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Life amid death VS healing ritual - Healing ritual needs a buff

Sotha_Sil
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I finished leveling up my necro and started PVEing.

I think Life amid death is a great skill and I love it. BUT what I would like to prove is that Templar's healing ritual needs an adjustement here.

Let's compare the base skills

NECROMANCER - Life amid death - cost 3510 magicka
https://elderscrollsonline.wiki.fextralife.com/Living+Death+Skills


Release residual fragments of fallen souls at the target location, healing you and your allies for 821 Health.
Consumes a corpse on cast to continue to heal you and your allies in the area for 795 Health over 5 seconds.

*Without taking in consideration the corpse effect*
1 magicka gives you => 0.23 healing

TEMPLAR - Healing Ritual - cost 7290 magicka
https://elderscrollsonline.wiki.fextralife.com/Templar

Focus your spiritual devotion, healing yourself and nearby allies for 1235 Health.
1 magicka gives you => 0.17 healing

You can see there is something wrong here. And I am not even taking into account the corpse effect of the necromancer skill.

Suggestion : buff healing ritual's healing or reduce the healing cost.
With the same healing/magicka's ratio than necro's life amid death, healing ritual should give 1676.7 healing for 7290 magicka! or cost 5300 magicka for 1235 healing


@ZOS_BrianWheeler

TLDR : buff healing's ritual to 1676.7 base skill healing or reduce cost to 5300 magicka to be balanced with necromancer... or you can nerf necro a bit but that is not the approach I want here... I want both classes to have good skills and be balanced with necro having special flavor effect of corpses and templar unique buffs (minor expedition or healing one more ally outside the area)

FYI : I am not taking into consideration passives
Edited by Sotha_Sil on May 22, 2019 10:21PM
Restoration is a perfectly valid school of magic, and don't let anyone tell you otherwise! - Spells and incantations for those with the talent to cast them!
  • Gundug
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    The two skills also operate a bit differently, with Healing Ritual being a 10m radius around the caster, while Life Amid Death is a 28m skill with an 8m radius at point of cast. I don’t know how that would figure into your cost calculations.
  • Vajrak
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    I support this, I've been saying this for a long time -- Healing Ritual didn't need most of the changes it received, and in it's current form is not worth slotting.

    Revert it back to a cast time and a primary/secondary (half value/delayed 3s) heal and it is useful again. Raising the heal value on it is a waste, if it is going to stay without a cast time, it's cost needs to drop.
  • Psyonico
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    But Breath of Life is better than Resistant Flesh.

    You can't just compare a single skill in both lines, you have to look at the whole thing.
  • idk
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    Gundug wrote: »
    The two skills also operate a bit differently, with Healing Ritual being a 10m radius around the caster, while Life Amid Death is a 28m skill with an 8m radius at point of cast. I don’t know how that would figure into your cost calculations.

    Thank you. I was about to suggest that OP is cherry picking information for their comparison and as such the comparison that is made is far from sufficient to present a worthy discussion for what OP suggests.
  • DeadlyRecluse
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    The difference between 8 and 10m is big--

    I'd LOVE for healing ritual to get a buff, as I actually use it--A LOT. But this isn't quite an apples-to-apples comparison.

    ...of course, the comparison gets even worse when you look at how easy it is for the necro to have a couple %healing buffs due to passives, but that's neither here nor there...
    Thrice Empress, Forever Scrub
  • DocFrost72
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    I got curious.

    Healing ritual is a 10m radius right? That gives us an area of (very roughly) 314 meters^2 (pi*R^2=area of a circle).

    Life amid death gives an 8 meter radius if I read it correctly, which is an area of 200.96 meters^2.

    This gives the healing values more comparison, as when compared using healing per square meter we get;

    Healing Ritual: 3.93 (rounded) healing/meter^2

    Life Amid Death: 4.09 (rounded) healing/meter^2

    So it heals less per magicka, and less per square meter (4% less roughly). Interesting.
  • Minno
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    Vajrak wrote: »
    I support this, I've been saying this for a long time -- Healing Ritual didn't need most of the changes it received, and in it's current form is not worth slotting.

    Revert it back to a cast time and a primary/secondary (half value/delayed 3s) heal and it is useful again. Raising the heal value on it is a waste, if it is going to stay without a cast time, it's cost needs to drop.

