Healers, how are you feeling?

  • Dracane
    Dracane
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    Mad at some changes, happy with others
    I really like the grand healing changes, I have been waiting for it to come. I have always only used it once and it will be a great one time cast now.
    But I do not understand the patchnotes correctly. They said, that they buffed the healing it does, but it does 1,1k on pts and 2,5k on live. Have I missed something ?

    The orb change bother me a bit. I am not certain, how this is supposed to work now. Orb was not even buffed properly for only 1 orb to be active at a time. It will be very annoying to provide people with it. I will have to walk up to everyone and feed them individually like a hornet queen.

    Auri-El is my lord,
    Trinimac is my shield,
    Magnus is my mind.

    My debut album on YouTube: https://www.youtube.com/@Gleandra/videos
  • p00tx
    p00tx
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    Mad at some changes, happy with others
    Dracane wrote: »
    I really like the grand healing changes, I have been waiting for it to come. I have always only used it once and it will be a great one time cast now.
    But I do not understand the patchnotes correctly. They said, that they buffed the healing it does, but it does 1,1k on pts and 2,5k on live. Have I missed something ?

    The orb change bother me a bit. I am not certain, how this is supposed to work now. Orb was not even buffed properly for only 1 orb to be active at a time. It will be very annoying to provide people with it. I will have to walk up to everyone and feed them individually like a hornet queen.

    Grand Healing got its healing reduced, not buffed. Initial patch notes mentioned it.
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  • hasi
    hasi
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    Mad at some changes, happy with others
    Dracane wrote: »
    I really like the grand healing changes, I have been waiting for it to come. I have always only used it once and it will be a great one time cast now.
    But I do not understand the patchnotes correctly. They said, that they buffed the healing it does, but it does 1,1k on pts and 2,5k on live. Have I missed something ?

    The orb change bother me a bit. I am not certain, how this is supposed to work now. Orb was not even buffed properly for only 1 orb to be active at a time. It will be very annoying to provide people with it. I will have to walk up to everyone and feed them individually like a hornet queen.

    Well, in the first PTS Patch Notes they reduced the healing of it. In another they increased it a bit again, but not back to the old amount. Sadly. :(
  • Saril_Durzam
    Saril_Durzam
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    These changes are great and I can’t wait for the new play style next patch
    Okay.

    In other MMOs i played, my healers were ... just that, healers. In ESO my healer is a debuffer, buffer, healer and somewhat DPSer. There was too many selfhealing compared with other MMOs for making the healer feel worthy.

    After all these changes, i somewhat feel that healers could be "needed" again. Yup, some heavy AOE fights will have to get new ways of healing, but i think that in the end, we will manage.

    Some sets as Sanctuary could be worthy to play as meta. We will need more healing output, and some classes have such capacity.

    In general, im quite please with game going more difficult. I will accept the challenge.


    I am interested, genuinely, to know what changes you feel will have the effect of making us be "more needed," and (if I understand correctly) why you feel that you will no longer be expected to buff/debuff/etc. the way you are on live.

    Basically, healing nerfs on other roles. It was easy for stam and some mag classes as sorcs, to stay alive through damage. Changed Vigor was so good that really putting stam DDs in there would make healers a bit obsolete. Now coming back to "normality", i feel healers will be again be needed.

    Despite orbs and springs nerfs, healers rotation will be still playable, i think. We just need harder content to make healers worthy. First step is to nerf DD selfheals, waiting for more Vigor nerfs! ;)
  • MashmalloMan
    MashmalloMan
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    Mad at some changes, happy with others
    Dracane wrote: »
    I really like the grand healing changes, I have been waiting for it to come. I have always only used it once and it will be a great one time cast now.
    But I do not understand the patchnotes correctly. They said, that they buffed the healing it does, but it does 1,1k on pts and 2,5k on live. Have I missed something ?

