Healer Guide & Discussion

Post » Tue Mar 18, 2014 3:21 pm

Hello! My name is 脡milie, I鈥檝e been a healer for near a decade now in several games, both in hardcoe PvE and hardcoe PvP, and work in the medical field. I like to do bits of theorycrafting, and I鈥檝e been in the PTS for a while! I did put a lot of effort into this. If you have criticism, please be constructive!

If you have any feedback,additions, questions or general information, please let me know by PM or a post! English is also not my native language, please inform me of incorrect grammar and spelling. This guide relies on community contributions, there is also a dedicated section for your healing builds!

Contents

I. Purpose of this Article

II. Introduction

What is healing?

III. Attributes of Great Healing

IV. Challenges

Healing Specific Challenges

Magicka Management & Overhealing

Triage

VI. Classes

Restoration Staff

Templar

Dragon Knight

Night Blade

Sorcerer

VII. Stats

VIII. Gear

IX. Guilds, Vampires, Werewolves and stuff

X. Community Healing Builds

XI. Conclusions

I. PURPOSE OF THIS ARTICLE

My purpose for writing this article is to educate healers, both new and old, the important aspects of healing in ES:O

It is targeted as a general guide to healing, and not such as a focused, in depth guide towards one class. I will try to cover PvP and PvE healing to the best of my ability.

II. INTRODUCTION

Healing, in its most simple terms, can be a very stressful role. There are tons of factors that combine to become a great healer; but arguably the most important things to know are reaction speed, your class, and knowledge of your encounter. It is extremely important you understand your class thoroughly, in and out.

A) What is healing?

Keeping everyone alive. Healing is the act of restoring health in order for them to survive in the forms of avoidable and unavoidable damage. The latter is something to take note of later in this guide.

Healers also dispel harmful effects, and in occasions resurrect dead players. Usually in games, healers in raids (or in this case, adventure zones) are given assignments to heal, based on a specific task. For instance, you may heal the tank, whom of which soaks up damage, or the other raid members. In PvP, everyone. That will be discussed thoroughly later on.

In ES:O all players regardless of class have the ability to heal thanks to the restoration staff. Some classes, however, are naturally better at it. That is not to say that any class is inferior, it depends on how they are played.

The classes currently are as follows:

Dragon Knight

Templar

Sorcerer

Nightblade

III. ATTRIBUTES OF A GREAT HEALER

1. Be familiar with your class. Understand its strengths and weaknesses. You *must* be at ease with your character. If this includes changing your UI with addons, do it. If it requires keybinds, do it.

2. You must *anticipate* the fight. To be a great healer, you have to counter the damage offset efficiently and quickly.

3. Understand your role, and healing assignment if necessary.

IV. CHALLENGES

More than DPS and tanking, healing is all about precision and reaction. Tanks and DPS players will occasionally have to make sudden, split decisions. A healer has to do this with every spell. You must be cautious and reactive.

A) HEALING SPECIFIC CHALLENGES

Obviously your most basic goal is to make yourself and everyone around you survive until you鈥檝e mauled whatever poor slob was unfortunate to cross your bloodthirsty rampage. Though to do this, you must be aware of different aspects of healing, such as:

  • Spells suited for the situation, like fast cast spells with lots of magicka drain, or slow cast spells that use less magicka

  • The class and skill of your tank. Player error in this game by a tank will cause large spike damage

  • The way threat is set up in this game, you may draw it yourself. You must be prepared to heal yourself and survive.

You will have to make good use of your spells to get your group through encounters.

B ) MAGICKA MANAGEMENT & OVERHEALING

This topic is a doozy. Healing spells take a load of magicka. You鈥檒l have to be cautious, until you鈥檙e higher in level. Without magicka, you and your group will likely drop like a freshman on prom night. Improper management, yours and other player鈥檚 errors will quickly dispose of your group.

Stats point in the direction that there is a separate stat for magicka regeneration altered by your magicka, armor, weapons, etc., among other things that need to be considered.

Because of the way healing is set up in this game, you need to think about and adjust for:

  • Magicka Regeneration

  • Spell cost

  • Healing per point of magicka

  • flat bonuses depending on class

  • Overhealing

Overhealing is the act of healing targets at full, or near full health. This is wasted magicka.

