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Necro vs Warden healer

icefyer_ESO
icefyer_ESO
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Is it just me or does Warden kind of curbstomp over what Necro has to offer as a healer? 10% extra total health and stamina / magicka recovery, mending passive, their magicka regeneration doesn't require magicka like the necro's does with the summon and gives Sorcery, they have a class buff for Prophecy that also turns their weapon attacks into healing, their damage resist buff is an AOE and gives a further 8% less damage taken, plus Budding Seeds seems to have stronger burst, (8k vs 6k) plus the synergy, plus the HoT without requiring a corpse.
  • p00tx
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    Necro has extremely powerful heals and a fantastic toolkit for group utility. I love my Warden though, and wouldn't toss it out for Necro, but in certain instances, my Necro wins out for just sheer healing strength and debuff ability. They have an AoE Major breach and fracture which provides an extra synergy, an AoE minor protection coupled with AoE minor vulnerability, an AoE burst heal with a cleanse and a hot if used properly, a set-and-forget portable smart HoT, a single target burst heal that offers potentially more than the major resistances a warden can offer, plus the option to slot either an extra Colossus for the group or emergency necro rez.

    The Necro is an incredibly powerful heal spec, but it's not an intuitive one. it takes time to learn how to use it to its full potential properly.
    Edited by p00tx on September 12, 2019 9:52PM
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  • icefyer_ESO
    icefyer_ESO
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    p00tx wrote: »
    Necro has extremely powerful heals and a fantastic toolkit for group utility. I love my Warden though, and wouldn't toss it out for Necro, but in certain instances, my Necro wins out for just sheer healing strength and debuff ability. They have an AoE Major breach and fracture which provides an extra synergy, an AoE minor protection coupled with AoE minor vulnerability, an AoE burst heal with a cleanse and a hot if used properly, a set-and-forget portable smart HoT, a single target burst heal that offers potentially more than the major resistances a warden can offer, plus the option to slot either an extra Colossus for the group or emergency necro rez.

    The Necro is an incredibly powerful heal spec, but it's not an intuitive one. it takes time to learn how to use it to its full potential properly.

    How does Necro have more heal strength when Warden has access to turning weapon attacks into health and sorcery + prophecy?
  • WrathOfInnos
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    Warden healers keep allies alive. Necro healers bring them back after getting them all killed. XD
  • jadarock
    jadarock
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    Warden healers keep allies alive. Necro healers bring them back after getting them all killed. XD

    Idk I dont slot that ulti and I'd swear I save alot of Xbox na AD tail spamming my necro heals on flags and keep doors lol
  • p00tx
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    Warden healers keep allies alive. Necro healers bring them back after getting them all killed. XD

    I just healed an almost perfect vSS run that put my team first on the weekly and the overall leaderboards while on a Necro healer. I'd say they do okay.
    PC/Xbox NA
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  • Taleof2Cities
    Taleof2Cities
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    p00tx wrote: »
    Warden healers keep allies alive. Necro healers bring them back after getting them all killed. XD

    I just healed an almost perfect vSS run that put my team first on the weekly and the overall leaderboards while on a Necro healer. I'd say they do okay.

    But is it a dedicated healer ... or an off-heals DPS support role?

    Because Colossus, Necro resurrection, major breach, minor vulnerability, and minor protection are all associated with an off-heals spec.

    That’s a good build for Trials ... but unfortunately that’s not what the OP’s topic is ...

    Edited by Taleof2Cities on September 13, 2019 9:11PM
  • p00tx
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    p00tx wrote: »
    Warden healers keep allies alive. Necro healers bring them back after getting them all killed. XD

    I just healed an almost perfect vSS run that put my team first on the weekly and the overall leaderboards while on a Necro healer. I'd say they do okay.

    But is it a dedicated healer ... or an off-heals DPS support role?

    Because Colossus, Necro resurrection, major breach, minor vulnerability, and minor protection are all associated with an off-heals spec.

    That’s a good build for Trials ... but unfortunately that’s not what the OP’s topic is ...

