Lightspeedflashb14_ESO wrote: »Silver_Strider wrote: »Lightspeedflashb14_ESO wrote: »That is a lot of words op and I am still not 100% what the problem is. Twisting=DPS, refreshing=healers/tanks. If your main complaint as a healer using refreshing path is your team has to be in front of you, you are bad healer, as your team ought to be in front of you because of combat prayer.
You also can't compare springs. That is a spammable that stacks with itself. Regeneration is also not really comparable, you would have to cast regeneration 3 times to heal as many people as you can with one cast of refreshing path, as all AOE heals have a cap of 6 people healed at once. Comparing it to cleansing ritual is no bueno too, cleansing ticks every 2 seconds, refreshing hits every second. the areaof refreshing/twisting is the same size and wall and the same size as combat prayer, both of which have no trouble hitting their intended targets. And you are going to give everyone in it the major buff for speed.
By this logic, Cleansing Ritual and morphs should be given a similar treatment to Path. Remove the base heal from Cleansing, leaving only the purge Synergy to keep it as utility, much like Path only provides Major Expedition at base form. Ritual of Retribution should lose all healing it does for damage effects, save the purge synergy and Extended Ritual should have the HoT.
The trade off here being that Ritual has a much bigger radius so it only heals every 2 seconds vs Path healing every 1 second.
Such fun for all.
I would rather it went back to the way it was. Base morph is 2 debuff purged and 12 second heal(6 ticks), morph one is 5 debuffs purged on the 12 second heal(6 ticks again) and extended is 2 debuffs on a 24 second heal (12 ticks of healing). I was never a fan of damage in a heal tree. Again though, magic templar DPS never used ritual of retribution, just look around at DPS Templar builds, none of them had the skill on their bar. EVERY magic based nightblade had refreshing path. That is how good it was.
Mystrius_Archaion wrote: »brandonv516 wrote: »What's Siphon Spirit? Never heard of it lol.
I edited it. I meant Siphoning Strikes. I always do that for some reason. LOL
They have removed the hybrid healer dps build that made a NB a successful off-heal and fun to play with. NB has two build right now, stam dps and mag dps. Everything else is getting removed if they implement this patch.
crashen17b14_ESO wrote: »As someone who started as a magblade dps, but gradually found myself shifting to healer i have to say i really hate these changes. I don't mean to be hyperbolic or overly emotional, but halving the damage of funnel health and straight up removing the damage of refreshing path make me seriously consider leaving the game.
I started as dps, but over time I noticed that I spent more and more time tweaking my build, skills, weapons and style to suit an aggressive healer playstyle. I found myself enjoying doing dungeons as a healer, where i would lay down refreshing path and wall of elements, maybe throw some orbs down the hallway, and then keep funnel health rolling on my group and more actively healing when we needed it. I started doing something in ESO that I have never liked in any other of the many, many MMOs I have played (except Warhammer Online). And that was be a dedicated and attentive healer. I actually enjoyed healing my group. I knew I would never top dps as a regular dps, and there are always way more damage dealers than anything else, so finding a way to get the satisfaction of actually fighting, while being able to seriously contribute meaningfully to the group as a healer was perfect.
Magblade healers have such a fun, unique and satisfying theme and are a great way for people who typically prefer to dps to play a healer. You get to fight and play aggressively, spilling blood and throwing shadows, while a traditional healer just stands back and heals, not really engaging much in the fight itself except to restore resources and apply some debuffs.
Additionally, the hybrid nature of magblade healers makes them excellent solo classes, and while they arent as hard hitting as pure dps, they can kill in a timely manner. The fact that much of their healing is based on their damage creates an extra level of satisfying complexity. You need to find a balance between directly boosting your healing, and indirectly boosting it by making your drains hit hard enough. Seeing Health Funnel crit, and knowing that is going to roll over into a nice HoT is satisfying. Walking that line between too healy and doing very little damage (might as well switch to a healing class with more utility then) and too damagey (might as well drop those healing skills and go full dps) was fun.