C) TRIAGE

Triage in games, as it is in medicine, is working on the most critically injured patients first and moving up. People below a certain threshold are usually left for dead.

It is your job to try and keep everyone alive. Realistically this is not possible all the time. You鈥檒l have to make choices on who to let live, and who will die. This circumstance usually applies when two people are critically injured and you have time to heal one, or you are straining on magicka resources.

Unfortunately, while counter intuitive to the healer role, it鈥檚 a sacrifice that benefits the group.

The rule is, unfortunately (don鈥檛 hate me!), roles. If a sacrifice between a DPS or tank has to be made, it is (usually!) more profitable for the DPS to be sacrificed. If DPS/DPS, the one you like better (just kidding!), it should be the one that you feel contributes more to the group.

The other circumstance is if you are close to defeating the enemy, and you have to pick between a healer or DPS. In such cases it may be prudent to save the DPS to kill that mob quickly. However, it鈥檚 up to your discretion!

V. CLASSES

Now to the meat of the matter. The classes are all suited well for healing. Each class has something to bring to the table, and all may heal thanks to the restoration staff.

While the Templar may look obvious to some, it is important to note that they are the only class that can heal without a restoration staff. This is really their only advantage to other classes.

A) RESTORATION STAFF & ABILITIES

Spoiler

I decided to include this in the class section, because every class should (preferably) be using the restoration staff. The only exception is the Templar, but the Templar can gain many great synergies from the restoration staff.

ACTIVES

TIER ONE - GRAND HEALING

INSTANT CAST TIME, GROUND TARGET. RADIUS 8 METRES. 46 MAGICKA. 4 TIERS

Heals allies in target area for X amount over 3 seconds

MORPHS: Increased duration by one second OR restore magicka for each ally healed

TIER 2 - REGENERATION

INSTANT CAST, 28 METRE RADIUS. 28 MAGICKA. 4 TIERS

Heals two wounded allies for x over 20 seconds

MORPHS: More ticks on heals OR Instant healing on low health allies

TIER 3 - BLESSING OF PROTECTION

INSTANT CAST. 20 METRE RADIUS. 49 MAGICKA

Heals allies in front of players for x. Affect allies get x amount of armor and spell resistance for 8 seconds

MORPHS: Increased healing and radius OR Allies gain damage bonus

TIER 4 - STEADFAST WARD

INSTANT CAST. 28 METRE RADIUS. 6 SECOND DURATION. 60 MAGICKA. 4 TIERS

Creates x damage absorption field for 6 seconds on the lowest health ally in front of you. Shield strength is bolstered by 300%, increasing based on health lost

MORPHS: shields yourself + ally OR heals target when shield ends

TIER 5 - FORCE SIPHON

1.5 SECOND CAST. 28 METRE RANGE. 20 SECOND DURATION. 32 MAGICKA. 4 TIERS

Nearby allies gain x health when attacking target affected by force siphon. Player gains 100% additional health when attack target

MORPHS: Also restores magicka on hit OR ability is instant cast

RESTORATION STAFF PASSIVES

ESSENCE DRAIN. 2 TIERS: Final hit of heavy attack heals a nearby ally for 30% of damage done.

RESTORATION EXPERT. 2 TIERS: Increases healing on allies under 30% health by 15%

CYCLE OF LIFE. 2 TIERS: Deals 1% damage for every 10% health you have.

ABSORB. 2 TIERS: Blocking restores x magicka

RESTORATION MASTER. 2 TIERS: Increases all healing by 5%

B ) TEMPLAR

Spoiler

Because of the nature of templars, I will just go down what I think looks decent for healing, including the restoration tree. The Templar is a very strong healer because of the Restoring Light tree, and synergizes well with the restoration staff. There are also passives later that reduce the magicka of spells, and the ultimate is really nifty in a jam. This class would also be my recommendation to people starting out, or people that want an easier healer. Restoring aura can鈥檛 be beat when it comes to support. They also have the only native dispel outside of the PvP line.

