this and don’t need it in bullet points.

    I’m trying to get peoples suggestions for alternative mechanics. So one shot is not the most common mechanic, as it currently is.

    In the current environment, healers often feel unneeded. While at the same time the solution to almost everproblem is use more dps.

    Your a fairly clever chap, I’m sure you can actually contribute ideas.

    First of all, decent healers are putting out some dps in dungeons since even get dungeons pale compared to what they do in trials. It’s only with a really bad group they have to heal full time.

    Essentially what you want to do is make it so players can ignore mechanics and just have the healer heal them through their poor game play. That’s a bad idea.

    Essentially Zos has stepped away from dps driven designs for a mechanics driven design and you want to make those mechanics trivial.

    No I want more variable mechanics that result in healers doing the job they want to do. Content that results in healers doing damage is not allowing them to heal. Some healers actually enjoy healing, shocking I know.

    There can be one shots and other mechanics. One does not automatically remove the other.

    I also want mechanics that can’t simply be got around with more dps.

    Since this post I have quoted states it’s ok to have one shot mechanics as long as there are some mechanics that aren’t one shots then your saying the current designs are fine.

    If the mechanics ok vet are to strong for a player they can always do normal which is much more forgiving and is extremely rare to have a one shot mechanic.

    Btw. If your wanting more damage so healers can do more healing I’m sure Zos can accommodate that but it will also increase the difficulty of the content or it would be absurd types of damage that everyone gets regardless.

    I prefer meaningful mechanic and the healers that one more of a challenge can heal trials like eebyine else that wants more of a challenge.
    Edited by idk on August 31, 2018 1:55PM
  • Guppet
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    idk wrote: »
    Guppet wrote: »
    idk wrote: »
    Guppet wrote: »
    idk wrote: »
    1. you created duplicate threads.

    2. One shots do not discourage healers as any knowledgeable healer would know it was the player that messed up the mechanic and not the healers fault.

    3.One shots are not one shots if the player manages the mechanic properly. They send a loud and clear message to pay more attention and avoid whatever you just did.


    So, get the mechanics down and everything is ok. No one dies.

    One shots are an arbitrary pass or fail. They add nothing to the gameplay of healers. If everyone passes, the healer has nothing to do.

    We all know this and don’t need it in bullet points.

    I’m trying to get peoples suggestions for alternative mechanics. So one shot is not the most common mechanic, as it currently is.

    In the current environment, healers often feel unneeded. While at the same time the solution to almost everproblem is use more dps.

    Your a fairly clever chap, I’m sure you can actually contribute ideas.

    First of all, decent healers are putting out some dps in dungeons since even get dungeons pale compared to what they do in trials. It’s only with a really bad group they have to heal full time.

    Essentially what you want to do is make it so players can ignore mechanics and just have the healer heal them through their poor game play. That’s a bad idea.

    Essentially Zos has stepped away from dps driven designs for a mechanics driven design and you want to make those mechanics trivial.

    No I want more variable mechanics that result in healers doing the job they want to do. Content that results in healers doing damage is not allowing them to heal. Some healers actually enjoy healing, shocking I know.

    There can be one shots and other mechanics. One does not automatically remove the other.

    I also want mechanics that can’t simply be got around with more dps.

    Since this post I have quoted states it’s ok to have one shot mechanics as long as there are some mechanics that aren’t one shots then your saying the current designs are fine.

    If the mechanics ok vet are to strong for a player they can always do normal which is much more forgiving and is extremely rare to have a one shot mechanic.

    Just not going to bother with you at all anymore. Other people understand that it’s about adding more new mechanics.
  • Guppet
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    Facefister wrote: »
    Guppet wrote: »
    There are lots of things that devs could do to make things a bit more interesting and challenging, other than one shots. One shots discourage healers as you survive with no damage or you die.

    Let’s see if we can come up with alternatives to give more veriety.

    My suggestion would be the porcupine principal. Think the opposite of enrage.

    Essentially the mob would reflect a certain amount of the damage to who ever dealt it. Go too hard and your healers won’t be able to save you. But get a nice steady pace and they can keep you up. Throttle control if you will.

    You could even pair it with a boss that enrages, you’d really have to get the tempo down, while still putting out sufficent damage.

    Could be the start of getting past more dps is all that’s ever needed.