By cutting the damage out of two of the three "staple" aggressive healing skills, you cut out the thing that makes night blade healers unique. At that point what does a night blade healer offer that a templar or warden couldnt offer better? We wouldnt even reliably trigger the unique minor buff Night Blades offer, Minor Savagery. And that is provided by stamblades far more reliably.
Beyond that, Path of Darkness, having neither healing nor damage is just ridiculous. I know unmorphed skills are incomplete, but what new player would look at it and think "yeah, i want that on my bars". The expedition buff has always been the "nice to have" side benefit, not the main focus. To me the main reason to slot it was as a secondary layer of damage to go with wall of elements, and a secondary source of healing to go with my more focused heals.
Killing the damage on Health Funnel likewise kills the staple of the night blade healer. We heal our allies by harming our enemies. Its what separates us from all other healers. Its what makes us true hybrids and makes the transition from dps to healer. By cutting the damage of funnel health, and removing it all together on Refreshing Path, you force people to make hard commitments to either deal damage or to heal, which probably means people will go more towards damage, reducing healer population. I certainly will, because if I am being pigeonholed into a traditional healer role, or traditional damage role, I will go damage because I can at least solo.
Refreshing path (as it is now on live) is a much needed utility skill for stamblades. It's important to look at 'how' this skill is used in order to understand it's value to stamblades like me:
Many stamblades are soloists (pve) and as such it isn't easy for us to sustain. Judging our ability to sustain based on target dummy parsing, ganker (pvp) builds, or builds that engage in vanilla pve content paints a false picture. It is difficult for stamblades to engage in (solo) sustained combat - a problem that began with the Morrowind patch.
Fast forward to today - stamblade sustain is going through another round of nerfs - our most powerful ability has virtually doubled in cost (nearly 4K stamina assuming the spectral bow procs 2x per cast) and our spammable execute got a 30% cost increase. Speed buff nerfs end up putting additional pressure on our ability to sustain.
What about heavy attacking? The bottom line is that you can't always heavy attack (multiple mobs clawing at your ankles, or too much 'red on the ground', etc.) When you can't heavy attack to regen stamina AND when you are low on health, you generally kite (trying to create distance between you and the mob in order to get a few tics of regen before re-engaging). But, kiting means sprinting and that costs stamina.
Lightspeedflashb14_ESO wrote: »That is a lot of words op and I am still not 100% what the problem is. Twisting=DPS, refreshing=healers/tanks.
Lightspeedflashb14_ESO wrote: »You also can't compare springs. That is a spammable that stacks with itself. Regeneration is also not really comparable, you would have to cast regeneration 3 times to heal as many people as you can with one cast of refreshing path, as all AOE heals have a cap of 6 people healed at once. Comparing it to cleansing ritual is no bueno too, cleansing ticks every 2 seconds, refreshing hits every second. the areaof refreshing/twisting is the same size and wall and the same size as combat prayer, both of which have no trouble hitting their intended targets. And you are going to give everyone in it the major buff for speed.
Lightspeedflashb14_ESO wrote: »That is a lot of words op and I am still not 100% what the problem is. Twisting=DPS, refreshing=healers/tanks. If your main complaint as a healer using refreshing path is your team has to be in front of you, you are bad healer, as your team ought to be in front of you because of combat prayer.
You also can't compare springs. That is a spammable that stacks with itself. Regeneration is also not really comparable, you would have to cast regeneration 3 times to heal as many people as you can with one cast of refreshing path, as all AOE heals have a cap of 6 people healed at once. Comparing it to cleansing ritual is no bueno too, cleansing ticks every 2 seconds, refreshing hits every second. the areaof refreshing/twisting is the same size and wall and the same size as combat prayer, both of which have no trouble hitting their intended targets. And you are going to give everyone in it the major buff for speed.
Have to agree with him.
Healers should not be useless and this was a necessary change to achieve this.
There are so many other meaningless NB nerfs.
This one I can agree with at least.
Sustain has been a real issue ever since Morrowind and while it's improved slightly, it's still a major issue ... something we struggle with all the time.
