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On your Healers do you use Healing Springs?

  • idk
    idk
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    Kurat wrote: »
    There's no healer needed in 4 man content.
    Healer in dungeons = dps loss

    Err you do realise healers can buff team and debuff enemies so you do more damage and keep your stamina and magika up and can make the fights go faster? If your dps is that bad that you think the support roles should be doing your job for you well...plus try doing the harder content like that and see how far you get. This just shows a lack of understand on how roles work and what healers actually do they do a lot more than just healing as it turns out.

    If you only look at damage buffs, in a 4-man with a tank you would need to increase the DD DPS by 50% to be more valuable than just having another DD. In most cases, if the group can survive without a healer, you're better off with another DD instead.

    That said, lots of groups can't survive without a healer.

    Between ofsetting enemies olorime combat prayers and various buffs and debuffs healers do also war horn is a good ultimate for boosting both damage and resource pool. If there still isn't enough damage being done then really that's on the DPS. The healer shouldn't be expected to be doing the DPS job. And you can actually clear enemies fast if you actually let the support roles do their job assuming the dps can actually dps. At the point they're expecting others to do their job for them that just says to me they're bad at their role.

    You're missing my point. Sure, you can kill stuff "fast" with a healer, but all of the buffs you mentioned only add up to about 25% increased DPS. If you replace all that with another DD equal to the average of the two DDs you already have, you'll kill stuff even faster, plus some of the common healer buffs and debuffs can be provided by the tank instead (or one of the DD without sacrificing much DPS).

    Where all of the healer buffs start coming out ahead is in trials, where the number of DD benefiting is much larger.

    This only applies to groups that have the damage and skill level to avoid and mitigate incoming damage to pull it off. The reality is that is not the normal random GF group so it is irrelevant in a conversation that stems from a GF group as this thread seems to be.
  • Astrid
    Astrid
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    Kurat wrote: »
    There's no healer needed in 4 man content.
    Healer in dungeons = dps loss

    Perhaps so, but when you run likes of Mk/Zens and essentially DD cp and a resto purely for combat prayer it’s kinda a nice middle ground with a tiny bit of healing and sustain to fall back on. Could even get away with running MA on it for Major Slayer with your warhorn so your two actual DDs can essentially not worry about themselves, not worry about sustain, nor have to run any sort of buff sets themselves. Essentially a buff DD with a resto but it’s nice for healers to have that option. Not that dungeons need them, but it’s better than someone standing there purely using breath of life and contributing absolutely nothing to the damage. Pure healers aren’t really needed anywhere nowadays.
    Edited by Astrid on September 2, 2020 2:17AM
  • the1andonlyskwex
    the1andonlyskwex
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    idk wrote: »
    Kurat wrote: »
    There's no healer needed in 4 man content.
    Healer in dungeons = dps loss

    Err you do realise healers can buff team and debuff enemies so you do more damage and keep your stamina and magika up and can make the fights go faster? If your dps is that bad that you think the support roles should be doing your job for you well...plus try doing the harder content like that and see how far you get. This just shows a lack of understand on how roles work and what healers actually do they do a lot more than just healing as it turns out.

    If you only look at damage buffs, in a 4-man with a tank you would need to increase the DD DPS by 50% to be more valuable than just having another DD. In most cases, if the group can survive without a healer, you're better off with another DD instead.

    That said, lots of groups can't survive without a healer.

    Between ofsetting enemies olorime combat prayers and various buffs and debuffs healers do also war horn is a good ultimate for boosting both damage and resource pool. If there still isn't enough damage being done then really that's on the DPS. The healer shouldn't be expected to be doing the DPS job. And you can actually clear enemies fast if you actually let the support roles do their job assuming the dps can actually dps. At the point they're expecting others to do their job for them that just says to me they're bad at their role.

    You're missing my point. Sure, you can kill stuff "fast" with a healer, but all of the buffs you mentioned only add up to about 25% increased DPS. If you replace all that with another DD equal to the average of the two DDs you already have, you'll kill stuff even faster, plus some of the common healer buffs and debuffs can be provided by the tank instead (or one of the DD without sacrificing much DPS).

    Where all of the healer buffs start coming out ahead is in trials, where the number of DD benefiting is much larger.

    This only applies to groups that have the damage and skill level to avoid and mitigate incoming damage to pull it off. The reality is that is not the normal random GF group so it is irrelevant in a conversation that stems from a GF group as this thread seems to be.

    Apparently I need to recap all of my previous posts in the thread every time I respond to anything.
    That said, lots of groups can't survive without a healer.
    Kurat wrote: »
    There's no healer needed in 4 man content.
    Healer in dungeons = dps loss

    Err you do realise healers can buff team and debuff enemies so you do more damage and keep your stamina and magika up and can make the fights go faster? If your dps is that bad that you think the support roles should be doing your job for you well...plus try doing the harder content like that and see how far you get. This just shows a lack of understand on how roles work and what healers actually do they do a lot more than just healing as it turns out.

    If you only look at damage buffs, in a 4-man with a tank you would need to increase the DD DPS by 50% to be more valuable than just having another DD. In most cases, if the group can survive without a healer, you're better off with another DD instead.

    That said, lots of groups can't survive without a healer.

    Between ofsetting enemies olorime combat prayers and various buffs and debuffs healers do also war horn is a good ultimate for boosting both damage and resource pool. If there still isn't enough damage being done then really that's on the DPS. The healer shouldn't be expected to be doing the DPS job. And you can actually clear enemies fast if you actually let the support roles do their job assuming the dps can actually dps. At the point they're expecting others to do their job for them that just says to me they're bad at their role.

    You're missing my point. Sure, you can kill stuff "fast" with a healer, but all of the buffs you mentioned only add up to about 25% increased DPS. If you replace all that with another DD equal to the average of the two DDs you already have, you'll kill stuff even faster, plus some of the common healer buffs and debuffs can be provided by the tank instead (or one of the DD without sacrificing much DPS).

    Where all of the healer buffs start coming out ahead is in trials, where the number of DD benefiting is much larger.

    By that argument why do you need a tank? Why not 4 dps? If your argument is you don't need support roles cause DPS ROOLS WE DON'T NEED YOU HEALERS. Then surely you don't need a tank.

    Tanks are different because somebody needs to corral the enemies into the DDs AoE (and keep them there).

    I already mentioned that lots of groups can't survive without a healer. That doesn't change the fact that groups that can survive are better off with another DD.