    What are your suggestions for mechanics.
    "I can't deal more than 10k dps so everyone else who is dealing more should be punished" - The Thread

    Couldn’t be further from the truth. I’ve given you nothing to suggest that. But feel free to just assume utter rubbish.
  • Mr_Walker
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    Agreed OP, one shots are a lazy game mechanic.
  • idk
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    Mr_Walker wrote: »
    Agreed OP, one shots are a lazy game mechanic.

    Agree with the old normal dungeons that now have a bet difficulty lvl the HM is merely one shots and gahtsblazy design.

    With the DLC dungeons where some mechanics are not survivable if a player ignores the mechanics that’s not so lazy. Most of the mechanics in this dungeons are not one shots and OP says that design is ok.

    Edit: of course some AoE dots in those fights might seem like one shots because the player was very slow to react. I’ve seen players that bathe in damage then complain about a bad mechanic.
    Edited by idk on August 31, 2018 2:05PM
  • Hixtory
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    idk wrote: »
    1. you created duplicate threads.

    2. One shots do not discourage healers as any knowledgeable healer would know it was the player that messed up the mechanic and not the healers fault.

    3.One shots are not one shots if the player manages the mechanic properly. They send a loud and clear message to pay more attention and avoid whatever you just did.


    So, get the mechanics down and everything is ok. No one dies.

    I disagree, no everything is OK, one shot mechanics are bad and even more now that are based on RNG too. For example bloodroot forge was a good dungeon in havin interesting mechanics, the last boss in HM is fun and and you know what can kill you if you dont pay attention, specially for tanks is still a challenge when the 3 bosses are out. But scalecaller and fang lair are terrible at mechanics, even more when ZOS made these that even if you are close you are dead.

    One shots need to dissapear or be tuned down, somethin like 10% to 5% and let healers have a chance to get you.

    In scalecaller and fang is even better to not go with a healer, and is preferred to go with 3 DPS. Maybe a Sorc with matriarch for the emergency heal
  • Swomp23
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    I like the idea of adding additoinal mechanics than just 1 shots, but I don't think the porcupine principle would work. Classes with a lot of self sustain, like MagBlades, or any Mag class compared to Stam, would be too advantaged. Classes like stamdk would be completly reliant on healer, which means gg to pugs.

    Things like targeted DOTs on non-taunting players, which force the healer to find and heal the correct dps, or huge-area DOTs (again so melee are not at disadvantage to ranged classes) would force the healer to vary his playbook.
    XBox One - NA
  • idk
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    Hixtory wrote: »
    idk wrote: »
    1. you created duplicate threads.

    2. One shots do not discourage healers as any knowledgeable healer would know it was the player that messed up the mechanic and not the healers fault.

    3.One shots are not one shots if the player manages the mechanic properly. They send a loud and clear message to pay more attention and avoid whatever you just did.


    So, get the mechanics down and everything is ok. No one dies.

    I disagree, no everything is OK, one shot mechanics are bad and even more now that are based on RNG too. For example bloodroot forge was a good dungeon in havin interesting mechanics, the last boss in HM is fun and and you know what can kill you if you dont pay attention, specially for tanks is still a challenge when the 3 bosses are out. But scalecaller and fang lair are terrible at mechanics, even more when ZOS made these that even if you are close you are dead.

    One shots need to dissapear or be tuned down, somethin like 10% to 5% and let healers have a chance to get you.

    In scalecaller and fang is even better to not go with a healer, and is preferred to go with 3 DPS. Maybe a Sorc with matriarch for the emergency heal

    Considering scalecler has bee soloed on vet HM it’s clear that one can manage the mechanics so it’s not over tuned. See link below. This also demonstrates solid reasoning against your comments.

    https://youtubefunvideo.xyz/watch?v=HY9bjuMMOoE
  • Artim_X
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    Your suggestion reminds me of two particular fights. The final fight with Hiath the Battlemaster in Dragonstar Arena and the Cursed One in Vaults of Madness.

    The first time I tried to solo Hiath on normal I felt that the fight was impossible to solo, since even though I was melting him I would eventually be overwhelmed by the boss adds. When I actually bothered to look up strategies for the fight it dawned on me that I should slow down and focus on the adds before continuing to fight Hiath, once I did that I was able to finally clear the arena.

    With good DPS the Cursed One is not a big deal and one might think that there are no mechanics involved until one is chosen. If chosen by the boss' drain life ability any damage done to it is also done to one of the players. You could have a god tier healer in your party and that would still not be able to save you. What players are supposed to do is completely stop doing damage, but I If one of the damage dealers is unfamiliar with this mechanic and the boss triggers it you can forget about getting the no-death achievement.