    The orb change bother me a bit. I am not certain, how this is supposed to work now. Orb was not even buffed properly for only 1 orb to be active at a time. It will be very annoying to provide people with it. I will have to walk up to everyone and feed them individually like a hornet queen.
    • Increased the duration from 3 seconds to 8 seconds, but you may only have 1 active at a time.
    • Reduced the healing per tick by approximately 44%.
    • Reduced cost to 2808 from 3510.
    • Healing Springs: 30 Mag return per heal tick on up to 6 targets. Max potential is 180 mag/s for 8s (1620 total)
      • Used to give 330 Mag on the initial heal for up to 3 targets (990)
    • Illustrious Healing lasts 12s and has +50% healing.

    I will use placeholder numbers as an example:

    Live:
    Healing Springs: 1k HP + 1k HP/s over 3s = 4000 HP total. (1k HP/s)
    Illustrious Healing: 1k HP + 1k HP/s over 4s = 5000 HP total. (1k HP/s)

    PTS -44%:
    Healing Springs: 560 HP + 560 HP/s over 8s = 5040 HP total (560 HP/s)
    Illustrious Healing: 840 HP + 840 HP/s over 12s = 10920 HP total (840 HP/s)

    You get more healing per cast. The HP/S was higher on live which is obvious, but now you no longer have to recast the ability constantly, you have more time for burst healing or other abilities and actions which supplements some of that loss.

    Orbs fly out slower and can be used multiple times by all players on it's synergy. Another way you save GCD's and sustain.

    You can expect to build a little less in to sustain with more Spell Damage since you don't have to spam springs and orbs, which were both pretty costly before.

    Edit: Added math for new sustain of Springs.
    Edited by MashmalloMan on August 6, 2019 10:31PM
    @MashmalloMan - PC NA

    PC Beta - 2400+ CP
  • Hexquisite
    Hexquisite
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    These changes are terrible and ZOS has completely lost it.
    I heal/DPS--my sets proc the group buffs with HOTS. I wish people understood that when they look at their spreadsheets that this is where a lot of the "overhealing" came in--the game was designed to put HOTS on people to proc buff sets etc.

    My concern is that I play a fast moving very mobile game, all my healing is more expensive on PTS, while it doesn't heal for as much as it used to...My fear is that I will be stuck only healing now, instead of also DPSing, and healing because of the output of HPS being less, and then also because everything costs more having resource issues.

    But, I switched to DPS instead a couple weeks ago. Funny all the tells I get on LIVE asking me to heal things and I say "nope swicthed to DPS"...I think a lot of people on the forums don't play the same game that the average players do.
    PC NA
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  • Dracane
    Dracane
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    Mad at some changes, happy with others
    p00tx wrote: »
    Dracane wrote: »
    I really like the grand healing changes, I have been waiting for it to come. I have always only used it once and it will be a great one time cast now.
    But I do not understand the patchnotes correctly. They said, that they buffed the healing it does, but it does 1,1k on pts and 2,5k on live. Have I missed something ?

    The orb change bother me a bit. I am not certain, how this is supposed to work now. Orb was not even buffed properly for only 1 orb to be active at a time. It will be very annoying to provide people with it. I will have to walk up to everyone and feed them individually like a hornet queen.

    Grand Healing got its healing reduced, not buffed. Initial patch notes mentioned it.

    So I actually read it the other way around. :D Probably because I could not believe anything other than a healing increase.
    Auri-El is my lord,
    Trinimac is my shield,
    Magnus is my mind.

    My debut album on YouTube: https://www.youtube.com/@Gleandra/videos
  • Dracane
    Dracane
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    ✭✭✭✭✭
    Mad at some changes, happy with others
    Dracane wrote: »
    I really like the grand healing changes, I have been waiting for it to come. I have always only used it once and it will be a great one time cast now.
    But I do not understand the patchnotes correctly. They said, that they buffed the healing it does, but it does 1,1k on pts and 2,5k on live. Have I missed something ?