FrancisCrawford wrote: »Mystrius_Archaion wrote: »brandonv516 wrote: »What's Siphon Spirit? Never heard of it lol.
I edited it. I meant Siphoning Strikes. I always do that for some reason. LOL
Did you play Guild Wars?
crashen17b14_ESO wrote: »As someone who started as a magblade dps, but gradually found myself shifting to healer i have to say i really hate these changes. I don't mean to be hyperbolic or overly emotional, but halving the damage of funnel health and straight up removing the damage of refreshing path make me seriously consider leaving the game.
I started as dps, but over time I noticed that I spent more and more time tweaking my build, skills, weapons and style to suit an aggressive healer playstyle. I found myself enjoying doing dungeons as a healer, where i would lay down refreshing path and wall of elements, maybe throw some orbs down the hallway, and then keep funnel health rolling on my group and more actively healing when we needed it. I started doing something in ESO that I have never liked in any other of the many, many MMOs I have played (except Warhammer Online). And that was be a dedicated and attentive healer. I actually enjoyed healing my group. I knew I would never top dps as a regular dps, and there are always way more damage dealers than anything else, so finding a way to get the satisfaction of actually fighting, while being able to seriously contribute meaningfully to the group as a healer was perfect.
Magblade healers have such a fun, unique and satisfying theme and are a great way for people who typically prefer to dps to play a healer. You get to fight and play aggressively, spilling blood and throwing shadows, while a traditional healer just stands back and heals, not really engaging much in the fight itself except to restore resources and apply some debuffs.
Additionally, the hybrid nature of magblade healers makes them excellent solo classes, and while they arent as hard hitting as pure dps, they can kill in a timely manner. The fact that much of their healing is based on their damage creates an extra level of satisfying complexity. You need to find a balance between directly boosting your healing, and indirectly boosting it by making your drains hit hard enough. Seeing Health Funnel crit, and knowing that is going to roll over into a nice HoT is satisfying. Walking that line between too healy and doing very little damage (might as well switch to a healing class with more utility then) and too damagey (might as well drop those healing skills and go full dps) was fun.
By cutting the damage out of two of the three "staple" aggressive healing skills, you cut out the thing that makes night blade healers unique. At that point what does a night blade healer offer that a templar or warden couldnt offer better? We wouldnt even reliably trigger the unique minor buff Night Blades offer, Minor Savagery. And that is provided by stamblades far more reliably.
Beyond that, Path of Darkness, having neither healing nor damage is just ridiculous. I know unmorphed skills are incomplete, but what new player would look at it and think "yeah, i want that on my bars". The expedition buff has always been the "nice to have" side benefit, not the main focus. To me the main reason to slot it was as a secondary layer of damage to go with wall of elements, and a secondary source of healing to go with my more focused heals.
Killing the damage on Health Funnel likewise kills the staple of the night blade healer. We heal our allies by harming our enemies. Its what separates us from all other healers. Its what makes us true hybrids and makes the transition from dps to healer. By cutting the damage of funnel health, and removing it all together on Refreshing Path, you force people to make hard commitments to either deal damage or to heal, which probably means people will go more towards damage, reducing healer population. I certainly will, because if I am being pigeonholed into a traditional healer role, or traditional damage role, I will go damage because I can at least solo.
Mystrius_Archaion wrote: »Lightspeedflashb14_ESO wrote: »You also can't compare springs. That is a spammable that stacks with itself. Regeneration is also not really comparable, you would have to cast regeneration 3 times to heal as many people as you can with one cast of refreshing path, as all AOE heals have a cap of 6 people healed at once. Comparing it to cleansing ritual is no bueno too, cleansing ticks every 2 seconds, refreshing hits every second. the areaof refreshing/twisting is the same size and wall and the same size as combat prayer, both of which have no trouble hitting their intended targets. And you are going to give everyone in it the major buff for speed.