    This is a fundamental flaw in ESO's encounter design. Too much of the damage people take consists of one-shots that can't be healed anyway, and the rest can pretty much be covered by a little tank off-healing and damage abilities that self-heal. It turns healers into mindless buff-bots most of the time (because actual healing isn't necessary), and in content with fewer players it just makes them expendable (because you're better off just bringing more DD).

    This is a major point of frustration for me because I actually like healing. Fortunately, most people aren't very good and PuGs almost always need healers in order to complete vet dungeons.
    Edited by the1andonlyskwex on September 2, 2020 2:18AM
  • Athan1
    Athan1
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    Healing Springs is a very niche spell that only works with coordinated ball groups. As such it's only useful in specific trials (mostly vet), i.e. 1% of the game. In the remaining 99% of the game, Mutagen and your class emergency heal will do fine most of the time, given the right build (i.e. enough spell power, resources, etc.). Just apply your hot and an emergency heal when necessary. If you want to do more, apply combat prayer as well for further buffs and send resources to group.

    Don't waste skill points on springs. Pugs or randoms never stack.
    Athan Atticus Imperial Templar of Shezarr
  • FrancisCrawford
    FrancisCrawford
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    It's usually awful in PuG dungeons because nobody stands in it anyway. Similarly, Combat Prayer usually takes at least 2 casts to hit the DPS, so it's not great either.

    For PuG healing, the essential skills (IMO) are basically Radiating Regeneration, your class burst heal, and at least one other AoE heal that depends on your class. I often also run one of the Blood Alter morphs or Orbs, but it's pretty common for them to be covered by someone else. Orbs, in particular, is annoying because so many people in PuGs just ignore synergies.

    This applies to both normal and vet dungeons, in my experience.

    Also, I hate when people request specific heals. You do your job and I'll do mine. If you need something specific for your build to work, you probably shouldn't be PuGing.

    I usually heal on templars or sorcerers. Dungeons rather than trials.
    I run Radiating Regeneration, the class burst heal, Earthgore, and usually Combat Prayer.
    On sorcerers I prefer the damaging morph of Orb to the healing one.

    That's plenty.

    I've experimented a bit with Winter's Respite as my second set after SPC, but I don't think it's accomplished much for me.

    Edited by FrancisCrawford on September 2, 2020 6:11AM
  • FrancisCrawford
    FrancisCrawford
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    zvavi wrote: »
    Off dps, 1 HoT 1 burst heal, 2 destro staves, eledrain, dmg orb, dmg everything else then :D

    That could work too, but not all classes have a suitable HoT, and I find that Earthgore procs a lot when players go Leroying into fights.
  • FrancisCrawford
    FrancisCrawford
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    Kurat wrote: »
    There's no healer needed in 4 man content.
    Healer in dungeons = dps loss

    Err you do realise healers can buff team and debuff enemies so you do more damage and keep your stamina and magika up and can make the fights go faster? If your dps is that bad that you think the support roles should be doing your job for you well...plus try doing the harder content like that and see how far you get. This just shows a lack of understand on how roles work and what healers actually do they do a lot more than just healing as it turns out.

    If you only look at damage buffs, in a 4-man with a tank you would need to increase the DD DPS by 50% to be more valuable than just having another DD. In most cases, if the group can survive without a healer, you're better off with another DD instead.

    That said, lots of groups can't survive without a healer.

    Between ofsetting enemies olorime combat prayers and various buffs and debuffs healers do also war horn is a good ultimate for boosting both damage and resource pool. If there still isn't enough damage being done then really that's on the DPS. The healer shouldn't be expected to be doing the DPS job. And you can actually clear enemies fast if you actually let the support roles do their job assuming the dps can actually dps. At the point they're expecting others to do their job for them that just says to me they're bad at their role.

    You're missing my point. Sure, you can kill stuff "fast" with a healer, but all of the buffs you mentioned only add up to about 25% increased DPS. If you replace all that with another DD equal to the average of the two DDs you already have, you'll kill stuff even faster, plus some of the common healer buffs and debuffs can be provided by the tank instead (or one of the DD without sacrificing much DPS).

    Where all of the healer buffs start coming out ahead is in trials, where the number of DD benefiting is much larger.

    A problem with these calculations is that you can buff the damage dealers AND do damage yourself. When I'm only doing 10-15% of group DPS, it's generally because our DDs are awesome (at least when compared to me), and stuff is dying so fast it really doesn't matter what I do. Sometimes I do 40-65% of DPS, in which case it's probably a good thing that I was healing as well as DPSing (but my buffs perhaps weren't that useful).

    If I'm doing 20-30% of DPS plus lots of buffing the group was probably at least as well off with me as they would have been with a third DD.
  • Zodiarkslayer
    Zodiarkslayer
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    Kurat wrote: »
    There's no healer needed in 4 man content.
    Healer in dungeons = dps loss

    Err you do realise healers can buff team and debuff enemies so you do more damage and keep your stamina and magika up and can make the fights go faster? If your dps is that bad that you think the support roles should be doing your job for you well...plus try doing the harder content like that and see how far you get. This just shows a lack of understand on how roles work and what healers actually do they do a lot more than just healing as it turns out.

    If you only look at damage buffs, in a 4-man with a tank you would need to increase the DD DPS by 50% to be more valuable than just having another DD. In most cases, if the group can survive without a healer, you're better off with another DD instead.

    That said, lots of groups can't survive without a healer.

    Between ofsetting enemies olorime combat prayers and various buffs and debuffs healers do also war horn is a good ultimate for boosting both damage and resource pool. If there still isn't enough damage being done then really that's on the DPS. The healer shouldn't be expected to be doing the DPS job. And you can actually clear enemies fast if you actually let the support roles do their job assuming the dps can actually dps. At the point they're expecting others to do their job for them that just says to me they're bad at their role.

    You're missing my point. Sure, you can kill stuff "fast" with a healer, but all of the buffs you mentioned only add up to about 25% increased DPS. If you replace all that with another DD equal to the average of the two DDs you already have, you'll kill stuff even faster, plus some of the common healer buffs and debuffs can be provided by the tank instead (or one of the DD without sacrificing much DPS).

    Where all of the healer buffs start coming out ahead is in trials, where the number of DD benefiting is much larger.

    A problem with these calculations is that you can buff the damage dealers AND do damage yourself. When I'm only doing 10-15% of group DPS, it's generally because our DDs are awesome (at least when compared to me), and stuff is dying so fast it really doesn't matter what I do. Sometimes I do 40-65% of DPS, in which case it's probably a good thing that I was healing as well as DPSing (but my buffs perhaps weren't that useful).