    I agree, but templar isn't going to get the same class audit other classes got, especially in regards to necro which is the main reason people will be buying the chapter.

    Sad to hear, but not much we can do except play a class filled with old mechanics or weird exclusions to standardized audits from previous patches and try to work around them.
    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
  • Vajrak
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    Breath of Life (2 targets, 1 full, 1 half) vs Healing Ritual (10m PBAoE, i.e. 20m area (just short of same area as cleaning ritual, 4+ targets) -- Breath of Life doesn't even compare if you knew how to use ritual -- it was capable of 250k+ hps as a tank, even higher as a healer. The only change it needed (removing the self-slow while casting) was done long ago, and it's been downhill since.
  • idk
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    DocFrost72 wrote: »
    I got curious.

    Healing ritual is a 10m radius right? That gives us an area of (very roughly) 314 meters^2 (pi*R^2=area of a circle).

    Life amid death gives an 8 meter radius if I read it correctly, which is an area of 200.96 meters^2.

    This gives the healing values more comparison, as when compared using healing per square meter we get;

    Healing Ritual: 3.93 (rounded) healing/meter^2

    Life Amid Death: 4.09 (rounded) healing/meter^2

    So it heals less per magicka, and less per square meter (4% less roughly). Interesting.

    While this is interesting, it does not take into account the greater utility the larger area provides. That has value.
  • p00tx
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    Nooooo :(

    I need this stupidly overpriced, underpowered skill left as is to spam for the mag-dump mechanic in vSO hm.

    :p
    PC/Xbox NA
    Unchained | Unstoppable | Mindmender | Swashbuckler Supreme | Planes Breaker | Dawnbringer | Godslayer | Immortal Redeemer | Gryphon Heart | Tick-tock Tormentor | Dro-m'Athra Destroyer | Stormproof | Grand Overlord | Grand Mastercrafter | Master Grappler | Tamriel Hero
  • Minno
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    idk wrote: »
    DocFrost72 wrote: »
    I got curious.

    Healing ritual is a 10m radius right? That gives us an area of (very roughly) 314 meters^2 (pi*R^2=area of a circle).

    Life amid death gives an 8 meter radius if I read it correctly, which is an area of 200.96 meters^2.

    This gives the healing values more comparison, as when compared using healing per square meter we get;

    Healing Ritual: 3.93 (rounded) healing/meter^2

    Life Amid Death: 4.09 (rounded) healing/meter^2

    So it heals less per magicka, and less per square meter (4% less roughly). Interesting.

    While this is interesting, it does not take into account the greater utility the larger area provides. That has value.


    at 6 targets per cast lol.
    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
  • DocFrost72
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    idk wrote: »
    DocFrost72 wrote: »
    I got curious.

    Healing ritual is a 10m radius right? That gives us an area of (very roughly) 314 meters^2 (pi*R^2=area of a circle).

    Life amid death gives an 8 meter radius if I read it correctly, which is an area of 200.96 meters^2.

    This gives the healing values more comparison, as when compared using healing per square meter we get;

    Healing Ritual: 3.93 (rounded) healing/meter^2

    Life Amid Death: 4.09 (rounded) healing/meter^2

    So it heals less per magicka, and less per square meter (4% less roughly). Interesting.

    While this is interesting, it does not take into account the greater utility the larger area provides. That has value.

    To be clear, I am not making an argument one way or the other at present. I just like math and comparisons.

    If we take utility into account, doesn't a passive grant people ultimate if you heal them with healing ritual?
  • Lightspeedflashb14_ESO
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    Psyonico wrote: »
    But Breath of Life is better than Resistant Flesh.

    You can't just compare a single skill in both lines, you have to look at the whole thing.

    breath is not better then Blood Sacrifice, the actual one you ought to be comparing it to, since they both can hit 2 people. unless you mean that the area you can hit is better, then maybe. but Blood Sacrifice heals for more and procs more healing done passives.
  • Sotha_Sil
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    idk wrote: »
    Gundug wrote: »
    The two skills also operate a bit differently, with Healing Ritual being a 10m radius around the caster, while Life Amid Death is a 28m skill with an 8m radius at point of cast. I don’t know how that would figure into your cost calculations.

    Thank you. I was about to suggest that OP is cherry picking information for their comparison and as such the comparison that is made is far from sufficient to present a worthy discussion for what OP suggests.