    OP didn't specify what they were healing. It's absolutely a dedicated healer, and like any good dedicated healer, it also provides buffs and debuffs, which just happen to be pretty unique on a Necro healer (which it already sounds like you know).
    PC/Xbox NA
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  • icefyer_ESO
    icefyer_ESO
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    p00tx wrote: »
    p00tx wrote: »
    Warden healers keep allies alive. Necro healers bring them back after getting them all killed. XD

    I just healed an almost perfect vSS run that put my team first on the weekly and the overall leaderboards while on a Necro healer. I'd say they do okay.

    But is it a dedicated healer ... or an off-heals DPS support role?

    Because Colossus, Necro resurrection, major breach, minor vulnerability, and minor protection are all associated with an off-heals spec.

    That’s a good build for Trials ... but unfortunately that’s not what the OP’s topic is ...

    OP didn't specify what they were healing. It's absolutely a dedicated healer, and like any good dedicated healer, it also provides buffs and debuffs, which just happen to be pretty unique on a Necro healer (which it already sounds like you know).

    I don't really do PVP. It just doesn't seem like Necro provides anywhere near the support power that Warden or Templar do, Warden especially. Necro can't give 10% resource regen, 10% extra health, no mending, no prophecy, no sorcery, Budding Seeds is stronger with burst alone than Renewing Undeath's entire burst + corpse HoT at almost a third less cost and while having a non-corpse HoT and synergy tacked on as well, plus Wardens have the Netch that gives magicka for free and just havig it slotted gives them a further 12% magicka and stamina recovery without even having it active, and it gives sorcery while Necros rely on either mystic siphon, a DPs ability, that gives half of what Netch gives, meaning they have to cast it twice and it still comes up short, plus it needs a corpse, or they need the passive that's only active when they have the mender or other summon active, which consumes more than they get back from the passive. Templars can provide easy cleanse, a huge HoT, shards alongside orbs, and their own healing passives.

    Necro just doesn't seem like it can compete and it's kind of depressing at how far those two pull ahead compared to every other class, even one designed with a healing tree in mind from the start.
  • Iskiab
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    Warden is stronger I think but Necro is good. Healing output isn’t as important for a healer in PvE as people think, what’s more important are all the other buffs, debuffs, synergies, etc... that a class can bring.

    Warden will almost always win a healing output competition because of the major mending passive. Their only issue is lack of a burst heal outside of seeds, which has a smallish area and is only directly in front of you. Warden’s main issue is range, but are the strongest healers by almost all other metrics. That’s why they’re the favoured pvp healer by ball groups and BG premades.
    Edited by Iskiab on September 14, 2019 3:55AM
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  • icefyer_ESO
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    Iskiab wrote: »
    Warden is stronger I think but Necro is good. Healing output isn’t as important for a healer in PvE as people think, what’s more important are all the other buffs, debuffs, synergies, etc... that a class can bring.

    Warden will almost always win a healing output competition because of the major mending passive. Their only issue is lack of a burst heal outside of seeds, which has a smallish area and is only directly in front of you. Warden’s main issue is range, but are the strongest healers by almost all other metrics. That’s why they’re the favoured pvp healer by ball groups and BG premades.

    Actually, seeds is an AoE heal similar to necro's Undeath circle but it heals for way more, for less cost for some reason. The burst on Seeds alone is equal to the entirety of the burst + HoT if you have a corpse, yet the necro costs almost a third or so more for whatever reason, so you have to put in a ton more effort just to break even with only half of the Warden's ability which is strange and a bit disheartening, especially since the sustain isn't there since the 'regen when you have a summon out' costs more magicka than it gives back while the warden's is free and even gives a regen bonus just for having it slotted. I think you're thinking of the mushrooms which is a cone. Both are burst heals usually, just that one is a HoT as well if you leave it out.

    Also, that cone hits multiple people in the cone, and gives a resource regen buff, the warden can give resistances via frost cloak, so the Necro can't even beat Warden on buffing since necro's only buff as far as I'm aware is the totem and only those that are stationary next to it. Sure they can do that AoE ground patch for resistance debuffs, but during a boss fight that doesn't usually come in handy other than the synergy because the tanks usually spam resist debuffs of both types anyway via pierce armor which doesn't rely on a stationary ground patch. The golem works, but isn't that only a damage boost for 3 seconds? The Warden also has that frost ulti that reduces damage taken by 30%.