    If I'm doing 20-30% of DPS plus lots of buffing the group was probably at least as well off with me as they would have been with a third DD.

    @FrancisCrawford @the1andonlyskwex

    You are both correct. In a group with two weakling DDs, the use of a third DD is much greater. If the DD are really good and can pull high DPS a reliable buffing healer is more benefit.

    An example with numbers: AwesomeCharNo1 can be a healer or DD. She can do 25k DPS or heal and buff others for 25% more damage. Now if there are two DDs, the break even is at 50k DPS per DD. So that above she should heal and buff. And below she should deal damage.

    And to get back to the OP's question: Healing Springs is powerful. But depends on the target. Again if you have to suffer 3 monkeys in your group, the efficiency of a groundbased heal is approaching zero.
    No Effort, No Reward?
    No Reward, No Effort!
  • Protoavis73
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    It's a very useful spell to have. Sure you could probably do without and not every DD knows to walk into the circle but thats their fault I guess.
    I proc Olorime with it and it's used together with the Master Resto/Grand Rejuvenation staff, so yes imo it's very useful to use this.

    The whole discussion about whether you actually need a healer for certain dungeons is a complete other discussion and not what the OP asked. I'd say in 80% of pugging dungeons you need a healer. If you go with a good group (not saying a pug group can't be good, but it varies) then you could do without a healer.
  • Eifleber
    Eifleber
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    I use Illustrious Healing.
    It's great, procs master resto staff for group sustain and/or winter's respite if that's your thing.

    Keeping it up keeps good major courage uptime for Olorime and SPC too.
    I also miss the "no but I use Illustrious Healing" option.


    Playing since dec 2019 | PC EU
  • Grianasteri
    Grianasteri
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    It's usually awful in PuG dungeons because nobody stands in it anyway. Similarly, Combat Prayer usually takes at least 2 casts to hit the DPS, so it's not great either.

    For PuG healing, the essential skills (IMO) are basically Radiating Regeneration, your class burst heal, and at least one other AoE heal that depends on your class. I often also run one of the Blood Alter morphs or Orbs, but it's pretty common for them to be covered by someone else. Orbs, in particular, is annoying because so many people in PuGs just ignore synergies.

    This applies to both normal and vet dungeons, in my experience.

    Also, I hate when people request specific heals. You do your job and I'll do mine. If you need something specific for your build to work, you probably shouldn't be PuGing.

    How are you missing with Combat prayer? Its instantaneous... a burst heal and buff... Im not criticising just wonder out loud.
  • FrancisCrawford
    FrancisCrawford
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    It's usually awful in PuG dungeons because nobody stands in it anyway. Similarly, Combat Prayer usually takes at least 2 casts to hit the DPS, so it's not great either.

    For PuG healing, the essential skills (IMO) are basically Radiating Regeneration, your class burst heal, and at least one other AoE heal that depends on your class. I often also run one of the Blood Alter morphs or Orbs, but it's pretty common for them to be covered by someone else. Orbs, in particular, is annoying because so many people in PuGs just ignore synergies.

    This applies to both normal and vet dungeons, in my experience.

    Also, I hate when people request specific heals. You do your job and I'll do mine. If you need something specific for your build to work, you probably shouldn't be PuGing.

    How are you missing with Combat prayer? Its instantaneous... a burst heal and buff... Im not criticising just wonder out loud.

    Your teammates may not stay close enough together for one cast of Combat Prayer to hit everybody.

    And in a dungeon, double-casting Combat Prayer is pretty expensive for the benefit conferred.
    Edited by FrancisCrawford on September 3, 2020 7:23AM
  • ZaroktheImmortal
    ZaroktheImmortal
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    Kurat wrote: »
    There's no healer needed in 4 man content.
    Healer in dungeons = dps loss

    Err you do realise healers can buff team and debuff enemies so you do more damage and keep your stamina and magika up and can make the fights go faster? If your dps is that bad that you think the support roles should be doing your job for you well...plus try doing the harder content like that and see how far you get. This just shows a lack of understand on how roles work and what healers actually do they do a lot more than just healing as it turns out.

    If you only look at damage buffs, in a 4-man with a tank you would need to increase the DD DPS by 50% to be more valuable than just having another DD. In most cases, if the group can survive without a healer, you're better off with another DD instead.

    That said, lots of groups can't survive without a healer.

    Between ofsetting enemies olorime combat prayers and various buffs and debuffs healers do also war horn is a good ultimate for boosting both damage and resource pool. If there still isn't enough damage being done then really that's on the DPS. The healer shouldn't be expected to be doing the DPS job. And you can actually clear enemies fast if you actually let the support roles do their job assuming the dps can actually dps. At the point they're expecting others to do their job for them that just says to me they're bad at their role.

    You're missing my point. Sure, you can kill stuff "fast" with a healer, but all of the buffs you mentioned only add up to about 25% increased DPS. If you replace all that with another DD equal to the average of the two DDs you already have, you'll kill stuff even faster, plus some of the common healer buffs and debuffs can be provided by the tank instead (or one of the DD without sacrificing much DPS).

    Where all of the healer buffs start coming out ahead is in trials, where the number of DD benefiting is much larger.

    By that argument why do you need a tank? Why not 4 dps? If your argument is you don't need support roles cause DPS ROOLS WE DON'T NEED YOU HEALERS. Then surely you don't need a tank.

    Tanks are different because somebody needs to corral the enemies into the DDs AoE (and keep them there).

    I already mentioned that lots of groups can't survive without a healer. That doesn't change the fact that groups that can survive are better off with another DD.

    This is a fundamental flaw in ESO's encounter design. Too much of the damage people take consists of one-shots that can't be healed anyway, and the rest can pretty much be covered by a little tank off-healing and damage abilities that self-heal. It turns healers into mindless buff-bots most of the time (because actual healing isn't necessary), and in content with fewer players it just makes them expendable (because you're better off just bringing more DD).

    This is a major point of frustration for me because I actually like healing. Fortunately, most people aren't very good and PuGs almost always need healers in order to complete vet dungeons.

    So? Why not have a dps taunt them or you know have all the dps stand in one spot? [snip] If healers aren't then you aren't

    [edited for baiting]
    Edited by ZOS_Lunar on September 2, 2020 12:16PM
  • ZaroktheImmortal
    ZaroktheImmortal
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    All dungeons clearly need to be run with 4 dps no tanks or healers. It's one or the other if you don't need the buffs and debuffs you don't need either. I know you want to feel like your role is important but by your own logic it's not.
  • Olupajmibanan
    Olupajmibanan
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    Ilustrious Healing morph.

