Major NB healer nerf inbound?

  • Koensol
    Koensol
    ✭✭✭✭✭
    ✭✭
    exeeter702 wrote: »
    Changes are fine. Too much overreaction in this thread. I have been healing on NB since beta and have become very familiar with losing and gaining key tools over the years.

    You will be fine, and if you are going to drop nb healer because of these changes then by all means. Frankly zos still hasnt broke even on their generosity with giving us healthy offering. You all may find that a ridiculous thing to say but the skill is that strong.

    Funnel health for dungeons or trials is still more group healing tied to damage than any other healer has access to, it will be critting for 8k easy. You will be fine. It is a damage loss accross the board, but is not going to invalidate nb healers.
    Mate I am not dropping nb healing in pve because of a nerf, but because I cannot have funnel health and still use that as a spammable in pvp. I now have to choose, and pvp being my primary game type, I will drop pve healing so I can remorph to swallow soul. Simple as that.
  • lucky_dutch
    lucky_dutch
    ✭✭✭✭
    I have no idea what issue these changes are supposed to be fixing. Changes for changes sake. I'm already kicked sometimes just for being not at templar so it's not like NBs are must-pick healers.

    The refreshing path change in particular is BS.

    I do like that they've doubled the interaction of heavy attacks with bow and siphoning attacks though, thats a useful change.
  • Silver_Strider
    Silver_Strider
    ✭✭✭✭✭
    ✭✭✭
    exeeter702 wrote: »
    Changes are fine. Too much overreaction in this thread. I have been healing on NB since beta and have become very familiar with losing and gaining key tools over the years.

    You will be fine, and if you are going to drop nb healer because of these changes then by all means. Frankly zos still hasnt broke even on their generosity with giving us healthy offering. You all may find that a ridiculous thing to say but the skill is that strong.

    Funnel health for dungeons or trials is still more group healing tied to damage than any other healer has access to, it will be critting for 8k easy. You will be fine. It is a damage loss accross the board, but is not going to invalidate nb healers.

    It's the lose of utility that's the issue. NB healers have 0 utility apart from their damage and now that's gone. In comparison, Warden gives everyone Major Resistance and Minor Regen buffs, while Templar have an AoE purge and shards for resources on demand, Olorime Procs AND extra damage. It's a s*** change.
    Argonian forever
  • Tasear
    Tasear
    ✭✭✭✭✭
    ✭✭✭✭✭
    Just want to say class reps are lurking and listening.
  • db0ssman
    db0ssman
    ✭✭✭
    @Lightspeedflashb14_ESO My build is pretty far off meta for a class that is already off meta. Where to even begin to explain, lol.

    Gear: 5x Juleanous, 5x combat physician, 2x Chokethorn (Main hand resto, off hand 2x sword)

    Main Hand
    Healthy Offering : Obvious reasons
    Mutagen : Obvious Reasons
    Bone Surge: Healing ward became redundant when they changed how healthy offering worked so I replaced it with this. Since I'm always going to have HOTS up, this acts as a stam based group heal as long as someone procs the synergy. Plus it's nice if you know the group is about to take a ton of damage.
    Combat Prayer: Obvious Reasons
    Healing springs: Obvious reasons
    Veil of Blades: probably one of the best ults in the game IMO. Does massive damage and reduces group damage to anyone on it.

    Off hand (though I probably spend more time here than the other bar)

    Balance/Purge - Balance so that I can bomb groups of mobs and then regen magicka on the way to the next. Purge for fights with a lot of pesky debuffs
    Impale - Obvious reasons
    Refreshing Path - Basically used to do damage to the boss, groups of mobs, and give a little extra healing to the tank/melee dps.
    Funnel Health - obvious reasons
    Sap essense - Massive AOE damage & healing & major sorcery.... probably one of the best NB abilities. So many uses.
    Night rune - (the healing morph) I have it on the bar as a oh crap emergency group heal, but I can't tell you the last time I used this on purpose since we play in a game where veil of blades exists.

    The basic philosophy of how i heal with bosses in dungeons is that I put hots on the group and then start launching attacks and then reset the hots after the 20 sec or so when mutagen is done. I attack less and do more Healing Springs, Healthy Offering, & bone surge if the group is taking a lot of damage because of thier skill or because of the fight. Since basically everything I do counts as a heal Chokethorn procs constantly through a fight and adds a massive amount of HPS. I also have 65% crit chance, which means the shield for Combat physician is always moving between people when it is available. That only really adds like 2k overall HPS, but since it naturally targets those taking damage more often I have to use Healthy Offering less on that person.

    When taking out groups of trash mobs, I usually run in with the tank and wait for them to draw aggro. Once that happens, I drop down a refreshing path and Veil of Blades (if available). I spam Sap Essense until they are dead (nothing like doing 12k dps per target to 20 targets). If chokethorn is proc'd I just use balance right away and get up to full magicka while still at full health. If chokethorn is down I use a mutagen and between the path, mutagen, & funnel health which still might be up, I can usually get to full magicka without dying. Then when the debuff is down just hit a healing springs and have both full health and magicka.
    Starfire Protocol lvl 50 NB Redmage healer - Main + Master Crafter
    Gives Good Heed lvl 50 Warden Super Buff Healer
    Crafty Smyth lvl 50 Stamblade Poison Assassin - Farmer
    Everyon's Pal Adin lvl 44 Templar Splash Healer
    Stands Against Danger lvl 16 DK Tank -ex mule
    Matriarch Tamer lvl 18 Baby Sorc Healer
  • TheStealthDude
    TheStealthDude
    ✭✭✭✭
    I think the Path of Darkness change hints at a larger problem with skill design in this game:

    Morph decisions where both morphs pigeon-hole you into differening roles are not fun choices.

    With Path of Darkness, you get pigeon holed into either DPS or into Healing. By choosing one morph, you significantly limit what you bring to the other role. It simply ceases to be an interesting decision on which to choose because everyone will obviously just choose the one that fits their role.

    Other examples of this include Magicka vs Stamina morphs. While it's necessary to have some stamina morphs of class abilities, I am very against adding too many more, because each additional stamina morph of a magicka class ability takes away an interesting choice from the game. Stamina players are obviously going to choose the stamina morph and vice versa with the magicka players and abilities.

    The most interesting abilities in this game, in my opinion, are the ones that only slightly tweak the original ability by adding a bit of utility in one area vs utility in another ("utility" can also be slightly more damage, in this case).

    I honestly think this is worth it's own discussion, but I am not sure if there are many people who feel how I do.
Sign In or Register to comment.