ACTIVES

TIER 1 - RUSHED CEREMONY

INSTANT. AREA. 28 METRE RADIUS. 60 MAGICKA. 4 TIERS

Heals nearby wounded ally for x

MORPHS: Restores magicka when healing low health allies OR heals up to three targets

TIER 2 - HEALING RITUAL

2 SECOND CAST. 12 METRE RADIUS. 39 MAGICKA. 4 TIERS

Heals nearby allies for x. Heals self for additonal 30%

MORPHS: increased self healing OR additional healing on target

TIER 3 - RESTORING AURA

INSTANT. 12 METRE RADIUS. 6 SECOND DURATION. 46 MAGICKA. 4 TIERS

When slotted: Increases stamina and health regeneration by 15%.

When activated: increases health and stamina regeneration of nearby allies by an additional 80% for 6 seconds.

MORPHS: Increased radius OR Has no cost. Consumes essence of corpses to restore health and stamina

TIER 4 - CLEANSING RITUAL

INSTANCE. 12 METRE RADIUS. 0.7S DURATION. 49 MAGICKA. 4 TIERS

Instant removes a negative effect from self. Over 12 seconds, heals nearby allies for x every 2 seconds. Allies in range may activate purify to remove all negative effects and healing for x.

MORPHS: Reduced cost, removes additional effects OR has increased duration.

TIER 5 - RUNE FOCUS

INSTANT. SELF. 12 SECOND DURATION. 25 MAGICKA. 4 TIERS

Creates an area of self protection for 12 seconds, increasing armour and spell resistance by x.

MORPHS: restore magicka while in focus OR receive more healing while in focus.

ULTIMATE:

RITE OF PASSAGE

INSTANT. 12 METRES. 4 SECOND DURATION. 150 ULTIMATE.

Heals nearby allies for 11 every 0.5 seconds for 4 seconds. You cannot move while channeling this ability.

MORPHS: allies take less damage when effect ends OR increases duration

PASSIVES

MENDING: Increases critical strike chance on allies by up to 30%. Critical strike chance increases the more health an ally is missing.

FOCUSED HEALING: increases healing power by 30% to allies standing in an area of protection created by rite of passage, cleansing ritual or rune focus

LIGHT WEAVER: increases duration of restoring aura by 20%, reduces cost of healing ritual by 20%. Gains x armor and spell resistance while channeling rite of passage.

MASTER RITUALIST: increases resurrection speed by 40%. Affected Allies resurrect with 100% more health. 50% chance to gain soul gem upon successful resurrect.

DRAGON KNIGHT

Spoiler

The dragon knight features many defensive cooldowns, and can be tough to kill. They also have many support abilities via the earthen heart tree that can bolster them and their allies鈥?abilities. The Dragon Knight healer can perform exceptionally well in PvP. Since they do have a lot of support, the restoration staff is great synergy (and also required for healing!) on a dragon knight.

Notable skills benefitting a healer:

TIER 2 EARTHEN HEART - MOLTEN WEAPONS

INSTANT. 20 METRE RADIUS. DURATION 45 SECONDS. 35 MAGICKA

Increases weapon damage of nearby allies by x for 45 seconds. Bonus is increased by 100% on caster.

MORPHS: Light and heavy attacks add fire damage OR increased critical strike rating

TIER 3 EARTHEN HEART - OBSIDIAN SHIELD

INSTANT. 12 METRE RADIUS. 20 SECOND DURATION. 53 MAGICKA.

creates an x point damage shield for 20 seconds on all nearby allies. Shield strength is increased by 100% on caster.

MORPHS: shields absorb more damage OR damage dealt when effect ends.

TIER 5 EARTHEN HEART - ASH CLOUD

INSTANT. 5 METRE RADIUS. 12 SECOND DURATION. 60 MAGICKA

Snares enemies for 70% and increases their miss chance by 30%.

MORPHS: deals damage to affect targets OR disorients enemies on cast

ULTIMATE:

DRAGON KNIGHT STANDARD. - ARDENT FLAME

INSTANT. 15 METRES. RADIUS OF 8 METRES. 200 ULTIMATE.

Enemies take x amount of damage every second and receive 50% less healing. Ally make activate to damage and immobilize.

MORPHS: can move standard OR increased damage done and decreased damage taken while near standard for all.

EARTHEN HEART PASSIVES:

ETERNAL MOUNTAIN: Increases duration of Earth Heart abilities by 10/20%

BATTLE ROAR: Restores Health, Magicka and Stamina. Restore amount increased by x% of the ultimate鈥檚 cost.