    Healing Springs is a dead morph now IMO.

    I actively use Ilustrious Healing. It usualy ends up as top 2 of my healing skills. Can't imagine healing some encounters such as Lord Falgravn HM without Ilustrious Healing.
    Edited by Olupajmibanan on September 2, 2020 11:20AM
  • Artim_X
    Artim_X
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    I'd never slot it. RIP spring spam :'(
    (AD) Artim X/Xirtām/Måtrix |PC/NA| Casual staff wielding vampire sorcerer/templar/arcanist
    Electric-Stun
    https://media.giphy.com/media/Av0zcKH3i2BkaY1GXW/giphy.gif/https://c.tenor.com/jQHdFftrgwMAAAAC/tenor.gif
    • Roleplay Damage Dealing Build.
    • Gear: 5 Infallible Aether (All apparel light and Divines with Max Mag Enchants), 1 Slimecraw Guise for max spell critical (Divines, light, Max Mag Enchants), Maelstrom's Perfected Lightning Staff (infused/shock enchant), and Kinras's jewelry (bloodthirsty with spell damage enchant)/lightning staff (infused/flame/weapon damage enchant). 1 Mora's Whispers.
    • Ability-Bar 1: Critical Surge, Boundless Storm, Mages' Wrath, Lightning Flood, Shocking Soul (Shock damage, Class Mastery Signature Script, and Empower), and Power Overload.
    • Ability-Bar 2: Storm Pulsar, Streak, Shock Reach, Unstable Wall of Storms, Shocking Burst (Shock Damage, remove 1 negative effect, and interrupt) and Thunderous Rage.
      Solo: Use Kinras's chest, replace Mora with Ring of the Pale Order, and use a heavy Slimcraw piece for max critical.
    Electric-Pets
    https://i.giphy.com/media/v1.Y2lkPTc5MGI3NjExNHVjemwxZHI2ZmQ2bTg1ZG0xOTZ3b2QwajBzNGxmaHh6OXRpN3p6YSZlcD12MV9pbnRlcm5hbF9naWZfYnlfaWQmY3Q9Zw/eBgWizk5dmZRS/giphy.gif
    • Stress free one bar pet build .
    • Gear: 5 Infallible Aether (All apparel light and Divines with Max Mag Enchants. No chest piece), 1 medium Slimecraw for max spell critical (Divines, medium, Max Mag Enchants), Lightning Staff of the Sergeant (precise/shock enchant), Sergeant's chest (Divines and max magicka enchant), and Sergeant ring and necklace (bloodthirsty with spell damage enchant), Oakensoul ring (bloodthirsty with spell damage enchant)
    • Ability-Bar: Daedric Prey, Summon Volatile Familiar, Bound Armaments, Unstable Wall of Storms, Summon Twilight Matriarch, and Greater storm Atronach.
    Electric-Heal
    https://media.giphy.com/media/5ibGIHneWS6ek/giphy.gif
    • My Healer Build.
    • Gear: 5 Spell Power Cure (All apparel light and Divines with Max Mag Enchants), 1 Slimecraw Guise for max spell critical (Divines, light, Max Mag Enchants), Maelstrom's Perfected Lightning Staff (Charged/shock enchant), and Infallible Aether jewelry (arcane with spell damage enchant)/restoration staff (Powered with absorb magicka enchant). 1 Mora's Whispers.
    • Ability-Bar 1: Power Surge, Boundless Storm, Blessing of Restoration, Energy Orb, Twilight Matriarch, and Replenishing Barrier.
    • Ability-Bar 2: Dark Deal, Overflowing Altar, Elemental Drain, Blockade of Storms, Twilight Matriarch, and Aggressive Horn.
    Electric-Ward
    https://media.giphy.com/media/Wa0TGmtDvwW3e/giphy.gif
    • My Meme Tank Build that uses high resistance and variety of wards.
    • Gear: 5 Brands of Imperium (All body pieces except Head and Shoulders, with Divine trait, and with Prismatic Defense Enchants), full Iceheart (1 light and 1 medium. Divines and Prismatic Enchant), and Combat Physician jewelry (bloodthirsty with Prismatic Recovery Enchants), Combat Physician restoration staff (Infused with hardening enchant), and combat physician ice staff (Infused with crusher enchant).
    • Ability-Bar 1: Critical Surge, Bound Aegis, Deep Thoughts, Boundless Storm, Healing Ward, and Replenishing Barrier.
    • Ability-Bar 2: Silver Leash (Elemental Drain if healer isn't running it), Bound Aegis, Frost Clench, Blockade of Frost, Empowered Ward, and Temporal Guard.
    Electric-Vamp
    https://media.giphy.com/media/ukDQiYZzRAxMZKcK86/giphy.gif
    • Tanky stage 4 vampire utility focused PvP healer that can take down very inexperienced players but is primarily focused on working alongside others in an organized group, PUGs, or zergs.
    • Gear: 5 Torug's Pact (medium chest and body pieces light. All Impenetrable with Prismatic Enchants). Gaze of Sithis and 1 light Mighty Chudan/Pirate Skeleton (light shoulders, and impenetrable with Prismtaic Enchants). Knight Slayer (Swift with spell damage enchant)/lightning staff (infused with oblivion enchant)/restoration staff (infused with oblivion enchant).
    • Ability-Bar 1: Structured Entropy, Boundless Storm, Soul Splitting Trap, Radiating Regeneration, Healing Ward, and Life Giver.
    • Ability-Bar 2: Drain Vigor (Elemental Susceptibility), Race Against Time, Rune Cage, Radiant Magelight, Regenerative Ward, and Shatter Soul.
    Dawnfang
    https://media.tenor.com/ogWfvDdsqBIAAAAd/anime-black-clover.gif
    • My casual one bar heavy attack Templar build that primarily utilizes Aedric Spear abilities.
    • Gear: 5 Noble Duelist (Head or Shoulder and body pieces except Chest. All body pieces Divines with Max Mag Enchants), 1 light Slimecraw for max spell critical (Divines, light, Max Mag Enchant), Lightning Staff of the Sergeant (precise/shock enchant), Sergeant's chest (Divines and max magicka enchant), and Sergeant's Mail jewelry (One Ring and one Neck. Both bloodthirsty with spell damage enchant). 1 Oakensoul Ring (bloodthirsty with spell damage enchant).
    • Ability-Bar 1: Puncturing Sweep, Aurora Javelin, Toppling Charge, Blazing Spear, Radiant Ward/Breath of life, and Crescent Sweep.
    Duskfang
    https://media.tenor.com/Jo8aG_ouy_oAAAAd/ac-odyssey.gif
    • Tanky stage 4 vampire utility focused PvP healer that can take down very inexperienced players but is primarily focused on working alongside others in an organized group, PUGs, or zergs.
    • Gear: 5 Torug's Pact (Heavy Chest with light Head, Waist, Hands, and Feet. All body pieces Impenetrable. Health enchant on chest/head/legs and everything else Prismatic Enchants), 1 Medium Mighty Chudan/Pirate Skeleton Shoulder (Impenetrable, Prismatic Enchant), Knight Slayer Restoration Staff (Infused/Decrease Health enchant), and Knight Slayer jewelry (One Ring and one Neck. Both Swift with spell damage enchant). 1 Oakensoul Ring (Swift with Spell Damage Enchant).
