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I'm beginning to love healers

Tornaad
Tornaad
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I got tired of trying to queue into dungeons as a DPS, so I built my first healer and just finished leveling him up. I have been having a much easier time soloing as a healer than a DPS. I don't know if I am just better as a healer than a DPS or if I just finally started to figure out how the nuances of combat work (and considering I am also finally starting to figure out how weaving works it could be either). It is rather refreshing to be in a position where when I want to run a dungeon, I just queue up and can get in most any time I want, with little to no wait time.

I suppose I could get more friends, but I am a very antisocial gamer, so that will be a while before I go that path. Maybe when I actually start running more veteran content. For now, I want to build up my collection of gear and get my DPS skills/builds to where I can solo more content with them, and then maybe I will consider running veteran content.

I think I want to run all dungeons on normal without dying before I start running veteran content.

  • Nagastani
    Nagastani
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    That's good to hear.

    The only thing I would offer is this:

    - Healer's should be able to contribute to dmg anytime their heals are not required
    - On some runs it takes good DPS to win... healing the Team will not kill the boss or save the group from a mechanic it can't do, which will end the run early
    - Professional Healing is nothing to mess around with. So ok, if you go on certain runs, they expect you to have Sanctuary and everything else, rotations and all of it setup, ready to go and will drop you otherwise

    This is why majority of groups I have encountered have their own dedicated healing built in (and used only as needed) but DPS either way.

    I hate to say it, as I too have a healer/support build for PvP however someone who heals the group needlessly when they really need DPS is about as useless as a tank who aggros needlessly when the group needs DPS. DOTs matter.
  • kargen27
    kargen27
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    I have a bit of a different take. When you get to vet content for most groups a healer makes things go smoother. Over healing is a concern but a good healer can also keep the group buffed and the boss/mobs debuffed. Keeping buffs up lets the DPS concentrate fully on nothing but damage and that can help the group have a good run.

    When I take my healer into a random group I am prepared to go full healer (meaning keeping everybody near full health and keeping buffs up) or switch skills/armor out and go more DPS. You never know what kind of group you are going to get so always good to be ready either way.

    Most the DPS races are player created to try and ignore mechanics. There are a few times when flat out high DPS is the only way to get by but the DPS needed isn't outrageous. Two good DPS with buffs up are going to be plenty. When you start doing speed runs that changes but you are a long way from that.

    Something to be aware of. Sometimes there is a big difference in difficulty between normal and veteran. A lot of mechanics get skipped in the normal dungeons. Watching a video on the mechanics or running with a player that will explain mechanics really helps your first couple of times through.

    My healer in my main character I do all the solo stuff with. She is a Templar. I consider myself slightly above average on DPS and solo play and can do most the world bosses in base game solo.
    and then the parrot said, "must be the water mines green too."
  • Darkstorne
    Darkstorne
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    Yay! Welcome to the healing club :smiley:

    Some tips from another healer:
    1. Healing isn't actually all that important. Buffing your allies is. Skills like combat prayer to boost their damage, and sets like Spell Power Cure to boost their weapon and spell damage stats, are really important. The more damage your DPS team mates deal, the faster a boss dies, so the fewer big boss mechanics you have to deal with and heal through. This is also why you're expected to contribute to DPS where you can.
    2. Sets/skills that restore resources for allies are also really awesome (like Symphony of Blades or Sentinel of Rkugamz monster sets), since more resources means more damage output.
    3. You don't need to be magicka-based. The meta is a lie. My main is a StamSorc healer just because I can be, and I love healing in vet DLC dungeons. I always gravitate towards weird builds that seem difficult to pull off, and find a way to make them work. I don't like copy/pasting the same popular builds as everyone else just because on paper they're 3.6% better. There are plenty of great stamina sets for healers too, most notably Powerful Assault which buffs your party's weapon and spell damage whenever you cast Echoing Vigor - an AOE heal.
    4. When taking on new vet dungeons you haven't been in before, take 5-10 mins out of the game to read/watch a quick breakdown of the boss fight mechanics you'll encounter. You can then be the super awesome friendly guy who covers the key mechanics quickly before each fight if you have a tank or DPS in the group who also hasn't been here before, and you'll save WAAAAAY more than those 5-10 minutes you spent researching as a result :tongue:
    5. DPS will stand in stupid. It is prophesized, and thus an inescapable fate for you to burn your resources trying to heal them through it. When your party wipes, keep your cool, don't rage quit, and ask politely for the DPS not to do that again. That's the only thing that stands a chance of breaking the chains of fate. It's not his fault - he is at the whims of the God of DPS Duncery and needs to be saved.
  • Bjond
    Bjond
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    Nagastani wrote: »
    majority of groups I have encountered have their own dedicated healing built in (and used only as needed) but DPS either way
    Statics? Running random-vets, I've only run across one group that lacked a healer. It was really fun (did HM MHK) as magblade dps, which has a lot of self-heal and thus didn't mind no-healer.
    kargen27 wrote: »
    my healer into a random group I am prepared to go full healer (meaning keeping everybody near full health and keeping buffs up) or switch skills/armor out and go more DPS
    Sounds like y'all took a different route than I did for my healer. I made a tank set for mine for those non-so-rare occasions when random vet gives us a fake tank that bails out because it's a DLC. It's actually pretty fun and viable in all the DLC I've tried so far, but the hard tanks are indeed harder than on a pure built tank.
    Darkstorne wrote: »
    Healing isn't actually all that important. Buffing your allies is
    For vet pugs, I've found it's closer to "healing the tank isn't all that important". Real tanks often need very little or no heals. DPS are squishier and newer ones are often timid. Overhealing the DPS can give them extra confidence; ie. if they mess up a little, and the heal covers 'em, they become bolder and mess up less.

    Usually I love my tanks best, but in ESO it's my healer. The role is so fluid and varies so much group to group. Recognizing what the group needs and filling that in can be a lot of fun: extra heals, resources, buffs, interrupts, dps, and (yes) even tanking!
  • Grandchamp1989
    Grandchamp1989
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    The healer role is grossly, grossly underrated.

    Too Many people gets away with completing end game content spamming regen-heavy attack when it is sooo much more.

    Ressources:
    The healer Will add so much recovery to the team through CP perks, symphony/sentinel, orb, shard and other sustain sets such as worms/hircines. Sustain the team and your DDs will love you.

    Damage boost:
    Healers can add a ton of damage boost to the team. Minor and major courage through Olorime, SPC, Magma or they can boost crit with Catalyst or pure dmg with PA - which they can keep up with much Higher uptime than tanks, because they stand right behind the DDs and have mobility. You have minor berserks also. With a Templar/DK healer you also add minor sorcery/brutality.

    Now add in major vulnerability from necro, minor vulnerability from Warden/NB healer and major Force from Horn.. it adds up.

    Group tankyness:
    Admittedly wardens do it the best with minor toughness for 10% more HP and AOE major resolve. Add in combat prayers minor resolve and you easily add almost 10k armor and 2-3k HP for having the Warden healer on the battlefield.

    Need major evasion for the team to deal with AOE dmg, your healer Got you covered with Gossimer.

    But there is more, if the team goes down you Got almost near instant Rez with Templars, and AOE Rez with necro ult. Or maybe a good barrier when thing are getting tight!

    Healing:
    Yes a good healer will do more than Heavy attack regen - stacking hots, keep your health topped off and great healers will proc burst heals on you faster than their Earthgore procs.

    Raw damage:
    Even if nothing above impresses you, a healer can wear 3 support sets for the team, and still go full DPS - easily parsing 50k+ on the 21 mill.