C) SORCERER

Spoiler

Sorcerers are my personal favourite for PvP, but they may not be everyone鈥檚 taste. They have high mobility, high armor increases and great synergy with the restoration staff. In addition, if you are stacking magicka you have the option of switching to a destruction staff for high spell damage. In addition, dark exchange will never make you want for magicka. Here are a few abilities that may help you out:

TIER 4 DAEDRIC SUMMONING - BOUND ARMOUR

INSTANT. SELF. 70 MAGICKA

Increases armour by x when toggled on, but reduces maximum magicka by 10%.

MORPHS: increases heavy attack damage OR provides increased armour

TIER 5 DAEDRIC SUMMONING - CONJURED WARD

INSTANT. SELF. 20 SECONDS. 46 MAGICKA

Creates an x point damage absorption shield on self and summoned creatures.

MORPHS: increased shield strength on self OR pets deal additional damage

DAEDRIC SUMMONING PASSIVES

TIER 3 - DAEDRIC PROTECTION: Increases player鈥檚 health regeneration by 10% with any summoning ability slotted (including bound armor or conjured ward)

DARK MAGIC ACTIVES

ENCASE OR RUNE PRISON - SINGLE AND MULTI TARGET CC RESPECTIVELY

TIER 4 DARK MAGIC - DARK EXCHANGE

INSTANT. SELF. 3 SECOND DURATION

Restores x amount health and magicka while channeling, drains x% of stamina per second.

MORPHS: take less damage while channeling OR drains less stamina

DARK MAGIC PASSIVES

UNHOLY KNOWLEDGE: Increases ability magicka and stamina by x%

PERSISTENCE: Increases dark magic spell durations by x%

STORM CALLING ACTIVES

TIER 2 - LIGHTNING FORM

SELF. 6 SECOND DURATION. 53 MAGICKA

Increases armour and spell resistance by x ( a lot ) for 6 seconds and deals x shock damage to nearby enemies.

MORPHS: Increased duration OR increases movement speed while active by 24%

TIER 5 - BOLT ESCAPE

INSTANT. SELF. 56 MAGICKA

Teleports player forward and stuns nearby enemies for 1.5 seconds.

MORPHS: Damages and disorients OR absorbs projectiles

STORM CALLING PASSIVES

CAPACITOR: increases magicka regeneration by 5/10%

D) NIGHTBLADE

Spoiler

Nightblades are an interesting mix of shadow and healing. Many of their abilities are damaging, yet have morphs for healing. They鈥檙e similar to as if a warlock from WoW could heal with raw attack power, except with the added restoration staff. I have not tested them extensively.

SIPHONING ACTIVES

TIER 1 - STRIFE

INSTANT. 28 METRE RANGE. 35 MAGICKA

Deals 18 magic damage and heals player for 30% of the damage inflicted every 2 seconds for 10 seconds.

MORPHS: Heals a nearby ally OR receive more healing on self

TIER 5 - DRAIN POWER

INSTANT. 8 METRES. 46 MAGICKA

Deals x magic damage to nearby enemies and increases weapon damage by 6% for each enemy damaged for 17 seconds.

MORPHS: Increases power bonus and maximum targets OR also heals nearby enemies

SIPHON PASSIVES

CATALYST: Increases potion effectiveness by 10/20%

MAGICKA FLOOD: Increases maximum magicka by 4/8%

SOUL SIPHONER: Increases amount healed by siphoning abilities by 8/15%

With a nightblade, having more damaging effects may be beneficial because of the high siphoning healing. For example, mark target will allow a nightblade to ignore 75% of their target鈥檚 spell resistance, making siphon hit harder and therefore heal more on themselves or an ally. More help on the nightblade section of the guide would also be appreciated!

VII. STATS

Note that it is not wise to just stack magicka. You will hit a barrier where your magicka will start to be affected by diminishing returns. This barrier is called 鈥淥vercharged.鈥?/p>

Any of your stats may be overcharged and subject to diminishing returns if you stack them too high. You can place significantly more stats into magicka than the others, but if you dismiss health and stamina you may be liable to hit overcharge. Also, for some reason, having a low health rating increases your aggro!

Wearing all light armour will cause you to overcharge as well. If I recall correctly, the overcharged rating for Magicka is somewhere around 1800 magicka and magicka recharge at 80

VIII. GEAR

For healing light armour is superior. The light armour skill line is as follows:

PASSIVE ABILITIES:

EVOCATION: Reduces Magicka cost of spells by 1/ 2%per piece of light armour equipped.