    Just seems like most things that Necro can do, other classes can do just as well if not better and in some cases at all, other than being a rez-ulti on legs.
    Edited by icefyer_ESO on September 14, 2019 4:12AM
  • FakeFox
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    The primary reason Warden is the better healer is that raid groups kind of need one and they are weak in other positions. Necromancers on the other hand are great in every position and most meta groups run quite a few of them. But honestly, apart from minor toughness and frostcloak Warden can't offer much. The healing kit consists mostly out of skills that are either completely useless (Lotus) or too unreliable and situational (Vines). Healing Seed is very strong, but it has to function as everything at once, while eating up GCD like crazy. Necromancer has a complete, reliable and convenient healing kit that does not interfere with offensive support. It has the strongest offensive ultimate in the game, absurd ultigen, two good synergies, decent damage potential and the absolute best sustain.
    Edited by FakeFox on September 14, 2019 4:26AM
    EU/PC (GER) - Healermain since 2014 - 50305 Achievement Points - Youtube (PvE Healing Guides, Builds & Gameplay)
  • iamkeebler
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    I love my warden healers, but I gotta say the necro healers are amazing in PvP. That ulti that resurrects people is amazing in action. Really I think both are great.
  • Schattenfluegel
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    FakeFox wrote: »
    The primary reason Warden is the better healer is that raid groups kind of need one and they are weak in other positions. Necromancers on the other hand are great in every position and most meta groups run quite a few of them. But honestly, apart from minor toughness and frostcloak Warden can't offer much. The healing kit consists mostly out of skills that are either completely useless (Lotus) or too unreliable and situational (Vines). Healing Seed is very strong, but it has to function as everything at once, while eating up GCD like crazy. Necromancer has a complete, reliable and convenient healing kit that does not interfere with offensive support. It has the strongest offensive ultimate in the game, absurd ultigen, two good synergies, decent damage potential and the absolute best sustain.

    Naaah Wardentank isnt that weak. The only Reason, Raidgroups prefer Warden, is Minor Toughness and maybe the Regbuff. Ice Fortress is great, too - especially on the new Raids.

    Necro is heavyly overloaded with Buffs, etc. The Nerfs will come.
    Edited by Schattenfluegel on September 14, 2019 6:55AM
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  • icefyer_ESO
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    FakeFox wrote: »
    and the absolute best sustain.

    What sustain? So far I'm only seeing two sources for magicka. The mystic siphon which needs corpses and needs to be cast twice to offer what Netch does without the bonus regen passive Warden has, and the summon one, which gives less than the power consumes over its duration so it's generally a net loss. The other one, the one where enemies dying gives you magicka nad stuff, only works on enemies as far as I'm aware. During a boss fight with no spawns or rare spawns, it's useless and requires a Bone Tyrant ability slotted on both bars to begin with.

    And almost all I hear with trial groups and such asking for healers is warden + templar. I never hear them actively looking for necro healers. So are necros basically relegated to DPS?
    Edited by icefyer_ESO on September 14, 2019 12:58PM
  • FakeFox
    FakeFox
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    FakeFox wrote: »
    The primary reason Warden is the better healer is that raid groups kind of need one and they are weak in other positions. Necromancers on the other hand are great in every position and most meta groups run quite a few of them. But honestly, apart from minor toughness and frostcloak Warden can't offer much. The healing kit consists mostly out of skills that are either completely useless (Lotus) or too unreliable and situational (Vines). Healing Seed is very strong, but it has to function as everything at once, while eating up GCD like crazy. Necromancer has a complete, reliable and convenient healing kit that does not interfere with offensive support. It has the strongest offensive ultimate in the game, absurd ultigen, two good synergies, decent damage potential and the absolute best sustain.

    Naaah Wardentank isnt that weak. The only Reason, Raidgroups prefer Warden, is Minor Toughness and maybe the Regbuff. Ice Fortress is great, too - especially on the new Raids.

    Necro is heavyly overloaded with Buffs, etc. The Nerfs will come.