    A good healer is worth its weight in gold.
    A low effort healer can probably be replaced by Mirri.
    Edited by Grandchamp1989 on September 15, 2021 10:07AM
  • InaMoonlight
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    Darkstorne wrote: »
    Yay! Welcome to the healing club :smiley:

    Some tips from another healer:
    1. Healing isn't actually all that important. Buffing your allies is. Skills like combat prayer to boost their damage, and sets like Spell Power Cure to boost their weapon and spell damage stats, are really important. The more damage your DPS team mates deal, the faster a boss dies, so the fewer big boss mechanics you have to deal with and heal through. This is also why you're expected to contribute to DPS where you can.
    2. Sets/skills that restore resources for allies are also really awesome (like Symphony of Blades or Sentinel of Rkugamz monster sets), since more resources means more damage output.
    3. You don't need to be magicka-based. The meta is a lie. My main is a StamSorc healer just because I can be, and I love healing in vet DLC dungeons. I always gravitate towards weird builds that seem difficult to pull off, and find a way to make them work. I don't like copy/pasting the same popular builds as everyone else just because on paper they're 3.6% better. There are plenty of great stamina sets for healers too, most notably Powerful Assault which buffs your party's weapon and spell damage whenever you cast Echoing Vigor - an AOE heal.
    4. When taking on new vet dungeons you haven't been in before, take 5-10 mins out of the game to read/watch a quick breakdown of the boss fight mechanics you'll encounter. You can then be the super awesome friendly guy who covers the key mechanics quickly before each fight if you have a tank or DPS in the group who also hasn't been here before, and you'll save WAAAAAY more than those 5-10 minutes you spent researching as a result :tongue:
    5. DPS will stand in stupid. It is prophesized, and thus an inescapable fate for you to burn your resources trying to heal them through it. When your party wipes, keep your cool, don't rage quit, and ask politely for the DPS not to do that again. That's the only thing that stands a chance of breaking the chains of fate. It's not his fault - he is at the whims of the God of DPS Duncery and needs to be saved.

    Some of the best advice I've ever seen :)
    Edit = Typos ... as usual. <;D
  • Tornaad
    Tornaad
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    Darkstorne wrote: »
    Yay! Welcome to the healing club :smiley:

    Some tips from another healer:
    1. Healing isn't actually all that important. Buffing your allies is. Skills like combat prayer to boost their damage, and sets like Spell Power Cure to boost their weapon and spell damage stats, are really important. The more damage your DPS team mates deal, the faster a boss dies, so the fewer big boss mechanics you have to deal with and heal through. This is also why you're expected to contribute to DPS where you can.
    2. Sets/skills that restore resources for allies are also really awesome (like Symphony of Blades or Sentinel of Rkugamz monster sets), since more resources means more damage output.
    3. You don't need to be magicka-based. The meta is a lie. My main is a StamSorc healer just because I can be, and I love healing in vet DLC dungeons. I always gravitate towards weird builds that seem difficult to pull off, and find a way to make them work. I don't like copy/pasting the same popular builds as everyone else just because on paper they're 3.6% better. There are plenty of great stamina sets for healers too, most notably Powerful Assault which buffs your party's weapon and spell damage whenever you cast Echoing Vigor - an AOE heal.
    4. When taking on new vet dungeons you haven't been in before, take 5-10 mins out of the game to read/watch a quick breakdown of the boss fight mechanics you'll encounter. You can then be the super awesome friendly guy who covers the key mechanics quickly before each fight if you have a tank or DPS in the group who also hasn't been here before, and you'll save WAAAAAY more than those 5-10 minutes you spent researching as a result :tongue:
    5. DPS will stand in stupid. It is prophesized, and thus an inescapable fate for you to burn your resources trying to heal them through it. When your party wipes, keep your cool, don't rage quit, and ask politely for the DPS not to do that again. That's the only thing that stands a chance of breaking the chains of fate. It's not his fault - he is at the whims of the God of DPS Duncery and needs to be saved.