    I personally don't like mechanics that punish you for doing good DPS. I also hate unforgiving one shots. I wouldn't mind more damage over time mechanics like the final fight in Darkshade Caverns II where a good healer can truly shine.
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    • Ability-Bar 1: Puncturing Sweep, Aurora Javelin, Toppling Charge, Blazing Spear, Radiant Ward/Breath of life, and Crescent Sweep.
    Duskfang
    https://media.tenor.com/Jo8aG_ouy_oAAAAd/ac-odyssey.gif
    • Tanky stage 4 vampire utility focused PvP healer that can take down very inexperienced players but is primarily focused on working alongside others in an organized group, PUGs, or zergs.
    • Gear: 5 Torug's Pact (Heavy Chest with light Head, Waist, Hands, and Feet. All body pieces Impenetrable. Health enchant on chest/head/legs and everything else Prismatic Enchants), 1 Medium Mighty Chudan/Pirate Skeleton Shoulder (Impenetrable, Prismatic Enchant), Knight Slayer Restoration Staff (Infused/Decrease Health enchant), and Knight Slayer jewelry (One Ring and one Neck. Both Swift with spell damage enchant). 1 Oakensoul Ring (Swift with Spell Damage Enchant).
    • Ability-Bar 1: Radiant Oppression, Race Against Time, Aurora Javelin, Breath of Life, Resolving Vigor, and Life Giver.
    Eye of the Queen
    https://i.pinimg.com/originals/fd/44/1c/fd441c8242af6ec35ada94496feb0901.gif
    • My casual one bar heavy attack Arcanist build that primarily utilizes Herald of the Tome abilities.
    • Gear: 5 Noble Duelist (Head or Shoulder and body pieces except Chest. All body pieces Divines with Max Mag Enchants), 1 light Slimecraw for max spell critical (Divines, light, Max Mag Enchant), Lightning Staff of the Sergeant (precise/shock enchant), Sergeant's chest (Divines and max magicka enchant), and Sergeant's Mail jewelry (One Ring and one Neck. Both bloodthirsty with spell damage enchant). 1 Oakensoul Ring (bloodthirsty with spell damage enchant).
    • Ability-Bar 1: Escalating Runeblades, Pragmatic Fatecarver, Cephaliarch's Flail, Rune of Displacement, Inspired Scholarship/Evolving Runemend, and The Languid Eye.
    Eye of the King
    https://i.giphy.com/media/v1.Y2lkPTc5MGI3NjExOTAzdjV1eTgwbDFmM3lrZmxuMXRqdDR3Y3h1ZDRpajR0M3VjZzQ3NSZlcD12MV9pbnRlcm5hbF9naWZfYnlfaWQmY3Q9Zw/zXmbOaTpbY6mA/giphy.gif
    • Tanky stage 4 vampire utility focused PvP healer that can take down very inexperienced players but is primarily focused on working alongside others in an organized group, PUGs, or zergs.
    • Gear: 5 Torug's Pact (Heavy Chest with light Head, Waist, Hands, and Feet. All body pieces Impenetrable. Health enchant on chest/head/legs and everything else Prismatic Enchants), 1 Medium Mighty Chudan/Pirate Skeleton Shoulder (Impenetrable, Prismatic Enchant), Knight Slayer Restoration Staff (Infused/Decrease Health enchant), and Knight Slayer jewelry (One Ring and one Neck. Both Swift with spell damage enchant). 1 Oakensoul Ring (Swift with Spell Damage Enchant).
    • Ability-Bar 1: Escalating Runeblades, Race Against Time, Rune of Uncanny Adoration, Evolving Runemend, Resolving Vigor, and Life Giver.
    PvE Starter Gear
    https://media.giphy.com/media/6CovzgyTig7M4/giphy.gif
    • Gear: 5 Law of Julianos (heavy chest, gloves/belt light, and the rest can be light or 1 medium piece if you're not wearing medium anywhere else on your body. All in training if grinding for XP or divines), Armor of the Seducer or Magnus' Gift head, shoulder, and staves (light with 1 medium piece if you are not already wearing 1 medium Julianos piece. All in training or divines. The staves should be training or infused), and 3 purple Willpower Jewelry with Arcane trait (can be bought from trading guilds for relatively cheap.
    • Check tamrieltradecentre.com for the best deals if you're not using a price checking addon).