1) Healing Springs is an AoE HoT, not a spammable. It can't be stacked with itself unless it is broken and needs a nerf. It has an 8m radius which means 16m across in a full circle, which is bigger than the total area of Refreshing Path which barely goes forward 14 meters if that while being about 4-6 meters wide.
2) Twisting Path actually has a larger area of effect. It's part of the morph benefits. It's actually wider, not longer.
3) Wall of Elements is bigger than both Twisting Path and Refreshing Path, very obviously. Elemental Blockade is even larger because it has a wider area. Blessing of Protection/Combat Prayer is also a bigger area, longer especially.
4) Wall of Elements and Blessing of Protection/Combat Prayer also lay down where you crosshairs/cursor point, unlike Refreshing/Twisting Path that point where your character is moving towards such as directly left or right. This makes the Path variants much harder to coordinate with the weapon ground AoEs, if you don't also get the "invalid location" bug that is very common with Refreshing Path while Wall of Elements doesn't have that bug at all.
You've never used Refreshing Path and Wall of Elements together or you would know this. Just test it on a target dummy inching into range of Wall of Elements, on live servers, until the wall just starts ticking damage, then cast Refreshing Path or Twisting Path from the same spot and you will see no damage to the target dummy.
It's absolute garbage anyway because it does about half the damage of Wall of Elements even for Twisting Path, but it was useful as an added DoT so it wasn't useless. Now Refreshing Path is useless because of how small and weak it is.
FrancisCrawford wrote: »
They have removed the hybrid healer dps build that made a NB a successful off-heal and fun to play with. NB has two build right now, stam dps and mag dps. Everything else is getting removed if they implement this patch.
And overland thief.
But to your main point -- this patch is taking my interest in playing a magblade from very high to very low.
lucky_dutch wrote: »This is a PvE change that has seriously damaging effects for PvP. Combined with swallow soul and healing ward nerf, Magblades got f-all healing in PvP now.
Lightspeedflashb14_ESO wrote: »Mystrius_Archaion wrote: »Lightspeedflashb14_ESO wrote: »You also can't compare springs. That is a spammable that stacks with itself. Regeneration is also not really comparable, you would have to cast regeneration 3 times to heal as many people as you can with one cast of refreshing path, as all AOE heals have a cap of 6 people healed at once. Comparing it to cleansing ritual is no bueno too, cleansing ticks every 2 seconds, refreshing hits every second. the areaof refreshing/twisting is the same size and wall and the same size as combat prayer, both of which have no trouble hitting their intended targets. And you are going to give everyone in it the major buff for speed.
1) Healing Springs is an AoE HoT, not a spammable. It can't be stacked with itself unless it is broken and needs a nerf. It has an 8m radius which means 16m across in a full circle, which is bigger than the total area of Refreshing Path which barely goes forward 14 meters if that while being about 4-6 meters wide.
2) Twisting Path actually has a larger area of effect. It's part of the morph benefits. It's actually wider, not longer.
3) Wall of Elements is bigger than both Twisting Path and Refreshing Path, very obviously. Elemental Blockade is even larger because it has a wider area. Blessing of Protection/Combat Prayer is also a bigger area, longer especially.
4) Wall of Elements and Blessing of Protection/Combat Prayer also lay down where you crosshairs/cursor point, unlike Refreshing/Twisting Path that point where your character is moving towards such as directly left or right. This makes the Path variants much harder to coordinate with the weapon ground AoEs, if you don't also get the "invalid location" bug that is very common with Refreshing Path while Wall of Elements doesn't have that bug at all.
You've never used Refreshing Path and Wall of Elements together or you would know this. Just test it on a target dummy inching into range of Wall of Elements, on live servers, until the wall just starts ticking damage, then cast Refreshing Path or Twisting Path from the same spot and you will see no damage to the target dummy.
It's absolute garbage anyway because it does about half the damage of Wall of Elements even for Twisting Path, but it was useful as an added DoT so it wasn't useless. Now Refreshing Path is useless because of how small and weak it is.
I am not going to respond in a numbered format. That makes it look like you can't make coherent paragraphs.