    Thank you. That sounds like a bunch of valuable info that I will need to review a few times.
    Right now, I am using a slightly modified version of this build from @Alcast
    Instead of following the Gear Setup 2 Beginner as he detailed, I am using a Maelstrom Arena Destruction and Restoration staff and adjusted the other sets to fill in for the head and shoulders. It seems to work fine right now, but I am still getting used to the skills and build.
    Edited by Tornaad on September 15, 2021 1:54PM
  • BXR_Lonestar
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    I've mained a healer since I started playing eso ~ 4 years ago and what I have learned is that healers are basically a "flex" slot. There is going to be times where the dungeon will go smoother when you are more DPS oriented, and there will be times where the dungeon will go smoother if you just sit back and heal. For instance, my group recently completed Castle Thorn on vet, and we found it much easier to do if I simply threw on some DPS skills on my lightning staff bar and kept up the HoT's between helping the DPS. Now we're going through The Dread Cellar on vet (didn't finish due to time constraints, but found all the secret bosses), but the dungeon went MUCH smoother when I threw on the full healing/buffing kit and focused on healing rather than trying to do DPS.

    This is really one of the reasons I prefer a templar healer over a warden healer. I know a warden healer has a ton of group buffs the templars don't have access to, but a templar has the edge in terms of heals that are easy to use, and I find it easier to be able to do decent DPS while also healing and providing group buffs on a templar because the DPS mainly comes from shards, wall, and jabs spam.
  • KMarble
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    The healer role is grossly, grossly underrated.

    Too Many people gets away with completing end game content spamming regen-heavy attack when it is sooo much more.

    Ressources:
    The healer Will add so much recovery to the team through CP perks, symphony/sentinel, orb, shard and other sustain sets such as worms/hircines. Sustain the team and your DDs will love you.

    Damage boost:
    Healers can add a ton of damage boost to the team. Minor and major courage through Olorime, SPC, Magma or they can boost crit with Catalyst or pure dmg with PA - which they can keep up with much Higher uptime than tanks, because they stand right behind the DDs and have mobility. You have minor berserks also. With a Templar/DK healer you also add minor sorcery/brutality.

    Now add in major vulnerability from necro, minor vulnerability from Warden/NB healer and major Force from Horn.. it adds up.

    Group tankyness:
    Admittedly wardens do it the best with minor toughness for 10% more HP and AOE major resolve. Add in combat prayers minor resolve and you easily add almost 10k armor and 2-3k HP for having the Warden healer on the battlefield.

    Need major evasion for the team to deal with AOE dmg, your healer Got you covered with Gossimer.

    But there is more, if the team goes down you Got almost near instant Rez with Templars, and AOE Rez with necro ult. Or maybe a good barrier when thing are getting tight!

    Healing:
    Yes a good healer will do more than Heavy attack regen - stacking hots, keep your health topped off and great healers will proc burst heals on you faster than their Earthgore procs.

    Raw damage:
    Even if nothing above impresses you, a healer can wear 3 support sets for the team, and still go full DPS - easily parsing 50k+ on the 21 mill.

    A good healer is worth its weight in gold.
    A low effort healer can probably be replaced by Mirri.

    I wish I could hit agree more than once, and I say this as someone who has only played as a DPS (so far).
  • MEBengalsFan2001
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    A good magika healer will use a destruction staff and resto staff.

    The destro staff will always have on its bar wall of element and elemental drain. Additional skills may include synergy abilities like shards, buffs/debuffs, etc..

    The resto staff will always have combat prayer and regen as skills. Outside of those skills you can add whatever it is you feel will help your group or your own sustain out.

    Between my healer and tank, I find on my tank it is easier to buff the group than on my healer, especially as a Dragon Knight. I am able to give the group minor, major brutality and minor courage. I also provide some healing, debuffs and shields as well.

    I have played a lot of dungeons over my time in the game and you can tell when you have a healer and tank in content that are built for PVE. To often I see fake tanks and healers where they tend to be the ones who run ahead and die from not being the proper role or having the proper setup to survive so many adds or a boss.
    Edited by MEBengalsFan2001 on September 15, 2021 3:57PM
  • Obsidian3
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    Remember when we couldn't DPS because we had to heal our asses off in VR dungeons. And you could only be a Templar healer...because trying to heal with any other class was a massive failure. I remember my poor brother trying to make a Sorc Healer work in those old VR Dungeons. So bad! Healing so much more fun now.
  • Franchise408
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    I too love playing a healer. Actually, I love playing anything in this game that's not DPS. I don't enjoy DPS for group content, but I love playing as tanks or healers. I have a Sorc healer who's my main healer, a Necro healer, and a Necro solo DPS that can stand in as a healer if needed.
  • Nagastani
    Nagastani
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    The healer role is grossly, grossly underrated.