    The orb change bother me a bit. I am not certain, how this is supposed to work now. Orb was not even buffed properly for only 1 orb to be active at a time. It will be very annoying to provide people with it. I will have to walk up to everyone and feed them individually like a hornet queen.
    • Increased the duration from 3 seconds to 8 seconds, but you may only have 1 active at a time.
    • Reduced the healing per tick by approximately 44%.
    • Reduced cost to 2808 from 3510.
    • Healing Springs: 30 Mag return per heal tick on up to 6 targets. Max potential is 180 mag/s for 8s (1620 total)
      • Used to give 330 Mag on the initial heal for up to 3 targets (990)
    • Illustrious Healing lasts 12s and has +50% healing.

    I will use placeholder numbers as an example:

    Live:
    Healing Springs: 1k HP + 1k HP/s over 3s = 4000 HP total. (1k HP/s)
    Illustrious Healing: 1k HP + 1k HP/s over 4s = 5000 HP total. (1k HP/s)

    PTS -44%:
    Healing Springs: 560 HP + 560 HP/s over 8s = 5040 HP total (560 HP/s)
    Illustrious Healing: 840 HP + 840 HP/s over 12s = 10920 HP total (840 HP/s)

    You get more healing per cast. The HP/S was higher on live which is obvious, but now you no longer have to recast the ability constantly, you have more time for burst healing or other abilities and actions which supplements some of that loss.

    Orbs fly out slower and can be used multiple times by all players on it's synergy. Another way you save GCD's and sustain.

    You can expect to build a little less in to sustain with more Spell Damage since you don't have to spam springs and orbs, which were both pretty costly before.

    Edit: Added math for new sustain of Springs.

    Oh wow, I did not get that from the patchnotes. :o The orb will not be suspended after someone uses it. That is awesome.
    Well, then I am absolutely loving the healing changes personally. I can not wait.

    They better make pve into a cossy nest for me, as pvp is pretty much a deathzone for me now.
    Auri-El is my lord,
    Trinimac is my shield,
    Magnus is my mind.

    My debut album on YouTube: https://www.youtube.com/@Gleandra/videos
  • Svenja
    Svenja
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    A lot of us will be spamming healing springs probably, as it is the best support we can offer our group in a trial. Why?
    Well, DD meta will stay as it is, stamina necros all the way, no magicka DDs, so what does a healer do, with all the freed up global cooldowns and a group with only stamina players?
    Answer: Spam springs like no tomorrow. It doesn't matter that they don't stack anymore, just spam them and your DDs can easily sustain blue food for max ressources.
    We have the Master's Restoration staff, buffed by ~280%, and that hasn't even been mentioned in the patch notes.

    On Live, this thing grants 258 Stamina on the initial heal, on PTS it looks like this:
    L9tKSMt_d.jpg

    And it works splendidly. This is my short parse on the PTS, I was bashing my target dummy until my stamina was gone, then I block-casted healing springs and got full stamina in no-time:

    9a5a8848e7abf72c3b56ae038e160a4b.png
    1480 Stam Rec even in block, fun stuff. :smile:
    Edited by Svenja on August 6, 2019 11:58PM
    PC | EU

    Svea Rochaud | Templar Healer | AD
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  • Iskiab
    Iskiab
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    Mad at some changes, happy with others
    I went on PTS to check out the changes, things are definitely different.

    1. Healing springs sucks, the other morph illustrious healing is better. It’s a long lasting large area heal 8m radius. Doesn’t have to refreshed often
    2. Combat Prayer’s decent, the other morph is a lot more powerful
    3. Rapid regen’s strong enough to be used as a burst heal for classes that don’t have one, otherwise mutagen’s better with it hitting 3 targets
    4. I personally love the orbs change, healing value reduced a touch but multiple synergies from one orb means lots of aoe heals from one cast. One thing people haven’t considered is the damage orb was buffed a lot, DPS might use it
    5. Tanking changes means healers might be needed for major breach, I’m not clear on the change.

    So how will it feel for pve? Debuff, put your class ground heal down, put illustrious healing down, cast an orb. The rest of your time will be spent spot healing, buffing with Combat Prayer, and doing some damage.