You absolutely can stack grand healing. It is a must in trials. You simply can't heal 12 people without it. This is not a bug and absolutely hilarious that you would say that, If you ever played trials, you would know this. In the next patch, refreshing and twisting are the same size. Try it out. Having done what you asked, on live, you are right that twisting is like 3 meters shorter but if that causes you to have "much harder to coordinate with the weapon ground AoEs", I think that is a let to play issue. I have never had any problem hitting what I was aiming for, using either twisting or refreshing, after I figured out that as a DPS, I could do 60% of the damage in a dungeon AND do 40% of the healing with just 2 skills. That is crazy. What is this "invalid location" bug you speak of? I have played a magblade for over 3 years, in almost all content and have never seen that.
Lightspeedflashb14_ESO wrote: »What is this "invalid location" bug you speak of? I have played a magblade for over 3 years, in almost all content and have never seen that.
Mystrius_Archaion wrote: »Lightspeedflashb14_ESO wrote: »Mystrius_Archaion wrote: »Lightspeedflashb14_ESO wrote: »You also can't compare springs. That is a spammable that stacks with itself. Regeneration is also not really comparable, you would have to cast regeneration 3 times to heal as many people as you can with one cast of refreshing path, as all AOE heals have a cap of 6 people healed at once. Comparing it to cleansing ritual is no bueno too, cleansing ticks every 2 seconds, refreshing hits every second. the areaof refreshing/twisting is the same size and wall and the same size as combat prayer, both of which have no trouble hitting their intended targets. And you are going to give everyone in it the major buff for speed.
1) Healing Springs is an AoE HoT, not a spammable. It can't be stacked with itself unless it is broken and needs a nerf. It has an 8m radius which means 16m across in a full circle, which is bigger than the total area of Refreshing Path which barely goes forward 14 meters if that while being about 4-6 meters wide.
2) Twisting Path actually has a larger area of effect. It's part of the morph benefits. It's actually wider, not longer.
3) Wall of Elements is bigger than both Twisting Path and Refreshing Path, very obviously. Elemental Blockade is even larger because it has a wider area. Blessing of Protection/Combat Prayer is also a bigger area, longer especially.
4) Wall of Elements and Blessing of Protection/Combat Prayer also lay down where you crosshairs/cursor point, unlike Refreshing/Twisting Path that point where your character is moving towards such as directly left or right. This makes the Path variants much harder to coordinate with the weapon ground AoEs, if you don't also get the "invalid location" bug that is very common with Refreshing Path while Wall of Elements doesn't have that bug at all.
You've never used Refreshing Path and Wall of Elements together or you would know this. Just test it on a target dummy inching into range of Wall of Elements, on live servers, until the wall just starts ticking damage, then cast Refreshing Path or Twisting Path from the same spot and you will see no damage to the target dummy.
It's absolute garbage anyway because it does about half the damage of Wall of Elements even for Twisting Path, but it was useful as an added DoT so it wasn't useless. Now Refreshing Path is useless because of how small and weak it is.
I am not going to respond in a numbered format. That makes it look like you can't make coherent paragraphs.
You absolutely can stack grand healing. It is a must in trials. You simply can't heal 12 people without it. This is not a bug and absolutely hilarious that you would say that, If you ever played trials, you would know this. In the next patch, refreshing and twisting are the same size. Try it out. Having done what you asked, on live, you are right that twisting is like 3 meters shorter but if that causes you to have "much harder to coordinate with the weapon ground AoEs", I think that is a let to play issue. I have never had any problem hitting what I was aiming for, using either twisting or refreshing, after I figured out that as a DPS, I could do 60% of the damage in a dungeon AND do 40% of the healing with just 2 skills. That is crazy. What is this "invalid location" bug you speak of? I have played a magblade for over 3 years, in almost all content and have never seen that.
Umm...Wall of Elements is longer than Refreshing and Twisting Paths. Did you not see that in my original post I talked about it? That was of bigger concern than Twisting Path being larger than Refreshing Path, which on live is mainly wider than Refreshing Path. The reason it is so important to compare Wall of Elements to Twisting Path is because Wall is larger/longer and does nearly twice the damage, which is ridiculous.