    Too Many people gets away with completing end game content spamming regen-heavy attack when it is sooo much more.

    Ressources:
    The healer Will add so much recovery to the team through CP perks, symphony/sentinel, orb, shard and other sustain sets such as worms/hircines. Sustain the team and your DDs will love you.

    Damage boost:
    Healers can add a ton of damage boost to the team. Minor and major courage through Olorime, SPC, Magma or they can boost crit with Catalyst or pure dmg with PA - which they can keep up with much Higher uptime than tanks, because they stand right behind the DDs and have mobility. You have minor berserks also. With a Templar/DK healer you also add minor sorcery/brutality.

    Now add in major vulnerability from necro, minor vulnerability from Warden/NB healer and major Force from Horn.. it adds up.

    Group tankyness:
    Admittedly wardens do it the best with minor toughness for 10% more HP and AOE major resolve. Add in combat prayers minor resolve and you easily add almost 10k armor and 2-3k HP for having the Warden healer on the battlefield.

    Need major evasion for the team to deal with AOE dmg, your healer Got you covered with Gossimer.

    But there is more, if the team goes down you Got almost near instant Rez with Templars, and AOE Rez with necro ult. Or maybe a good barrier when thing are getting tight!

    Healing:
    Yes a good healer will do more than Heavy attack regen - stacking hots, keep your health topped off and great healers will proc burst heals on you faster than their Earthgore procs.

    Raw damage:
    Even if nothing above impresses you, a healer can wear 3 support sets for the team, and still go full DPS - easily parsing 50k+ on the 21 mill.

    A good healer is worth its weight in gold.
    A low effort healer can probably be replaced by Mirri.

    Ok you said it in a nicer way than me, which isn't surprising. But yeah, this is a good way to put it.

    Just please understand that better than I would say 75% of the time, whenever I go on a run, one of two things happens:

    a) The Healer is needed more for DPS
    b) The Healer has no clue what is going on and just sits there... light attacking the Blood Forge boss while I'm getting crushed into bjeezus and back. I asked them what they thought they was doing and she say: "I was out of magicka. Get ****ed." No heavy attacks, no support, nothing but total X$ while the group dies over and over again. And u guys can disagree as much as u like but that is how a lot of these 'healers' are. You know, other people in the group are eating blame, getting kicked or straight up leaving because they keep dying and they think its my fault or their own fault when its the Healers fault for not doing anything at all to contribute.

    And that's why we don't need that and as far back as I can remember the groups I'm with seek to avoid that. No its not what the "Healer Gods" want to hear I know, I know. But maybe I don't want to stay stuck on say... "Scalecaller" or "Bloodroot Forge" for over 5 or 6 hours either.

    However, yes GrandChamp has a great summary here, it sounds like a great way to outline the role of a healer. Its also an interesting perspective on how we'll call it an 'professional' healer should work and I thank them for sharing. If only most healers were actually like this however.
    Edited by Nagastani on September 15, 2021 5:28PM
  • Nagastani
    Nagastani
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    kargen27 wrote: »
    I have a bit of a different take. When you get to vet content for most groups a healer makes things go smoother. Over healing is a concern but a good healer can also keep the group buffed and the boss/mobs debuffed. Keeping buffs up lets the DPS concentrate fully on nothing but damage and that can help the group have a good run.

    When I take my healer into a random group I am prepared to go full healer (meaning keeping everybody near full health and keeping buffs up) or switch skills/armor out and go more DPS. You never know what kind of group you are going to get so always good to be ready either way.