    I think it’ll be a lot easier than live with better sustained healing.

    Oh, and stam healing took a significant nerf with the echoing change. I can see raids wanting circle of preservation but am not sure who will do it.
    Edited by Iskiab on August 7, 2019 12:51AM
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  • Stibbons
    Stibbons
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    These changes are terrible and ZOS has completely lost it.
    Just reroll stamina dps is the east way. Stamina dps. Then you can actully have a spot in trials. Sad days for dedicated healers. I allready stopped playing healer and pple are pissed. Sorry no can do and only dps toons for few months.
  • BalticBlues
    BalticBlues
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    These changes are terrible and ZOS has completely lost it.
    I have no desire in the new dumbed-down gameplay.
    My Healers are retired. My Tanks still are alive.
  • RiskyChalice863
    RiskyChalice863
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    danara wrote: »
    So to all you telling me that we have always something to do, the short to the long uptime on a warden (the one with the most things to keep up)

    Seeds : 6 sec
    Combat prayer : 8 sec
    Orb : one every 10 sec to keep the healing up
    Illustrous healing : 12 sec
    Blockade : 12 sec
    Enchanted growth : 20 sec
    Blue betty : 24 sec
    Ele drain : 24 sec
    Cloak : 24 sec
    Altar : 30 sec

    As you can see, their will be plenty of time you will just have nothing to do, spam combat prayer ?

    Come on tell me on what world this game play is great ?

    @idk @Iskiab

    Also think about this, if 10 dd put viguor in their rotation (because yeah necro stam will still rule the meta at scalebreaker) you have more healing output and more dps than with 8 dd + 2 healers.

    So now give me real facts, prove me that i am wrong, show how usefull we are right Now, and how much it is to drop heavy attacks waiting for your buff to go away !

    If you add together all of those abilities, keeping them up requires using 0.767 abilities per second. If you then include ultimates, you’re talking more like 0.8 abilities per second. That basically leaves just 20% of global cooldowns open.

    But then you’ve got to take into account burst heals if/when people take spikes of damage as well as the need to dodge out of AOEs/mechanics and stuff like that.

    You also may need to apply certain abilities listed above more often than is suggested above, especially in a group that isn’t hyper organized or in a fight where the boss moves around a lot. For instance, if the boss is moving, you will likely need to sometimes reapply Blockade and/or your AOE HOTs before their duration is finished. If your team isn’t hyper organized or perhaps if the fight mechanics require being spaced out, you may need to apply abilities like Combat Prayer and Enchanted Growth more than once to apply the buffs to everyone. If there’s more than one boss at once, you’ll probably want to apply elemental drain more than once unless your team is hyper organized and truly only focusing one of them at once.

    The upshot is that even with the above abilities there won’t REALLY be much of any downtime. In a perfect world, there might be a little bit of downtime. If you think you’ll actually have that perfect world (your rotations are perfectly timed, and you’re in hyper organized group in a relatively static fight with one boss in which you don’t need to spend much time dodging AOEs/mechanics), I guess the way to build for that now is just to build for more healing power and less sustain and then use occasional heavy attacks when there’s downtime.
  • Vercingetorix
    Vercingetorix
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    These changes are terrible and ZOS has completely lost it.
    Healer role will certainly be less useful with this patch. Not sure yet if the player base can gut the role entirely...

    I'm considering using Fortified Brass LA set with MS set for my mag necro DPS. Given the stronger self-heals, stronger defenses with decent offensive stats will allow less healers in a group and thus solidify the Tank + DPS meta ZoS has been pushing.

    Here's how I see it: I get ~27k LA resistances with Brass, self-heals, and around 55%+ crit. You have less individual damage due to the defensive set, but your group gains overall DPS because you lose the devoted healer role in trial groups. I'm sure someone will say I'm wrong, but I honestly don't see where this is a bad strategy. When everyone is a tanky, self-healing DPS, is a healer really needed anymore?
    “Let your plans be dark and impenetrable as night, and when you move, fall like a thunderbolt.”
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