    Warden tank isn't weak, but NB and DK are stronger. And with those two tanks and ideally 8 stamina necros, the healer role is more a filler for class passives then anything else.
    EU/PC (GER) - Healermain since 2014 - 50305 Achievement Points - Youtube (PvE Healing Guides, Builds & Gameplay)
  • FakeFox
    FakeFox
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    FakeFox wrote: »
    and the absolute best sustain.

    What sustain? So far I'm only seeing two sources for magicka. The mystic siphon which needs corpses and needs to be cast twice to offer what Netch does without the bonus regen passive Warden has, and the summon one, which gives less than the power consumes over its duration so it's generally a net loss. The other one, the one where enemies dying gives you magicka nad stuff, only works on enemies as far as I'm aware. During a boss fight with no spawns or rare spawns, it's useless and requires a Bone Tyrant ability slotted on both bars to begin with.

    And almost all I hear with trial groups and such asking for healers is warden + templar. I never hear them actively looking for necro healers. So are necros basically relegated to DPS?

    Necromancer gets 200 mag and stam regen for having a pet active. And that is actual regen, so it scales with all of the percent modifiers. And yes the other one is 200 mag and stam when an enemy in 28 meters dies, thats somewhat situational but still actually pretty strong. Necromancer also doesn't have terribly high resource drain and that's damn good sustain.

    Stamina heavy groups want to stack as many stamina necros as possible, so you use the healer spots to fill in the additional classes. Thats Warden to add tankyness, cause stamina necro has none and Templar for basically POTL and off DPS.
    Magicka groups work a lot more in favor of necro healer, but I guess most groups aren't even aware they are an option.

    EU/PC (GER) - Healermain since 2014 - 50305 Achievement Points - Youtube (PvE Healing Guides, Builds & Gameplay)
  • icefyer_ESO
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    FakeFox wrote: »
    FakeFox wrote: »
    and the absolute best sustain.

    What sustain? So far I'm only seeing two sources for magicka. The mystic siphon which needs corpses and needs to be cast twice to offer what Netch does without the bonus regen passive Warden has, and the summon one, which gives less than the power consumes over its duration so it's generally a net loss. The other one, the one where enemies dying gives you magicka nad stuff, only works on enemies as far as I'm aware. During a boss fight with no spawns or rare spawns, it's useless and requires a Bone Tyrant ability slotted on both bars to begin with.

    And almost all I hear with trial groups and such asking for healers is warden + templar. I never hear them actively looking for necro healers. So are necros basically relegated to DPS?

    Necromancer gets 200 mag and stam regen for having a pet active. And that is actual regen, so it scales with all of the percent modifiers. And yes the other one is 200 mag and stam when an enemy in 28 meters dies, thats somewhat situational but still actually pretty strong. Necromancer also doesn't have terribly high resource drain and that's damn good sustain.

    Stamina heavy groups want to stack as many stamina necros as possible, so you use the healer spots to fill in the additional classes. Thats Warden to add tankyness, cause stamina necro has none and Templar for basically POTL and off DPS.
    Magicka groups work a lot more in favor of necro healer, but I guess most groups aren't even aware they are an option.

    so if I want a group as a healer I'm mostly forced to go warden anyway? I guess I'm just not really seeing it since Warden has stuff like Mending and further regen just for having their magicka ability slotted, which doesn't take magicka to benefit from like the summon does, and the budding seeds, even not using the HoT heals for more than the Undeath circle heal + corpse combined for less magicka cost.
    Edited by icefyer_ESO on September 14, 2019 2:03PM
  • Taleof2Cities
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    p00tx wrote: »
    OP didn't specify what they were healing. It's absolutely a dedicated healer, and like any good dedicated healer, it also provides buffs and debuffs, which just happen to be pretty unique on a Necro healer (which it already sounds like you know).

    Exactly.

    If The OP didn’t specify the content they were healing nor did they have any mention of buffs, debuffs, or DPS support.

    They were most interested in raw healing output ... still are interested in that based on the follow-up posts.

    Be sure you’re reading what the forum-goer is asking before going off-topic on a build that they may never use (or content they may not choose to be in).