    • Ability-Bar 1: Radiant Oppression, Race Against Time, Aurora Javelin, Breath of Life, Resolving Vigor, and Life Giver.
    Eye of the Queen
    https://i.pinimg.com/originals/fd/44/1c/fd441c8242af6ec35ada94496feb0901.gif
    • My casual one bar heavy attack Arcanist build that primarily utilizes Herald of the Tome abilities.
    • Gear: 5 Noble Duelist (Head or Shoulder and body pieces except Chest. All body pieces Divines with Max Mag Enchants), 1 light Slimecraw for max spell critical (Divines, light, Max Mag Enchant), Lightning Staff of the Sergeant (precise/shock enchant), Sergeant's chest (Divines and max magicka enchant), and Sergeant's Mail jewelry (One Ring and one Neck. Both bloodthirsty with spell damage enchant). 1 Oakensoul Ring (bloodthirsty with spell damage enchant).
    • Ability-Bar 1: Escalating Runeblades, Pragmatic Fatecarver, Cephaliarch's Flail, Rune of Displacement, Inspired Scholarship/Evolving Runemend, and The Languid Eye.
    Eye of the King
    https://i.giphy.com/media/v1.Y2lkPTc5MGI3NjExOTAzdjV1eTgwbDFmM3lrZmxuMXRqdDR3Y3h1ZDRpajR0M3VjZzQ3NSZlcD12MV9pbnRlcm5hbF9naWZfYnlfaWQmY3Q9Zw/zXmbOaTpbY6mA/giphy.gif
    • Tanky stage 4 vampire utility focused PvP healer that can take down very inexperienced players but is primarily focused on working alongside others in an organized group, PUGs, or zergs.
    • Gear: 5 Torug's Pact (Heavy Chest with light Head, Waist, Hands, and Feet. All body pieces Impenetrable. Health enchant on chest/head/legs and everything else Prismatic Enchants), 1 Medium Mighty Chudan/Pirate Skeleton Shoulder (Impenetrable, Prismatic Enchant), Knight Slayer Restoration Staff (Infused/Decrease Health enchant), and Knight Slayer jewelry (One Ring and one Neck. Both Swift with spell damage enchant). 1 Oakensoul Ring (Swift with Spell Damage Enchant).
    • Ability-Bar 1: Escalating Runeblades, Race Against Time, Rune of Uncanny Adoration, Evolving Runemend, Resolving Vigor, and Life Giver.
    PvE Starter Gear
    https://media.giphy.com/media/6CovzgyTig7M4/giphy.gif
    • Gear: 5 Law of Julianos (heavy chest, gloves/belt light, and the rest can be light or 1 medium piece if you're not wearing medium anywhere else on your body. All in training if grinding for XP or divines), Armor of the Seducer or Magnus' Gift head, shoulder, and staves (light with 1 medium piece if you are not already wearing 1 medium Julianos piece. All in training or divines. The staves should be training or infused), and 3 purple Willpower Jewelry with Arcane trait (can be bought from trading guilds for relatively cheap.
    • Check tamrieltradecentre.com for the best deals if you're not using a price checking addon).
    Race
    https://media.giphy.com/media/sdEkeWpiaGz0A/giphy.gif
    • High elf, since you will not have issues with sustain, but other mag based races are also fine so this is more of a personal choice.
    Mundus Stones
    https://media.giphy.com/media/cT3wMhLGQWdKU/giphy.gif
    • PvP: The Steed for speed. Gotta go fast!
    • PvE Healing/Damage: The Thief for decent crit rate.
    • PvE Tanking: The Lady to get close to resistance cap.
    Current Champion Points
    https://media.giphy.com/media/l4FGDAx6u3hthMhgI/giphy.gif
    • DPS: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Exploiter, Weapons Expert, Fighting Finesse, Master-at-Arms, Celerity, Rejuvenation, Fortified, Boundless Vitality.
    • Healer Sorc: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Enlivening Overflow, Hope Infusion, Weapon's Expert, Arcane Supremacy, Celerity, Rejuvenation, Fortified, Boundless Vitality.
    • Tanky Sorc: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Ironclad, Enduring Resolve, Reinforced, Duelist's Rebuff, Bastion, Ward Master, Rejuvenation, Fortified.
    • PvP Sorc: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Enlivening Overflow, Weapon's Expert, Occult Overload, Arcane Supremacy, Bastion, Rejuvenation, Fortified, Boundless Vitality.
    • PvP Temp/Arcanist: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Enlivening Overflow, Weapon's Expert, From the Brink, Arcane Supremacy, Celerity, Rejuvenation, Fortified, Boundless Vitality.
    Favorite Foods and Potions
    https://media.giphy.com/media/3otPoTggaYFNd1FdAI/giphy.gif
    • Parse Food for PvE:(DPS) Ghastly Eye Bowl (increases Max Magicka by 4592 and Magicka Recovery by 459 for 2 hours).
    • Gold/Purple Food for Sorc PvP and Meme Tanking:(PvP) Clockwork Citrus Filet (increases Max Health by 3326, Health Recovery by 406 [useful if stage 1 vampire], Max Magicka by 3080, and Magicka Recovery by 338 for 2 hours). Witchmother's Potent Brew (Increase Max Magicka by 2856, Max Health by 3094, and Magicka Recovery by 315 for 2 hours.
    • Trash Potions when feeling cheap: Regular CP150 Essence of Magicka pots that I obtain frequently from playing the game or Crown Tri-Restoration Potion obtained from dailies.
    • Crafted Potions: Essence of Spell Critical (Bugloss, Lady's Smock, and Water Hyacinth). Without magelight this is my primary means of obtaining Major Prophecy on my Sorc, which increases my Spell Critical Rating. This also heals and restores magicka. Essence of Immovability (Columbine, Corn Flower, and Wormwood). I use this in PvP, since this gives me stealth detection, knockback immunity, and restores magicka (better to use it when competent allies are nearby, since it might reveal that you are surrounded by multiple players in stealth and you will not have an emergency pot available after use). Essence of Invisibility with only 2 ingredients (Blue Entoloma, Namira's Rot, Nirnroot, or Spider Egg). I use this in PvE content that requires stealth and if I need more speed I'll use Rapid Maneuver before using the potion. Essence of Invisibility with 3 ingredients (Blessed Thistle, Blue Entoloma, and Namira's Rot). Very useful in PvP alongside the vampire Dark Stalker passive, since you'll be invisible, ignore movement speed penalty while in Crouch, and you'll have a 30% movement speed boost from Major Expedition (I always have this slotted when riding from point A to B in PvP land, since gankers are always lurking). My templar/arcanist will mostly use Essence of Health (Tri-Stat Potion) Ingredients: (Mountain Flower, Columbine, and Bugloss).
  • the1andonlyskwex
    the1andonlyskwex
    ✭✭✭✭✭
    ✭✭
    Kurat wrote: »
    There's no healer needed in 4 man content.
    Healer in dungeons = dps loss