    Race
    https://media.giphy.com/media/sdEkeWpiaGz0A/giphy.gif
    • High elf, since you will not have issues with sustain, but other mag based races are also fine so this is more of a personal choice.
    Mundus Stones
    https://media.giphy.com/media/cT3wMhLGQWdKU/giphy.gif
    • PvP: The Steed for speed. Gotta go fast!
    • PvE Healing/Damage: The Thief for decent crit rate.
    • PvE Tanking: The Lady to get close to resistance cap.
    Current Champion Points
    https://media.giphy.com/media/l4FGDAx6u3hthMhgI/giphy.gif
    • DPS: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Exploiter, Weapons Expert, Fighting Finesse, Master-at-Arms, Celerity, Rejuvenation, Fortified, Boundless Vitality.
    • Healer Sorc: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Enlivening Overflow, Hope Infusion, Weapon's Expert, Arcane Supremacy, Celerity, Rejuvenation, Fortified, Boundless Vitality.
    • Tanky Sorc: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Ironclad, Enduring Resolve, Reinforced, Duelist's Rebuff, Bastion, Ward Master, Rejuvenation, Fortified.
    • PvP Sorc: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Enlivening Overflow, Weapon's Expert, Occult Overload, Arcane Supremacy, Bastion, Rejuvenation, Fortified, Boundless Vitality.
    • PvP Temp/Arcanist: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Enlivening Overflow, Weapon's Expert, From the Brink, Arcane Supremacy, Celerity, Rejuvenation, Fortified, Boundless Vitality.
    Favorite Foods and Potions
    https://media.giphy.com/media/3otPoTggaYFNd1FdAI/giphy.gif
    • Parse Food for PvE:(DPS) Ghastly Eye Bowl (increases Max Magicka by 4592 and Magicka Recovery by 459 for 2 hours).
    • Gold/Purple Food for Sorc PvP and Meme Tanking:(PvP) Clockwork Citrus Filet (increases Max Health by 3326, Health Recovery by 406 [useful if stage 1 vampire], Max Magicka by 3080, and Magicka Recovery by 338 for 2 hours). Witchmother's Potent Brew (Increase Max Magicka by 2856, Max Health by 3094, and Magicka Recovery by 315 for 2 hours.
    • Trash Potions when feeling cheap: Regular CP150 Essence of Magicka pots that I obtain frequently from playing the game or Crown Tri-Restoration Potion obtained from dailies.
    • Crafted Potions: Essence of Spell Critical (Bugloss, Lady's Smock, and Water Hyacinth). Without magelight this is my primary means of obtaining Major Prophecy on my Sorc, which increases my Spell Critical Rating. This also heals and restores magicka. Essence of Immovability (Columbine, Corn Flower, and Wormwood). I use this in PvP, since this gives me stealth detection, knockback immunity, and restores magicka (better to use it when competent allies are nearby, since it might reveal that you are surrounded by multiple players in stealth and you will not have an emergency pot available after use). Essence of Invisibility with only 2 ingredients (Blue Entoloma, Namira's Rot, Nirnroot, or Spider Egg). I use this in PvE content that requires stealth and if I need more speed I'll use Rapid Maneuver before using the potion. Essence of Invisibility with 3 ingredients (Blessed Thistle, Blue Entoloma, and Namira's Rot). Very useful in PvP alongside the vampire Dark Stalker passive, since you'll be invisible, ignore movement speed penalty while in Crouch, and you'll have a 30% movement speed boost from Major Expedition (I always have this slotted when riding from point A to B in PvP land, since gankers are always lurking). My templar/arcanist will mostly use Essence of Health (Tri-Stat Potion) Ingredients: (Mountain Flower, Columbine, and Bugloss).
  • idk
    idk
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    I am not against removing one shots but very meaningful mechanics would need to replace them.