Also, You can't have more than one AoE down for any other ground AoE ability. Healing Springs is apparently an exception which makes it a bug that a single player can repeat cast it all over. The only ground AoE that is definitely intended to have more than one down at a time is warden's pull Frozen Gate, which says up to 3 at a time in the tooltip.
That was my reasoning for Healing Springs being bugged if it does allow recast-stacking since nothing else allows that, not Cleansing Ritual for templars or Refreshing Path for nightblades which both do similar things. It's not fair to have one skill be allowed to be self-stacked while every other similar skill can't be.
FYI, I numbered things to separate them out as different facts and avoid having to use BBCode lists which are a hassle. There are other paragraphs not numbered, but you chose to be a "formatting-n.a.z.i"(intentionally left this way because of overzealous censoring).
I'm not talking about vMA - I'm talking about soloing difficult content - like soloing difficult group dungeons (start out soloing base game group dungeons on normal, then when you've mastered that, move up to vet...
Lightspeedflashb14_ESO wrote: »Mystrius_Archaion wrote: »Lightspeedflashb14_ESO wrote: »Mystrius_Archaion wrote: »Lightspeedflashb14_ESO wrote: »You also can't compare springs. That is a spammable that stacks with itself. Regeneration is also not really comparable, you would have to cast regeneration 3 times to heal as many people as you can with one cast of refreshing path, as all AOE heals have a cap of 6 people healed at once. Comparing it to cleansing ritual is no bueno too, cleansing ticks every 2 seconds, refreshing hits every second. the areaof refreshing/twisting is the same size and wall and the same size as combat prayer, both of which have no trouble hitting their intended targets. And you are going to give everyone in it the major buff for speed.
1) Healing Springs is an AoE HoT, not a spammable. It can't be stacked with itself unless it is broken and needs a nerf. It has an 8m radius which means 16m across in a full circle, which is bigger than the total area of Refreshing Path which barely goes forward 14 meters if that while being about 4-6 meters wide.
2) Twisting Path actually has a larger area of effect. It's part of the morph benefits. It's actually wider, not longer.
3) Wall of Elements is bigger than both Twisting Path and Refreshing Path, very obviously. Elemental Blockade is even larger because it has a wider area. Blessing of Protection/Combat Prayer is also a bigger area, longer especially.
4) Wall of Elements and Blessing of Protection/Combat Prayer also lay down where you crosshairs/cursor point, unlike Refreshing/Twisting Path that point where your character is moving towards such as directly left or right. This makes the Path variants much harder to coordinate with the weapon ground AoEs, if you don't also get the "invalid location" bug that is very common with Refreshing Path while Wall of Elements doesn't have that bug at all.
You've never used Refreshing Path and Wall of Elements together or you would know this. Just test it on a target dummy inching into range of Wall of Elements, on live servers, until the wall just starts ticking damage, then cast Refreshing Path or Twisting Path from the same spot and you will see no damage to the target dummy.
It's absolute garbage anyway because it does about half the damage of Wall of Elements even for Twisting Path, but it was useful as an added DoT so it wasn't useless. Now Refreshing Path is useless because of how small and weak it is.
I am not going to respond in a numbered format. That makes it look like you can't make coherent paragraphs.
You absolutely can stack grand healing. It is a must in trials. You simply can't heal 12 people without it. This is not a bug and absolutely hilarious that you would say that, If you ever played trials, you would know this. In the next patch, refreshing and twisting are the same size. Try it out. Having done what you asked, on live, you are right that twisting is like 3 meters shorter but if that causes you to have "much harder to coordinate with the weapon ground AoEs", I think that is a let to play issue. I have never had any problem hitting what I was aiming for, using either twisting or refreshing, after I figured out that as a DPS, I could do 60% of the damage in a dungeon AND do 40% of the healing with just 2 skills. That is crazy. What is this "invalid location" bug you speak of? I have played a magblade for over 3 years, in almost all content and have never seen that.