    Err you do realise healers can buff team and debuff enemies so you do more damage and keep your stamina and magika up and can make the fights go faster? If your dps is that bad that you think the support roles should be doing your job for you well...plus try doing the harder content like that and see how far you get. This just shows a lack of understand on how roles work and what healers actually do they do a lot more than just healing as it turns out.

    If you only look at damage buffs, in a 4-man with a tank you would need to increase the DD DPS by 50% to be more valuable than just having another DD. In most cases, if the group can survive without a healer, you're better off with another DD instead.

    That said, lots of groups can't survive without a healer.

    Between ofsetting enemies olorime combat prayers and various buffs and debuffs healers do also war horn is a good ultimate for boosting both damage and resource pool. If there still isn't enough damage being done then really that's on the DPS. The healer shouldn't be expected to be doing the DPS job. And you can actually clear enemies fast if you actually let the support roles do their job assuming the dps can actually dps. At the point they're expecting others to do their job for them that just says to me they're bad at their role.

    You're missing my point. Sure, you can kill stuff "fast" with a healer, but all of the buffs you mentioned only add up to about 25% increased DPS. If you replace all that with another DD equal to the average of the two DDs you already have, you'll kill stuff even faster, plus some of the common healer buffs and debuffs can be provided by the tank instead (or one of the DD without sacrificing much DPS).

    Where all of the healer buffs start coming out ahead is in trials, where the number of DD benefiting is much larger.

    By that argument why do you need a tank? Why not 4 dps? If your argument is you don't need support roles cause DPS ROOLS WE DON'T NEED YOU HEALERS. Then surely you don't need a tank.

    Tanks are different because somebody needs to corral the enemies into the DDs AoE (and keep them there).

    I already mentioned that lots of groups can't survive without a healer. That doesn't change the fact that groups that can survive are better off with another DD.

    This is a fundamental flaw in ESO's encounter design. Too much of the damage people take consists of one-shots that can't be healed anyway, and the rest can pretty much be covered by a little tank off-healing and damage abilities that self-heal. It turns healers into mindless buff-bots most of the time (because actual healing isn't necessary), and in content with fewer players it just makes them expendable (because you're better off just bringing more DD).

    This is a major point of frustration for me because I actually like healing. Fortunately, most people aren't very good and PuGs almost always need healers in order to complete vet dungeons.
    So? Why not have a dps taunt them or you know have all the dps stand in one spot? [snip] If healers aren't then you aren't


    Wow.

    1) A taunt isn't enough on it's own. A DPS with a taunt will need to dodge a lot of stuff that a proper tank will be able to block. The dodging kites enemies out of AoE (or kites the group into AoE) and completely ruins DPS. The same thing applies to DPS stacking. You need a real tank because the person with boss aggro also has to control where the boss is standing and facing, which requires them to survive hits that a DPS couldn't. Healing isn't really the same way because one-shot mechanics and self-healing are so prevalent.
    2) I play healer far more than I play any other role. I also prefer healer over the other roles by a large margin. I don't like feeling useless, but that's what tends to happen in really good groups. I also don't like being a buff bot, and the math doesn't really support it anyway in 4-man content.
    Edited by ZOS_Lunar on September 2, 2020 12:17PM
  • redlink1979
    redlink1979
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    ✭✭✭
    I use Illustrious Healing

    "Summon restoring spirits with your staff, healing you and your allies in the target area for 205 Health and an additional 205 Health every 1 second for 12 seconds."
    "Sweet Mother, sweet Mother, send your child unto me, for the sins of the unworthy must be baptized in blood and fear"
    • Sons of the Night Mother | VforVendetta | Grownups Gaming EU | English Elders [PS][EU] 2500 CP
    • Daggerfall's Mightiest | Eternal Champions | Legacy | Tamriel Melting Pot [PS][NA] 2300 CP
    • SweetTrolls | Spring Rose | Daggerfall Royal Legion | Tinnitus Delux [PC][EU] 2525 CP
    • Bacon Rats | Silverlight Brotherhood | Canis Root Tea Party | Vincula Doloris [PC][NA] 2300 CP
  • ZaroktheImmortal
    ZaroktheImmortal
    ✭✭✭✭✭
    Kurat wrote: »
    There's no healer needed in 4 man content.
    Healer in dungeons = dps loss

    Err you do realise healers can buff team and debuff enemies so you do more damage and keep your stamina and magika up and can make the fights go faster? If your dps is that bad that you think the support roles should be doing your job for you well...plus try doing the harder content like that and see how far you get. This just shows a lack of understand on how roles work and what healers actually do they do a lot more than just healing as it turns out.

    If you only look at damage buffs, in a 4-man with a tank you would need to increase the DD DPS by 50% to be more valuable than just having another DD. In most cases, if the group can survive without a healer, you're better off with another DD instead.

    That said, lots of groups can't survive without a healer.

