I think you guys are over exaggerating. In 4 man PvE content a healer hasn't been needed for years, and I've have a hard time to see that trial damage dealers will sacrifice either a monster set or a five piece set for that ring.
I think you guys are over exaggerating. In 4 man PvE content a healer hasn't been needed for years, and I've have a hard time to see that trial damage dealers will sacrifice either a monster set or a five piece set for that ring.
Precisely. Replacing a damage oriented set bonus with a self-healing one does nothing to help with the overall DPS drop, even if replacing two healers who often times deal damage in their own right. Anywhere else where a healer wasn't needed would still be the case.
I think you guys are over exaggerating. In 4 man PvE content a healer hasn't been needed for years, and I've have a hard time to see that trial damage dealers will sacrifice either a monster set or a five piece set for that ring.
Precisely. Replacing a damage oriented set bonus with a self-healing one does nothing to help with the overall DPS drop, even if replacing two healers who often times deal damage in their own right. Anywhere else where a healer wasn't needed would still be the case.
Two extra DPS won't add to group DPS? Even if they only do 50k each that's more than 8 monster sets.
Consider PvP/battle spirit when you think about making adjustments to the ring, though. You deal more than twice the damage in PVE that you do in PVP, and the healing in PVP is halved as well. This means that not only is the healing halved by the damage reduction part of battle spirit, but also the healing reduction part of battle spirit.
The ring feels very lackluster at the moment in PVP, and a further reduction in effectiveness would make it entirely useless there. I'd suggest ZOS make the ring ignore the healing reduction of battlespirit, so that it actually heals you for 15% of the PVP damage you deal.
I think you guys are over exaggerating. In 4 man PvE content a healer hasn't been needed for years, and I've have a hard time to see that trial damage dealers will sacrifice either a monster set or a five piece set for that ring.
This item is mostly irrelevant for group content. The problem is that most ppl seem to only look at the healing DDs can receive without looking if it is relevant or even working in group environments.
For 4 Player content 3DD is already typical for vet vanilla dungeons. For DLC dungeons its already possible and the key for it is DPS. The higher the DPS of the group the more mechanics are either skipped or shortened making it easier for the Tank to survie on its own. Having more heal on the DDs has little to no impact and would even be counter productive by reducing the DPS.
For Trials its not realy useable. Tanks would get under more preasure to selfsustain which could force them into selfish sets, reducing the buffs to the group, if it would even work in the first place. The healer buff sets would still be needed so the additional DDs would deal less DPS. The original DDs would also deal less DPS due to missing monster sets. So you would put anyone under mor epreasure for little gain. Its also not working in cases where players cannot attack because they rez, do mechanics, are disabled by mechanics or the Boss is simply immune.
With that in mind i realy dont see how some ppl got the idea that this ring would somehow make healers irrelevant. The ring is ncie for solo content and might see some uses in arenas, but thats about it.
I think you guys are over exaggerating. In 4 man PvE content a healer hasn't been needed for years, and I've have a hard time to see that trial damage dealers will sacrifice either a monster set or a five piece set for that ring.
Thats not entirely true. Healers are needed when you start into DLC non-overland content. You can skip this need depending on the offensive power of the 4 man; some DLC mechanics are easier when you have a healer "type" that also DPS when not needed... the power of back baring Restoration staves since dot damage becomes buffed by the front offense bar, swapping a skill for a heal.
Please ZOS, tell me that this ring will not go live like this. Its way to strong. Good dps will get 10 to 15k healing per second. So no healer is needed.... the impact on the whole game is far to strong. So please change the value or put in a healing cap. The thrassian should never have gone live like it did, dont make the same mistake again. You get the opposit of what you want. Items like this increase the gap between the players.
Scion_of_Yggdrasil wrote: »Im more upset at the idea that DPS got another item, and this time it heals..... healers barely matter as it is, and then they do this? Its just frustrating to see three unique roles offered, but only one (dps) gets all the attention. Heck, they could've easily made this ring for healers, automatically healing you for X percent of your healing done, or something else to that effect. That would have been amazing! But nope...
I really dont care if a lot or nearly no-one uses this ring... by inventing it they've already slapped healers in the face... again.....
Scion_of_Yggdrasil wrote: »Im more upset at the idea that DPS got another item, and this time it heals..... healers barely matter as it is, and then they do this? Its just frustrating to see three unique roles offered, but only one (dps) gets all the attention. Heck, they could've easily made this ring for healers, automatically healing you for X percent of your healing done, or something else to that effect. That would have been amazing! But nope...
I really dont care if a lot or nearly no-one uses this ring... by inventing it they've already slapped healers in the face... again.....
We did get a mythic item though. Pearls of Ehlnofey
1 – Whenever you cast a healing ability while your dominant resource is under 30%, gain 5 Ultimate.
I'm kinda excited about this. The balancing act of keeping magicka under 30% without running out and having extreme Ultimate generation could be quite rewarding.