    I tell new healers don’t apologize if someone dies. It’s usually their fault.

    The damage in this game isn’t very forgiving in much of the vet content and healers cannot heal stupid like they can in other games. One shot or not if a player messes up a major mechanic they should know they screwed up and then screwing up should not be the justification for having healers.
  • Guppet
    Guppet
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    Artim_X wrote: »
    Your suggestion reminds me of two particular fights. The final fight with Hiath the Battlemaster in Dragonstar Arena and the Cursed One in Vaults of Madness.

    The first time I tried to solo Hiath on normal I felt that the fight was impossible to solo, since even though I was melting him I would eventually be overwhelmed by the boss adds. When I actually bothered to look up strategies for the fight it dawned on me that I should slow down and focus on the adds before continuing to fight Hiath, once I did that I was able to finally clear the arena.

    With good DPS the Cursed One is not a big deal and one might think that there are no mechanics involved until one is chosen. If chosen by the boss' drain life ability any damage done to it is also done to one of the players. You could have a god tier healer in your party and that would still not be able to save you. What players are supposed to do is completely stop doing damage, but I If one of the damage dealers is unfamiliar with this mechanic and the boss triggers it you can forget about getting the no-death achievement.

    I personally don't like mechanics that punish you for doing good DPS. I also hate unforgiving one shots. I wouldn't mind more damage over time mechanics like the final fight in Darkshade Caverns II where a good healer can truly shine.

    It only punishes if you don’t pay attention. If your aware of it, you’ll actually have more to think about that just going ham. It encourages awareness. Just one idea though.

    Be great if we can get a fair few.

    I loved playing healers in other MMO’s, but just don’t feel it here.
    Edited by Guppet on August 31, 2018 2:47PM
  • idk
    idk
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    Guppet wrote: »
    Artim_X wrote: »
    Your suggestion reminds me of two particular fights. The final fight with Hiath the Battlemaster in Dragonstar Arena and the Cursed One in Vaults of Madness.

    The first time I tried to solo Hiath on normal I felt that the fight was impossible to solo, since even though I was melting him I would eventually be overwhelmed by the boss adds. When I actually bothered to look up strategies for the fight it dawned on me that I should slow down and focus on the adds before continuing to fight Hiath, once I did that I was able to finally clear the arena.

    With good DPS the Cursed One is not a big deal and one might think that there are no mechanics involved until one is chosen. If chosen by the boss' drain life ability any damage done to it is also done to one of the players. You could have a god tier healer in your party and that would still not be able to save you. What players are supposed to do is completely stop doing damage, but I If one of the damage dealers is unfamiliar with this mechanic and the boss triggers it you can forget about getting the no-death achievement.

    I personally don't like mechanics that punish you for doing good DPS. I also hate unforgiving one shots. I wouldn't mind more damage over time mechanics like the final fight in Darkshade Caverns II where a good healer can truly shine.

    It only punishes if you don’t pay attention. If your aware of it, you’ll actually have more to think about that just going ham. It encourages awareness. Just one idea though.

    Be great if we can get a fair few.

    I loved playing healers in other MMO’s, but just don’t feel it here.

    No offense but what your saying doesn’t make sense.

    Of course mechanics that are designed to be avoided or eliminated by managing the mechanics rewards players for paying attention. It’s lack of awareness that gets most players killed in this game.

    Of course ESO is not filled with so much unavoidable meaningless damaage other games I’ve played have which may be what your missing. At that I’ve never seen a good experienced healer without anything to do in a vet dungeon, or even a normal dungeon.
  • VaranisArano
    VaranisArano
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    Artim_X wrote: »
    Your suggestion reminds me of two particular fights. The final fight with Hiath the Battlemaster in Dragonstar Arena and the Cursed One in Vaults of Madness.

    The first time I tried to solo Hiath on normal I felt that the fight was impossible to solo, since even though I was melting him I would eventually be overwhelmed by the boss adds. When I actually bothered to look up strategies for the fight it dawned on me that I should slow down and focus on the adds before continuing to fight Hiath, once I did that I was able to finally clear the arena.

    With good DPS the Cursed One is not a big deal and one might think that there are no mechanics involved until one is chosen. If chosen by the boss' drain life ability any damage done to it is also done to one of the players. You could have a god tier healer in your party and that would still not be able to save you. What players are supposed to do is completely stop doing damage, but I If one of the damage dealers is unfamiliar with this mechanic and the boss triggers it you can forget about getting the no-death achievement.

    I personally don't like mechanics that punish you for doing good DPS. I also hate unforgiving one shots. I wouldn't mind more damage over time mechanics like the final fight in Darkshade Caverns II where a good healer can truly shine.

    I love the Cursed One. My friends and I have run Vaults of Madness probably a hundred times for gear and each time he's like "Surely you won't sacrifice one of your friends!"

    We're like, "Oh yeah? Watch us!"
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