    Edited by Taleof2Cities on September 14, 2019 4:18PM
  • Wing
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    for what its worth I have played templar, warden, and necro all as healers.

    necro was by far the least fun experience I have had in this game since my first steps in beta.

    trying to manage the corpse mechanics while trying to manage keeping your party from becoming corpses is just too much faff.

    templar and warden both have better passives for healing, better skills for healing, and a far more easy time healing.

    there is no reason to play a necro healer if you could instead play a warden or a templar.
    ESO player since beta.
    previously full time subscriber, beta-2024, now off and on, game got too disappointing.
    PC NA
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  • SirMewser
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    How I feel about Necro;
    • To get your healing tether to work, either combat is already engaged or a minion expired prior to. You have to align your crosshair, activate skill, then you adjust your positioning. A bit awkward and in my opinion, weak.
    • Resistant Flesh has a nice tooltip, however, in practical application you should note that NPCs generally only attack once every 2 seconds. This means you only get 1-tick or 1-second worth of your 3 seconds of resistance. Exceptions being ST-DoTs and DoT-AoEs.
    • The other morph consumes a corpse to heal two allies. This also leaves situations where you only need to burst heal one ally, but then inadvertently consume a corpse, you don't get to choose. First skill, first serve. Also noting that both morphs apply a self-debuff, nice for getting minor mending to proc via passives. Part of me wishes there was more flavour to it than just raw healing though.
    • Life Amid Death; AoE-BH, AoE-HoT, can purge multiple negative effects or last longer. Lovely visuals too. Nice application.
    • Spirit Mender, minions for this class erks me quite a bit. They have nice models yet are very dull and plane on what they do. This ability makes for a nice HoT sorta turret that smart heals every 2 second intervals. One morph gives 10% mitigation while the other heals for more at the expense of an even shorter duration.
    • I find managing all the timers of skills on Necro a bit awkward and annoying. One skill lasts 20 seconds, two last 16 seconds, another lasts 12, a few 8s... It really discourages having a backbar used as a buff bar and having a consistent rotation.
    • They have access to an AoE major breach and fracture through an AoE-DoT skill which also deals frost damage, so it has a chance to apply maim also... and a synergy.
    • They have access to AoE major and minor vulnerability via an ultimate while the minor buff comes from an AoE zone that inflicts fear every 2 seconds and provides minor protection to those within, synergy activation is required to proc minor vulnerability. Solid skill. Can be problematic as it takes away CC from tank (it's similar to Sorc's familiar pulse).
    • The resurrection spell is awesome. The blast bones summoning morph is absolutely useless (I've seen it useful in PVP but only to burst down one target at the cost of a lot of ult. There are better options.)

    As for Warden;
    • Multiple abilities that last 20-30+ seconds that fit nicely onto your backbar that assist with supporting allies and self management of resources. Netch, lotus, ice cloak.
    • You get a nice remote AoE-HoT of flowers that can be triggered/timed-out to proc a BH-AoE. The skill also provides a HoT synergy.
    • Vines that can be used to heal an ally for every second of which they receive damage, nice for negating DoTs. Can also apply life-steal to attacker which all else benefit from, or can be made to BH when expired or reapplied.
    • Mushrooms that AoE-BH in a cone telegraph and apply minor recovery buffs. A bit finicky or simply feels ineffective sometimes...
    • Low cost ult that AoE-HoTs, can refund ult when timed right on injured or can be made to persist the HoT to linger longer.
    • You can swing from ally to ally like spider man with reaching vines that apply a HoT or optionally burst heal. The HoT can apply to self with one morph. All versions of this skill has a form of generating ult which with the HoT can stack and rack up per every ally used on, otherwise, get more ult when timed on injured allies. Basically proactive or reactive options.
    • A lotus blossom which provides spell critical and makes every light and heavy attack smart heal an ally in proximity. This works well with Mend Spirit from psijic order as you can proc is every second when weaving and channeling heals at allies.
    • A little blue netch which provides resource recovery, removes a negative effect, and increases spell power, increases regeneration when slotted, heals you when expires/refreshed, costs nothing, casting in combat generates a lil more ult.
    • AoE major bonuses to physical and spell resistance.
    • In class access to major mending via healing passives.
    • Passive in which recovers resources every second of which you heal an ally.
    • Minor toughness for healing allies (10% more health), also increases the damage shield caps/scaling of Sorcs, DKs, undaunted, and light armor.
    • You can create multiple marked AoE locations that pulls enemies, deals frost damage, and immobilizes them. Allies can activate a synergy on these places to teleport themselves to you while also providing them a bonus to movement.