Umm...Wall of Elements is longer than Refreshing and Twisting Paths. Did you not see that in my original post I talked about it? That was of bigger concern than Twisting Path being larger than Refreshing Path, which on live is mainly wider than Refreshing Path. The reason it is so important to compare Wall of Elements to Twisting Path is because Wall is larger/longer and does nearly twice the damage, which is ridiculous.
I acknowledged that you were right, I tested it, read my post again. But that is also my point, I have never noticed that twisting/refreshing is shorter because I have always hit what I was aiming for. And you need to remember, when you are comparing the damage that wall does to twisting, that twisting lasts for 11 ticks and wall lasts for 8. That is almost 40% longer, which just about makes up for the "nearly twice the damage" of wall AND when you cast twisting, you get major Expedition in it and out of it for a time AND you get the major resistance buffs for 6-8 seconds. Wall is just damage. No other buffs.Also, You can't have more than one AoE down for any other ground AoE ability. Healing Springs is apparently an exception which makes it a bug that a single player can repeat cast it all over. The only ground AoE that is definitely intended to have more than one down at a time is warden's pull Frozen Gate, which says up to 3 at a time in the tooltip.
That was my reasoning for Healing Springs being bugged if it does allow recast-stacking since nothing else allows that, not Cleansing Ritual for templars or Refreshing Path for nightblades which both do similar things. It's not fair to have one skill be allowed to be self-stacked while every other similar skill can't be.
Grand healing has always worked this way. It is intended. Healing in trials would not be possible if it didn't. You have no idea what you are talking about if you keep calling it a bug. Makes all your other opinions look suspicious if you don't even understand that fundamental element of healing. You do know that energy orbs stack too right? Just like the damage from mystic orbs do.FYI, I numbered things to separate them out as different facts and avoid having to use BBCode lists which are a hassle. There are other paragraphs not numbered, but you chose to be a "formatting-n.a.z.i"(intentionally left this way because of overzealous censoring).
K.
First, you're recasting Wall of Elements when it needs it.
The increased duration of Twisting/Refreshing Path doesn't matter then
.especially since enemies can also move out of that damage before the full duration.
. More DPS is more each second which means more damage
. Twisting and Refreshing Path are just not nearly as good,
.I didn't know Healing Springs/Grand Healing did self-stack because no other ground AoE does and I use other weapons and skills mostly since I tend to solo hybrid or tank. It still screams "bug" because of the fact that nothing else can be self-stacked
.Don't expect Healing Springs to stay able to self-stack. That makes it too good as it would end up, if spammed, about 5000 healing per second on even a lower magicka build. That's more power than Meditate for less problems and more power than the templar ultimate that roots them in place to heal.
. No wonder group content goes from "easy" normal to "WTF, have to cheat to complete" veteran seemingly.
Lightspeedflashb14_ESO wrote: »First, you're recasting Wall of Elements when it needs it.
Yup.The increased duration of Twisting/Refreshing Path doesn't matter then
Nope. If you are casting twisting at the same time as wall, you are loosing DPS. The best magblade DPS use a dynamic rotation, which means basically only casting ablitys when they run out.
Lightspeedflashb14_ESO wrote: ».I didn't know Healing Springs/Grand Healing did self-stack because no other ground AoE does and I use other weapons and skills mostly since I tend to solo hybrid or tank. It still screams "bug" because of the fact that nothing else can be self-stacked
I gave you another ground based aoe that does, both morphs of orbs, the damage one and the healing one, stack if you cast it multiple times..Don't expect Healing Springs to stay able to self-stack. That makes it too good as it would end up, if spammed, about 5000 healing per second on even a lower magicka build. That's more power than Meditate for less problems and more power than the templar ultimate that roots them in place to heal.
Grand healing has stacked since day 1. Since April 4, 2014. That is almost 4 and half years. 1646 days. You have only been around for a third of that. Properly stacked, it is closer to 15k hps. Again. If you ever healed trials, you would know this. There is almost no other way you could heal trials.