    Most the DPS races are player created to try and ignore mechanics. There are a few times when flat out high DPS is the only way to get by but the DPS needed isn't outrageous. Two good DPS with buffs up are going to be plenty. When you start doing speed runs that changes but you are a long way from that.

    Something to be aware of. Sometimes there is a big difference in difficulty between normal and veteran. A lot of mechanics get skipped in the normal dungeons. Watching a video on the mechanics or running with a player that will explain mechanics really helps your first couple of times through.

    My healer in my main character I do all the solo stuff with. She is a Templar. I consider myself slightly above average on DPS and solo play and can do most the world bosses in base game solo.

    Nothing wrong with that. You're not wrong either.
  • Nagastani
    Nagastani
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    Darkstorne wrote: »
    Yay! Welcome to the healing club :smiley:

    Some tips from another healer:
    1. Healing isn't actually all that important. Buffing your allies is. Skills like combat prayer to boost their damage, and sets like Spell Power Cure to boost their weapon and spell damage stats, are really important. The more damage your DPS team mates deal, the faster a boss dies, so the fewer big boss mechanics you have to deal with and heal through. This is also why you're expected to contribute to DPS where you can.
    2. Sets/skills that restore resources for allies are also really awesome (like Symphony of Blades or Sentinel of Rkugamz monster sets), since more resources means more damage output.
    3. You don't need to be magicka-based. The meta is a lie. My main is a StamSorc healer just because I can be, and I love healing in vet DLC dungeons. I always gravitate towards weird builds that seem difficult to pull off, and find a way to make them work. I don't like copy/pasting the same popular builds as everyone else just because on paper they're 3.6% better. There are plenty of great stamina sets for healers too, most notably Powerful Assault which buffs your party's weapon and spell damage whenever you cast Echoing Vigor - an AOE heal.
    4. When taking on new vet dungeons you haven't been in before, take 5-10 mins out of the game to read/watch a quick breakdown of the boss fight mechanics you'll encounter. You can then be the super awesome friendly guy who covers the key mechanics quickly before each fight if you have a tank or DPS in the group who also hasn't been here before, and you'll save WAAAAAY more than those 5-10 minutes you spent researching as a result :tongue:
    5. DPS will stand in stupid. It is prophesized, and thus an inescapable fate for you to burn your resources trying to heal them through it. When your party wipes, keep your cool, don't rage quit, and ask politely for the DPS not to do that again. That's the only thing that stands a chance of breaking the chains of fate. It's not his fault - he is at the whims of the God of DPS Duncery and needs to be saved.

    My only thing about this, always be kind to your DPS.

    Without Good DPS you will go no where. You cannot heal yourself out of the run. Yeah its great to have a professional healz with you but most of the time its going to be the DPS and a savy tank that pulls the group thru not the healer.
  • Nagastani
    Nagastani
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    Bjond wrote: »
    Nagastani wrote: »
    majority of groups I have encountered have their own dedicated healing built in (and used only as needed) but DPS either way
    Statics? Running random-vets, I've only run across one group that lacked a healer. It was really fun (did HM MHK) as magblade dps, which has a lot of self-heal and thus didn't mind no-healer.
    kargen27 wrote: »
    my healer into a random group I am prepared to go full healer (meaning keeping everybody near full health and keeping buffs up) or switch skills/armor out and go more DPS
    Sounds like y'all took a different route than I did for my healer. I made a tank set for mine for those non-so-rare occasions when random vet gives us a fake tank that bails out because it's a DLC. It's actually pretty fun and viable in all the DLC I've tried so far, but the hard tanks are indeed harder than on a pure built tank.
    Darkstorne wrote: »
    Healing isn't actually all that important. Buffing your allies is
    For vet pugs, I've found it's closer to "healing the tank isn't all that important". Real tanks often need very little or no heals. DPS are squishier and newer ones are often timid. Overhealing the DPS can give them extra confidence; ie. if they mess up a little, and the heal covers 'em, they become bolder and mess up less.

    Usually I love my tanks best, but in ESO it's my healer. The role is so fluid and varies so much group to group. Recognizing what the group needs and filling that in can be a lot of fun: extra heals, resources, buffs, interrupts, dps, and (yes) even tanking!

