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.majority of groups I have encountered have their own dedicated healing built in (and used only as needed) but DPS either way
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.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
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.Darkstorne wrote: »Healing isn't actually all that important. Buffing your allies is
Darkstorne wrote: »Yay! Welcome to the healing club
Some tips from another healer:
- 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.
- 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.
- 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.
- 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
- 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.
Darkstorne wrote: »Yay! Welcome to the healing club
Some tips from another healer:
- 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.
- 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.
- 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.
- 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
- 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.
Grandchamp1989 wrote: »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.
Grandchamp1989 wrote: »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 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.
Darkstorne wrote: »Yay! Welcome to the healing club
Some tips from another healer:
- 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.
- 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.
- 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.
- 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
- 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.
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.majority of groups I have encountered have their own dedicated healing built in (and used only as needed) but DPS either waySounds 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.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 DPSFor 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.Darkstorne wrote: »Healing isn't actually all that important. Buffing your allies is
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!
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.
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.
Grandchamp1989 wrote: »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.
ROFL! Sadly, I've just given up on directionals in PUGs.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
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