    Warden to me just seems more interesting, mobile, fast paced, and flavourful.
    I like using minor heroism pots on him to generate even more ult since the class has built in access to standard pot buffs.
    I find Necro sluggishly slow, awkward, weak in healing, and a chore to play.
    I also see Necro as the antithesis of Warden, providing the debuffs that work against Warden's defensive nature.

    Hope this helps.
    Edited by SirMewser on September 14, 2019 5:20PM
  • icefyer_ESO
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    SirMewser wrote: »
    How I feel about Necro;

    Hope this helps.

    Yeah...It seems like Warden gets so much more than Necro it's not even funny...
  • Grandma
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    in my opinion, absolutely yes. What it boils down to is the unique things each class brings.

    unique things warden healer brings to the table:
    + minor toughness
    + major resistances for group
    + minor 10% resource recovery

    unique things necromancer healer brings to the table:
    + a conditional aoe 1 time aoe cleanse
    + a resurrect [which you shouldn't be using because people shouldn't be dying and you should be using warhorn]

    so really all necro healer brings for me is that aoe cleanse. they have some nice self defense and they're fun to play but in terms of group comp wardens just stomp them out. that said, for dungeons and progression i think necro healer is probably a stronger pick, but it's still required to have a warden healer, if not tank.
    GH / 3/04/2021 / Elemental Catalyst Necromancer
  • ESO_Nightingale
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    SirMewser wrote: »
    How I feel about Necro;

    Hope this helps.

    Yeah...It seems like Warden gets so much more than Necro it's not even funny...

    Necro is better at DPSing though.
    PvE Frost Warden Main and teacher. Come Join the ESO Frost Discord to discuss everything frost!: https://discord.gg/5PT3rQX
  • hakan
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    isnt 10percent regen and major resistance buffs already get applied by other skills of dps or tank?
  • p00tx
    p00tx
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    People said all of these things about Warden when it first came out, and everyone treated the new Warden healers like they were silly. Now look at them. This community is notoriously stubborn about changes and resistant to hearing anything that contradicts their notions of what a spec should look like. Wardens are fantastic, and I wouldn't want to leave them out of the equation, and if anything, Templars are really not that useful anymore and the door is open to new combinations of healing pairs (only discussing 12 person content, since 4 person is a moot point for healers). Necro/Sorc and Necro/Warden have been the two most powerful healing combos I've played with since the patch. Templars only bring minor breach/fracture (can be gotten on any spec with poisons) and minor sorcery (only useful in mag comps where there will very likely already be Templars applying the passive) to the table, so their toolkits aren't really necessary in a group any longer.

    To the player who accused me of going off topic in an effort to discredit my input (really rude actually), my response is very much on-topic. OP made a comparison of Wardens and Necro healers, and asked for opinions and input. Since I'm an end-game healer main who runs every heal spec except DK and I've had experience with all of them since the patch, I'm pretty sure that puts me in the position to add informed input.


    To OP, if you're not healing sweaty end-game groups with strong min/max requirements, you can honestly heal on whatever you want. If you enjoy Warden to the exclusion of all else, stick with it. Warden healers are awesome, and were honestly my favorite until I started really playing around with my Necro and getting to know what it can do. Necros have a strong learning curve, and their skills are not quite as intuitive to use as the other specs (Warden heals just make more sense on the surface), so it takes time to figure them out and get your timing down. It's pretty rewarding once you get there though. Cheers!
    PC/Xbox NA
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  • Iskiab
    Iskiab
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    FakeFox wrote: »
    FakeFox wrote: »
    The primary reason Warden is the better healer is that raid groups kind of need one and they are weak in other positions. Necromancers on the other hand are great in every position and most meta groups run quite a few of them. But honestly, apart from minor toughness and frostcloak Warden can't offer much. The healing kit consists mostly out of skills that are either completely useless (Lotus) or too unreliable and situational (Vines). Healing Seed is very strong, but it has to function as everything at once, while eating up GCD like crazy. Necromancer has a complete, reliable and convenient healing kit that does not interfere with offensive support. It has the strongest offensive ultimate in the game, absurd ultigen, two good synergies, decent damage potential and the absolute best sustain.