    Yeah that sounds right. :)
  • Amottica
    Amottica
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    Nagastani wrote: »
    That's good to hear.

    The only thing I would offer is this:

    - Healer's should be able to contribute to dmg anytime their heals are not required
    - On some runs it takes good DPS to win... healing the Team will not kill the boss or save the group from a mechanic it can't do, which will end the run early
    - Professional Healing is nothing to mess around with. So ok, if you go on certain runs, they expect you to have Sanctuary and everything else, rotations and all of it setup, ready to go and will drop you otherwise

    This is why majority of groups I have encountered have their own dedicated healing built in (and used only as needed) but DPS either way.

    I hate to say it, as I too have a healer/support build for PvP however someone who heals the group needlessly when they really need DPS is about as useless as a tank who aggros needlessly when the group needs DPS. DOTs matter.

    I agree with part of this. Except with the challenging content, a healer should be able to do some DPS. What is challenging content depends on the group since for some it is vet HM trials. With others, it seems to be normal dungeons.

    As for the tank doing damage, unless it is very easy content it does not make sense. I have seen some tanks set up to do damage and they essentially took way too much damage requiring the healer to do more healing instead of doing damage. Granted, these DPS tanks were probably not skilled enough to be able to do the damage and pay attention to the fight to see when they should block or move out of a telegraphed attack. They probably need to learn the basics of playing the game first as they seem to be biting off more than they can handle.
  • Nagastani
    Nagastani
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    Amottica wrote: »
    Nagastani wrote: »
    That's good to hear.

    The only thing I would offer is this:

    - Healer's should be able to contribute to dmg anytime their heals are not required
    - On some runs it takes good DPS to win... healing the Team will not kill the boss or save the group from a mechanic it can't do, which will end the run early
    - Professional Healing is nothing to mess around with. So ok, if you go on certain runs, they expect you to have Sanctuary and everything else, rotations and all of it setup, ready to go and will drop you otherwise

    This is why majority of groups I have encountered have their own dedicated healing built in (and used only as needed) but DPS either way.

    I hate to say it, as I too have a healer/support build for PvP however someone who heals the group needlessly when they really need DPS is about as useless as a tank who aggros needlessly when the group needs DPS. DOTs matter.

    I agree with part of this. Except with the challenging content, a healer should be able to do some DPS. What is challenging content depends on the group since for some it is vet HM trials. With others, it seems to be normal dungeons.

    As for the tank doing damage, unless it is very easy content it does not make sense. I have seen some tanks set up to do damage and they essentially took way too much damage requiring the healer to do more healing instead of doing damage. Granted, these DPS tanks were probably not skilled enough to be able to do the damage and pay attention to the fight to see when they should block or move out of a telegraphed attack. They probably need to learn the basics of playing the game first as they seem to be biting off more than they can handle.

    I don't disagree. I also understand that maybe coming into this game there's a bit of a learning curve for healers however this is something implied that most of them won't learn until they've been drug thru the mud a couple times. That's not how it has to be but kind of how it is.

    But for those who really enjoy the role, I can only hope that somewhere along the lines they can learn there's more to it than... light attacking with a resto staff :D
  • FluffWit
    FluffWit
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    Like any role healer can get hella frustrating from time to time. I seldom heal anymore but my main pet peeves were....
    -Dps who seem to think it's a contest to be as separated from each other as possible.
    -Dps who thought me constantly backing up was some mini game I was playing with them to see who could be further away from the boss. We like to have everyone in front of is. It's just better that way.
  • moo_2021
    moo_2021
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    Ressources:
    The healer Will add so much recovery to the team through CP perks, symphony/sentinel, orb, shard and other sustain sets such as worms/hircines. Sustain the team and your DDs will love you.

    Is this useful with PUG?