    Being able to choose where to heal is far greater.... pointing that out, just makes the skill even more powerful to me. 8m vs 10m is nothing when you can choose where to land your healing... Healing ritual is especially hard to get right in PVP scenarios. In PVE healing springs is far better than healing ritual anyway.

    Taking radius into account, just proves how bad healing ritual is. The skill needs rework or tweaks.
    Psyonico wrote: »
    But Breath of Life is better than Resistant Flesh.

    You can't just compare a single skill in both lines, you have to look at the whole thing.

    That is not that obvious : render flesh is not inferior compared to breath of life => it costs less and if you manage the corpse right, you get a far greater healing. It has a drawback which makes it on par imo. The two skills have different strengths.

    When we compare, healing ritual and Life Amid Death, it is obvious that Healing ritual is underpowered on all aspects, radius, magicka cost, healing...

    Remember that I did not even take into account the corpse effect !! which makes Healing ritual looking even more pathetic.
    Edited by Sotha_Sil on May 22, 2019 10:25PM
    Restoration is a perfectly valid school of magic, and don't let anyone tell you otherwise! - Spells and incantations for those with the talent to cast them!
  • Chims
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    Life and death also requires a corpse to hot. If you don't have a corpse its pretty garbage.
  • Vapirko
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    Minno wrote: »
    Vajrak wrote: »
    I support this, I've been saying this for a long time -- Healing Ritual didn't need most of the changes it received, and in it's current form is not worth slotting.

    Revert it back to a cast time and a primary/secondary (half value/delayed 3s) heal and it is useful again. Raising the heal value on it is a waste, if it is going to stay without a cast time, it's cost needs to drop.

    I agree, but templar isn't going to get the same class audit other classes got, especially in regards to necro which is the main reason people will be buying the chapter.

    Sad to hear, but not much we can do except play a class filled with old mechanics or weird exclusions to standardized audits from previous patches and try to work around them.

    BUT WHY THO @ZOS_BrianWheeler
  • StarOfElyon
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    I would love to be able to slot HR instead of HTD on battlegrounds but it is expensive as hell. If it kept the same burst heal but also added a heal over time, it would be worth using.
  • Vajrak
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    I would love to be able to slot HR instead of HTD on battlegrounds but it is expensive as hell. If it kept the same burst heal but also added a heal over time, it would be worth using.

    Revert the cost, give it back it's old effect, put in a 1s channel (because the current CLAP animation doesn't make any sense and is visually jarring) -- or lank the damn skill entirely and change it into something we can actually use.

    Yet another skill change idea here, but:

    Aedric Touch :PBAoE, 10m - Gives the caster and allies in the casting radius Major Sorcery and restores 1% max health every 0.5s. Duration: 20s

    Morph: Aedric Blessing - restores 1% max health, 100 magicka and stamina every 0.5s, and grants Major Sorcery. Duration: 20s
    Morph: Aedric Vitality - Converts to stamina. HoT @ 1% of max hp (40% over the duration), grants minor heroism, and now grants Major Brutality. Duration: 20s

    This skill would be viable for Tanks, Healers, and Mag DPS -- and covers a lot of pain points --- Tanks would have a reliable hp% heal in either form, having to choose between minor heroism or more resources.

    Healers would be able to grant the party a lot of resources, as would mag dps, and stam dps would have a reliable HoT and more chance to use ults in their rotation.

    Fits with the idea of Templar supporting allies with resources and restores while putting out damage.
  • Minno
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    Vapirko wrote: »
    Minno wrote: »
    Vajrak wrote: »
    I support this, I've been saying this for a long time -- Healing Ritual didn't need most of the changes it received, and in it's current form is not worth slotting.

    Revert it back to a cast time and a primary/secondary (half value/delayed 3s) heal and it is useful again. Raising the heal value on it is a waste, if it is going to stay without a cast time, it's cost needs to drop.

    I agree, but templar isn't going to get the same class audit other classes got, especially in regards to necro which is the main reason people will be buying the chapter.

    Sad to hear, but not much we can do except play a class filled with old mechanics or weird exclusions to standardized audits from previous patches and try to work around them.

    BUT WHY THO @ZOS_BrianWheeler

    We asked them for years lol. Still think templars can guard a spot like a dog protecting his unfenced yard against bears lol.
    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
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