With the newer trials, post Craglorn, it is mostly high buff uptime and people getting enough resources. Since healing is pretty much AoE and decent groups are fairly disciplined, the healer challenge is more getting used to the mechanics so they are not getting in the way (and you are not dying).
Since all of the heals in this game are AOE or "smart" and you can't select individual targets from your OPS frame, there is no real healer role, more like support. It is far from the classic healer experience. Some people like it because of this and some people find it boring. Old-school healers probably agree that "smart heals" and spammable aoe heals are really dumbing the experience down, but they are a core part of the ESO mechanics, so you can't really adjust them in any meaningful way. Maximizing DPS, resource management and providing some extra mitigation is the main purpose of support in trials and dungeons. It is still an important role by all means and if you want to elevate the experience, you should think about buffs on these lines. Maybe add some set bonus variety as well.
Also, as long as self-sustain and healing\shielding is present... 3DD dungeon setups will be a thing, but again, you can't really nerf these, because of pvp. Proper support players still can manage keeping up buffs while providing enough DPS to justify 2 DD + Support DD setups.
Its complicated
With the newer trials, post Craglorn, it is mostly high buff uptime and people getting enough resources. Since healing is pretty much AoE and decent groups are fairly disciplined, the healer challenge is more getting used to the mechanics so they are not getting in the way (and you are not dying).
Are you happy with it? Do you need more buffs to engage with? Are buffs enough to bring healers to parties in dungeons and trials?
FrancisCrawford wrote: »I don't find that buffs such as Combat Prayer or Warhorn make much sense when PUG healing. Major Courage in dungeon PUGs is one set (SPC) plus one button twice ever 20 seconds (Mutagen); the progression of farming that set was fine.
Orbs unlocks a little late, which is a bit of a problem for non-Templar healers. Not a huge deal.
The fundamental problem with PUG healing is that the job is very unpredictable in nature. In a weak group you need to heal AND do a large fraction of the DPS. In a strong group you're basically being carried (but it's probably still not coordinated enough for your buffs to matter much). So progression is about DPS progression as much as anything else. So be it.
It's sad that most healing sets, monster or otherwise, are buggy or just badly designed.
As simple as this sounds, way back when I first made my healer I decided that I was getting better when I was keeping my group alive and staying alive myself. As I "progressed" with my healer and started getting the hang of it, I noticed that I was able to keep my group alive easier.How do you decide you are getting better?
I'm unsure if you're asking how I personally compare myself to others, or how I compare classes when deciding how to make my healer. When making a healer I look to see 1) How many unique class skills can be used for healing outside of the resto skill line, 2) The class' accessibility to major/minor mending through their passives, 3) How many synergies would they provide for the tank wearing Alkosh, and 4) What unique buff they could bring to the group.How do you compare to other healers or other healer classes?
Being able to do more than just spam heals. A skilled healer needs to be able to 1) Heal, 2) Provide resources to the group, 3) Provide additional DPS for the group, 4) Understand mechanics to the dungeon/trial they are in, 5) Have situational awareness so that they are aware of what the DPS and the tank are doing and what they will need.What makes you a skilled healer?
I believe the two most important things for a healer are 1) Having the correct gear for the content, and 2) Having situational awareness. Champion points don't mean anything if a healer is not able to have an awareness of the fight and the positioning of all of the DPS and the tank(s). They need to be able to anticipate when damage is about to start coming so that they aren't spamming heals when nobody is taking damage. They need to be able to anticipate when DPS and tanks will need resources. They need to be able to understand the mechanics to keep themselves alive as well.What do you think is important?
Having more unique heals would be nice. There are enough HoTs and burst heals in the game. Rather than the Twilight Matriarch's heal being the "Breath of Life" for sorc healers, it would be nice if the heals behaved in significantly different ways so that they felt different instead of "Oh this is just the […] version of the […] heal for this class".Anything you wish you could change or add?
FrancisCrawford wrote: »I don't find that buffs such as Combat Prayer or Warhorn make much sense when PUG healing. Major Courage in dungeon PUGs is one set (SPC) plus one button twice ever 20 seconds (Mutagen); the progression of farming that set was fine.
Orbs unlocks a little late, which is a bit of a problem for non-Templar healers. Not a huge deal.
The fundamental problem with PUG healing is that the job is very unpredictable in nature. In a weak group you need to heal AND do a large fraction of the DPS. In a strong group you're basically being carried (but it's probably still not coordinated enough for your buffs to matter much). So progression is about DPS progression as much as anything else. So be it.
It's sad that most healing sets, monster or otherwise, are buggy or just badly designed.
How would you improve some healing sets if you could?
Since all of the heals in this game are AOE or "smart" and you can't select individual targets from your OPS frame, there is no real healer role, more like support. It is far from the classic healer experience. Some people like it because of this and some people find it boring. Old-school healers probably agree that "smart heals" and spammable aoe heals are really dumbing the experience down, but they are a core part of the ESO mechanics, so you can't really adjust them in any meaningful way. Maximizing DPS, resource management and providing some extra mitigation is the main purpose of support in trials and dungeons. It is still an important role by all means and if you want to elevate the experience, you should think about buffs on these lines. Maybe add some set bonus variety as well.
Also, as long as self-sustain and healing\shielding is present... 3DD dungeon setups will be a thing, but again, you can't really nerf these, because of pvp. Proper support players still can manage keeping up buffs while providing enough DPS to justify 2 DD + Support DD setups.
Its complicated
FrancisCrawford wrote: »I don't find that buffs such as Combat Prayer or Warhorn make much sense when PUG healing. Major Courage in dungeon PUGs is one set (SPC) plus one button twice ever 20 seconds (Mutagen); the progression of farming that set was fine.
Orbs unlocks a little late, which is a bit of a problem for non-Templar healers. Not a huge deal.
The fundamental problem with PUG healing is that the job is very unpredictable in nature. In a weak group you need to heal AND do a large fraction of the DPS. In a strong group you're basically being carried (but it's probably still not coordinated enough for your buffs to matter much). So progression is about DPS progression as much as anything else. So be it.
It's sad that most healing sets, monster or otherwise, are buggy or just badly designed.
How would you improve some healing sets if you could?
RavenSworn wrote: »Is there a healer progression? All you need is to slap a resto staff, get decent gear and you can heal trials.
Oh that's excellent then. I haven't had much time to pay attention to it lately nor did I read anything about it. Thanks for the info