    Between ofsetting enemies olorime combat prayers and various buffs and debuffs healers do also war horn is a good ultimate for boosting both damage and resource pool. If there still isn't enough damage being done then really that's on the DPS. The healer shouldn't be expected to be doing the DPS job. And you can actually clear enemies fast if you actually let the support roles do their job assuming the dps can actually dps. At the point they're expecting others to do their job for them that just says to me they're bad at their role.

    You're missing my point. Sure, you can kill stuff "fast" with a healer, but all of the buffs you mentioned only add up to about 25% increased DPS. If you replace all that with another DD equal to the average of the two DDs you already have, you'll kill stuff even faster, plus some of the common healer buffs and debuffs can be provided by the tank instead (or one of the DD without sacrificing much DPS).

    Where all of the healer buffs start coming out ahead is in trials, where the number of DD benefiting is much larger.

    By that argument why do you need a tank? Why not 4 dps? If your argument is you don't need support roles cause DPS ROOLS WE DON'T NEED YOU HEALERS. Then surely you don't need a tank.

    Tanks are different because somebody needs to corral the enemies into the DDs AoE (and keep them there).

    I already mentioned that lots of groups can't survive without a healer. That doesn't change the fact that groups that can survive are better off with another DD.

    This is a fundamental flaw in ESO's encounter design. Too much of the damage people take consists of one-shots that can't be healed anyway, and the rest can pretty much be covered by a little tank off-healing and damage abilities that self-heal. It turns healers into mindless buff-bots most of the time (because actual healing isn't necessary), and in content with fewer players it just makes them expendable (because you're better off just bringing more DD).

    This is a major point of frustration for me because I actually like healing. Fortunately, most people aren't very good and PuGs almost always need healers in order to complete vet dungeons.

    So? Why not have a dps taunt them or you know have all the dps stand in one spot? [snip] If healers aren't then you aren't

    Wow.

    1) A taunt isn't enough on it's own. A DPS with a taunt will need to dodge a lot of stuff that a proper tank will be able to block. The dodging kites enemies out of AoE (or kites the group into AoE) and completely ruins DPS. The same thing applies to DPS stacking. You need a real tank because the person with boss aggro also has to control where the boss is standing and facing, which requires them to survive hits that a DPS couldn't. Healing isn't really the same way because one-shot mechanics and self-healing are so prevalent.
    2) I play healer far more than I play any other role. I also prefer healer over the other roles by a large margin. I don't like feeling useless, but that's what tends to happen in really good groups. I also don't like being a buff bot, and the math doesn't really support it anyway in 4-man content.

    1. Oh wait I thought DPS was enough that damage and what not didn't matter? And why does the boss have to be facing a certain way? [snip]

    [edited for baiting]
    Edited by ZOS_Lunar on September 2, 2020 12:17PM
  • the1andonlyskwex
    the1andonlyskwex
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    ✭✭
    Kurat wrote: »
    There's no healer needed in 4 man content.
    Healer in dungeons = dps loss

    Err you do realise healers can buff team and debuff enemies so you do more damage and keep your stamina and magika up and can make the fights go faster? If your dps is that bad that you think the support roles should be doing your job for you well...plus try doing the harder content like that and see how far you get. This just shows a lack of understand on how roles work and what healers actually do they do a lot more than just healing as it turns out.

    If you only look at damage buffs, in a 4-man with a tank you would need to increase the DD DPS by 50% to be more valuable than just having another DD. In most cases, if the group can survive without a healer, you're better off with another DD instead.

    That said, lots of groups can't survive without a healer.

    Between ofsetting enemies olorime combat prayers and various buffs and debuffs healers do also war horn is a good ultimate for boosting both damage and resource pool. If there still isn't enough damage being done then really that's on the DPS. The healer shouldn't be expected to be doing the DPS job. And you can actually clear enemies fast if you actually let the support roles do their job assuming the dps can actually dps. At the point they're expecting others to do their job for them that just says to me they're bad at their role.

    You're missing my point. Sure, you can kill stuff "fast" with a healer, but all of the buffs you mentioned only add up to about 25% increased DPS. If you replace all that with another DD equal to the average of the two DDs you already have, you'll kill stuff even faster, plus some of the common healer buffs and debuffs can be provided by the tank instead (or one of the DD without sacrificing much DPS).

    Where all of the healer buffs start coming out ahead is in trials, where the number of DD benefiting is much larger.

    By that argument why do you need a tank? Why not 4 dps? If your argument is you don't need support roles cause DPS ROOLS WE DON'T NEED YOU HEALERS. Then surely you don't need a tank.

    Tanks are different because somebody needs to corral the enemies into the DDs AoE (and keep them there).

    I already mentioned that lots of groups can't survive without a healer. That doesn't change the fact that groups that can survive are better off with another DD.

    This is a fundamental flaw in ESO's encounter design. Too much of the damage people take consists of one-shots that can't be healed anyway, and the rest can pretty much be covered by a little tank off-healing and damage abilities that self-heal. It turns healers into mindless buff-bots most of the time (because actual healing isn't necessary), and in content with fewer players it just makes them expendable (because you're better off just bringing more DD).

    This is a major point of frustration for me because I actually like healing. Fortunately, most people aren't very good and PuGs almost always need healers in order to complete vet dungeons.

    So? Why not have a dps taunt them or you know have all the dps stand in one spot? [snip] If healers aren't then you aren't

    Wow.

    1) A taunt isn't enough on it's own. A DPS with a taunt will need to dodge a lot of stuff that a proper tank will be able to block. The dodging kites enemies out of AoE (or kites the group into AoE) and completely ruins DPS. The same thing applies to DPS stacking. You need a real tank because the person with boss aggro also has to control where the boss is standing and facing, which requires them to survive hits that a DPS couldn't. Healing isn't really the same way because one-shot mechanics and self-healing are so prevalent.
    2) I play healer far more than I play any other role. I also prefer healer over the other roles by a large margin. I don't like feeling useless, but that's what tends to happen in really good groups. I also don't like being a buff bot, and the math doesn't really support it anyway in 4-man content.

    1. Oh wait I thought DPS was enough that damage and what not didn't matter? And why does the boss have to be facing a certain way?[snip]

    [snip]

    I will make an attempt to educate though: The direction a boss is facing matters because a lot of them have conal AoE attacks. A good tank can ensure that those attacks are pointed away from the rest of the group. This increases group survivability and DPS because it allows everyone else to ignore that attack/mechanic, instead of having to drop everything and dodge roll whenever it happens. Depending on the group, this can prevent wipes entirely, or just increase DPS by preventing interruptions to people's rotations.