    Naaah Wardentank isnt that weak. The only Reason, Raidgroups prefer Warden, is Minor Toughness and maybe the Regbuff. Ice Fortress is great, too - especially on the new Raids.

    Necro is heavyly overloaded with Buffs, etc. The Nerfs will come.

    Warden tank isn't weak, but NB and DK are stronger. And with those two tanks and ideally 8 stamina necros, the healer role is more a filler for class passives then anything else.

    Nah, it’s moreso Warden and Templar as healers and passives. NB as filler for the passives.
    Looking for any guildies I used to play with:
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    LoC EQ2 - Mayi and Iskiab
    PRX and Tabula Rasa - Rift - Iskiab
    Or anyone else I used to play games with in guilds I’ve forgotten
  • icefyer_ESO
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    p00tx wrote: »
    Necro/Sorc and Necro/Warden have been the two most powerful healing combos I've played with since the patch.

    May I ask how so?
  • p00tx
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    p00tx wrote: »
    Necro/Sorc and Necro/Warden have been the two most powerful healing combos I've played with since the patch.

    May I ask how so?

    So, I feel like I need to be clear that I'm on console, so I don't have a CmX read out to back up my claims. I only have my observation and the success of the group to go off of. I also do want to mention that I don't believe the Necro is a good heal spec is every circumstance. Its skills would be completely wasted in vAS+0/1/2, since it really excels in large add pulls where everyone is stacked well. I haven't tested it in my +2 pulls yet, so I could be wrong, but that's the assumption I'm making based on my experiences so far. I'm still very much in favor of the Templar/Warden duo for that one though.

    So, you already know the best way to avoid dmg in this game is to kill things fast. You probably also know that in large add pulls, the tanks don't taunt every single add, and instead focus on the larger ones. Having access to a ground based major breach/fracture as well as an Aoe minor Protection and Vulnerability, plus a brief cc for the small stuff that can doesn't typically get taunted or chained in by tanks and can be a nuisance for dps, plus those two synergies for Lokkestiis users is extremely valuable (think vSS and vHof Triplets/Bombers). You have to be careful with Bone Totem though because it can cause problems if used in vMoL, since it keeps the small cats from being chainable and is best saved for Rakkat.

    With the raw AoE healing power a Sorc healer provides this patch, a Necro Healer can be free to buff/debuff/group sustain to their heart's content, while also helping by adding their own complex heals to the mix. In our vSS score run, health bars rarely even moved on the dps except during the flame pulse phase in stack on fire dragon. Healing Ice cages was fast and effortless, and heal check on final boss was braindead easy with Renewing Undeath. The AoE heal on that skill is like Ritual of Retribution mixed with three stacks of old Healing Springs. One cast brings anyone up to full health instantly if you have your build dialed in properly. I don't even need to elaborate on the pairing with a Warden, because we all know how great they are and the utility they bring to the table, and when you combine it with Necro, they just synergize well together.

    Honestly? Don't just take my word for it. I can talk until I'm blue in the face about the class, but until people really start to sink their teeth into it, it's just going to be a bunch of senseless noise coming from me. Once you get the hang of needing to keep up your healing minion to proc the extra goodies your skills offer, it's a LOT of fun and a new challenge for healers who might be feeling stagnant or bored by just laying out a few hots and staring at the fight until it's time to refresh.



    PC/Xbox NA
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  • icefyer_ESO
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    p00tx wrote: »

    With the raw AoE healing power a Sorc healer provides this patch,



    Don't Sorcs just have the new surge and Twilight?
  • p00tx
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    p00tx wrote: »

    With the raw AoE healing power a Sorc healer provides this patch,



    Don't Sorcs just have the new surge and Twilight?

    Yes...
    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
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