    Don't everyone join with the right regen (assuming healer wouldn't help), if so how would more regen help unless it's ulti?
  • Ronin37
    Ronin37
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    That is the issue with this game. For all of the talk of "customization", the only real choice is dps with a slight flavor of heal or tank.
  • Bjond
    Bjond
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    FluffWit wrote: »
    Dps who thought me constantly backing up was some mini game I was playing with them to see who could be further away from the boss
    ROFL! Sadly, I've just given up on directionals in PUGs.

    The fun ones are stuff like the fire-on-floor fight in wayrest or the shield+ae fight in moongrave where "just stay in melee and I'll heal through" works great and the only ones that die are those that try to hide behind the healer. "How are y'all blocking it!?" // "We're not. We're just standing on the heal puddles."

    Advice for being a better healer? Play a tank, a ranged dps, and a melee dps, too. Playing all roles and ideally all classes greatly improves your ability to synergize with your group. It helps you be a better tank and/or dps, too, but IMHO healer benefits the most in ESO, since it has more of it potential lurking in it's flexibility.
  • AcadianPaladin
    AcadianPaladin
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    I second the advice of playing a tank and dps to become better as a healer. You really do learn more about their concerns and needs and it gives you a better appreciation for providing resources. A dps who gets fed stam/mag really can produce more dps. And only by playing a tank can you fully appreciate giving a tank a shot of stamina after the fight so they have the juice to run to get to the next fight with full stam (they often finish a fight low on stam and regen it slowly).

    I play a pug healer so she tends to eschew spells that require positional discipline by the group (no combat prayer) in favor of smarter and longer range spells like regen, ward, illustrious. She also strongly favors spells that help the group while doing damage (shards, reflective light, damage morph of orbs).
    PC NA(no Steam), PvE, mostly solo
  • Amottica
    Amottica
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    Nagastani wrote: »
    Amottica wrote: »
    Nagastani wrote: »
    That's good to hear.

    The only thing I would offer is this:

    - Healer's should be able to contribute to dmg anytime their heals are not required
    - On some runs it takes good DPS to win... healing the Team will not kill the boss or save the group from a mechanic it can't do, which will end the run early
    - Professional Healing is nothing to mess around with. So ok, if you go on certain runs, they expect you to have Sanctuary and everything else, rotations and all of it setup, ready to go and will drop you otherwise

    This is why majority of groups I have encountered have their own dedicated healing built in (and used only as needed) but DPS either way.

    I hate to say it, as I too have a healer/support build for PvP however someone who heals the group needlessly when they really need DPS is about as useless as a tank who aggros needlessly when the group needs DPS. DOTs matter.

    I agree with part of this. Except with the challenging content, a healer should be able to do some DPS. What is challenging content depends on the group since for some it is vet HM trials. With others, it seems to be normal dungeons.

    As for the tank doing damage, unless it is very easy content it does not make sense. I have seen some tanks set up to do damage and they essentially took way too much damage requiring the healer to do more healing instead of doing damage. Granted, these DPS tanks were probably not skilled enough to be able to do the damage and pay attention to the fight to see when they should block or move out of a telegraphed attack. They probably need to learn the basics of playing the game first as they seem to be biting off more than they can handle.

    I don't disagree. I also understand that maybe coming into this game there's a bit of a learning curve for healers however this is something implied that most of them won't learn until they've been drug thru the mud a couple times. That's not how it has to be but kind of how it is.

    But for those who really enjoy the role, I can only hope that somewhere along the lines they can learn there's more to it than... light attacking with a resto staff :D

    I can see how a lone wolf player would miss the mark but that would be the case in any game. Heck, in another game I came across someone who was wearing some tanking gear as a healer because they did not understand.

    Essentially we always have players that strive to figure out as much as they can about a new game by looking at the internet and engaging with players in-game, especially with a good guild. Then there are players that stroll along in the game in a vacuum of information doing their thing. Ofc, there is a lot between these two points but the closer a player is to that vacuum (or joined a bad guild) the farther they are likely to be from playing the game well. This is the case in any game.
  • Soulshine
    Soulshine
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    Have never seen a single vet trials group running a stamhealer but I suppose they exist.
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