    [edited for baiting]
    Edited by ZOS_Lunar on September 2, 2020 12:17PM
  • ClawOfTheTwoMoons
    ClawOfTheTwoMoons
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    I love my masters resto. As for pugs not stacking I find its usually a mag dps fighting at range. I'll try to adjust to them or just ask to stack a little better.
  • kathandira
    kathandira
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    radiostar wrote: »
    I'm just curious bc I did a vet run and the healer said they don't have it.
    They were over CP300 and only used combat prayer after a request.

    Is this a new way of healing now?

    Yes, with a Master's Resto Staff.
    PS4-NA. Breton Templar Healer, Bosmer Stamplar, Breton Magplar, Orsimer StamDK, Dunmer MagDK, Khajiit StamNB, Dunmer MagNB, Argonian Warden Tank, Altmer Magsorc
  • EDS604
    EDS604
    ✭✭✭
    big lol to those that think 3 or 4 dps runs are faster. with a good healer and tank, dps gets more than doubled.
    if tank keeps boss in place, you can dps your heart out and fights turn into a dummy parse (most of the time)
    if boss is in place, group can stack, meaning you will get tons of buffs.
    the times i did 4dd runs, usually boss ends up running around like an idiot chasing one player and killing it, moving out of all aoe placed, resulting in what? 120k group dps? xD as opposed to the almost 150k-200k we're hitting on (most) stationary fights. 4 dd runs? no thank you. support roles WAY underrated.
    PC EU, Guildleader of "Death By Gargoyle".
  • the1andonlyskwex
    the1andonlyskwex
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    ✭✭
    EDS604 wrote: »
    big lol to those that think 3 or 4 dps runs are faster. with a good healer and tank, dps gets more than doubled.
    if tank keeps boss in place, you can dps your heart out and fights turn into a dummy parse (most of the time)
    if boss is in place, group can stack, meaning you will get tons of buffs.
    the times i did 4dd runs, usually boss ends up running around like an idiot chasing one player and killing it, moving out of all aoe placed, resulting in what? 120k group dps? xD as opposed to the almost 150k-200k we're hitting on (most) stationary fights. 4 dd runs? no thank you. support roles WAY underrated.

    You've only really made an argument for why tanks are important (which I agree with).

    In 4-man content, a healer can't buff the DD enough to make up for their own lack of DPS compared to what a 3rd DD could bring (assuming the 3rd DD isn't significantly worse than the first two). There also isn't really anything stopping particularly good/dedicated/coordinated groups from building in such a way that the DDs and Tank provide most or all of the damage buffs you might otherwise get from a healer.

    Of course, this all depends on the group being able to survive without a healer in the first place, which certainly isn't a given.
  • Pauwer
    Pauwer
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    When i do dungeons with random people, i usually play healer and most of the time healer is very much needed in my experience :) i realize this is not always the case when one plays with friends.
  • ZaroktheImmortal
    ZaroktheImmortal
    ✭✭✭✭✭
    Point is either you have enough health and self heals to keep up with damage or you don't. If you need a tank to face enemies around then you clearly don't. You can't argue you need a tank but no healer to avoid damage because you can take the damage which you can't.
  • the1andonlyskwex
    the1andonlyskwex
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    ✭✭
    Point is either you have enough health and self heals to keep up with damage or you don't. If you need a tank to face enemies around then you clearly don't. You can't argue you need a tank but no healer to avoid damage because you can take the damage which you can't.

    If the tank is helping the group avoid damage, a healer become less important because the group is no longer taking that damage.

    You could make a similar argument for running with a healer and 3 DD (i.e. if your healer is good enough you don't need a tank to help mitigate damage), but the healer can't do anything about one-shots and can't do anything to hold the boss in AoE, which has a much larger effect on DPS than any unique buffs a healer might provide.

    I don't see anybody in this thread arguing for 4 DD runs, or 3+ support runs. Optimization doesn't always lead to extreme solutions.
  • zaria
    zaria
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    ✭✭✭✭✭
    Astrid wrote: »
    Kurat wrote: »
    There's no healer needed in 4 man content.
    Healer in dungeons = dps loss

    Perhaps so, but when you run likes of Mk/Zens and essentially DD cp and a resto purely for combat prayer it’s kinda a nice middle ground with a tiny bit of healing and sustain to fall back on. Could even get away with running MA on it for Major Slayer with your warhorn so your two actual DDs can essentially not worry about themselves, not worry about sustain, nor have to run any sort of buff sets themselves. Essentially a buff DD with a resto but it’s nice for healers to have that option. Not that dungeons need them, but it’s better than someone standing there purely using breath of life and contributing absolutely nothing to the damage. Pure healers aren’t really needed anywhere nowadays.
    This, and then you come to the last boss you can go more healer because its more damage incoming. This depend on fight and group.
    Edited by zaria on September 2, 2020 1:59PM
    Grinding just make you go in circles.
    Asking ZoS for nerfs is as stupid as asking for close air support from the death star.
  • BXR_Lonestar
    BXR_Lonestar
    ✭✭✭✭✭
    I run Illustrious Healing, which is a springs morph, and it is always on my front bar, which is the bar where I have my master resto staff equipped. It has to be recast every 4 seconds to keep 100% uptime on the sustain boost, so even in fights where you have to be more mobile, it is still pretty good to use.
  • ZaroktheImmortal
    ZaroktheImmortal
    ✭✭✭✭✭
    Point is either you have enough health and self heals to keep up with damage or you don't. If you need a tank to face enemies around then you clearly don't. You can't argue you need a tank but no healer to avoid damage because you can take the damage which you can't.

    If the tank is helping the group avoid damage, a healer become less important because the group is no longer taking that damage.

    You could make a similar argument for running with a healer and 3 DD (i.e. if your healer is good enough you don't need a tank to help mitigate damage), but the healer can't do anything about one-shots and can't do anything to hold the boss in AoE, which has a much larger effect on DPS than any unique buffs a healer might provide.

    I don't see anybody in this thread arguing for 4 DD runs, or 3+ support runs. Optimization doesn't always lead to extreme solutions.

    [snip]. Either you don't need a tank or healer because you can survive fine on your own or you don't need one. And like I said by this argument all you need is someone with a taunt to turn them around they wouldn't need to be a tank so again no tank needed.

    [edited for baiting]
    Edited by ZOS_Lunar on September 2, 2020 3:00PM
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