RECOVERY: Increases magicka regeneration by 2 / 4% per piece of light armour equipped

SPELL WARDING: increases base spell resistance by 4 / 8% per piece of light armour equipped

PRODIGY: grants 5 / 10% chance for spells to critically damage

CONCENTRATION: players ignore 3 /6% of enemy spell resistance per piece of light armour equipped

When you鈥檝e reached satisfactory magicka regeneration/overcharged/whatever you want you can switch out some armour to another. Magicka is superior for healing, regardless of any class.

IX. GUILDS, VAMPIRES, WEREWOLVES AND STUFF

Vampires have a few nice magicka passives to take. I won鈥檛 list them here. Werewolf as I recall doesn鈥檛 have much in the way of healing (unless you鈥檙e a sorcerer that can stack magicka for dark exchange!)

From the guilds, Blood Altar and Bone shield are very nice. Blood altar is a powerful heal, while bone shield is an amazing damage reduction.

X. COMMUNITY HEALING BUILDS

Post or PM me your healing builds. I鈥檒l put them here =)

I鈥檒l be posting this on the official forums once they launch, these builds will be coming with me!

XI. CONCLUSION

It鈥檚 incredibly important to know your class, and be able to anticipate damage. Practice, practice, practice! Healing is a team effort. If you鈥檝e never done it, don鈥檛 expect to be super great at it.

That was tiring. Time to sleep!

What kind of healer have you played? Did you like it, or not? What could have been different?

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k a t e
 
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Post » Tue Mar 18, 2014 5:35 pm

great job well done!

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Alexandra walker
 
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Post » Tue Mar 18, 2014 1:09 pm

I personally have been a healer in almost all MMOs i have played but a sneak character in all ESO games. ESO is one game i would rather stay away from it because of the healing mechanics and lack of control of my heals . I played a sorcerer healer and did multiple runs of the 3 starter dungeons. So i am instead rolling a nightbalde dual wiled dps at launch with minor support abilities for dungeons.

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Sabrina garzotto
 
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Post » Tue Mar 18, 2014 5:58 pm

I did not particularly like the smart target heals either, I didn't have a lot of control over them. My friends kept dying because some slob would run in front of me and steal their heals.

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joseluis perez
 
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Post » Tue Mar 18, 2014 3:42 pm

This! sometimes in average dungeon groups i forced myself to literally stand on the tank and pray my heals would prioritise him. I am sorry , but rolling a pure healer in this game is not for me. For some reason i just dont get the satisfaction of a job well done even after smooth dungeon runs. On the other hand, some of the support abilities are well designed , so will be running a high dps build with 1-2 support abilties for dungeons.

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Kate Schofield
 
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Post » Tue Mar 18, 2014 6:42 pm


For real. It does need a lot of work; I have found myself that I prefer a Templar for the four man dungeons, because you can fiddle with the spells and make them a bit easier with three person healing and whatnot.
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Ross Thomas
 
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Post » Tue Mar 18, 2014 9:37 am

They should change the restro staff so it is not a damaging weapon but a healing your allies weapon (left click)

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Maeva
 
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Post » Tue Mar 18, 2014 11:19 pm

Honestly i havent tried a healing templar , so cant really comment on that, but there seems to be a concensus that templars make better healers because they have more " bursty heals " . Would love some feedback from level 50 VR people.

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Eileen Müller
 
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Post » Tue Mar 18, 2014 3:45 pm

That would solve a lot of problems.

I haven't even been using my restoration staff while leveling. I use a bow for everything, then when I turn in quests I switch to my staff real quick to get experience.

So it's doable to make the resto staff not do damage. You're boned though if you decide to to cyrodiil before you have weapon swapping :P
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Marcia Renton
 
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Post » Wed Mar 19, 2014 1:12 am

Oh, joy. The 'here's how to play' threads already.

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Sarah Unwin
 
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Post » Tue Mar 18, 2014 3:03 pm


It's not. I made it for noobies.

You play how you want. If you're lost, it's here. I don't care if you want to be a naked behemoth healing with an Axe.

If you want to read it, fine. If you don't fine. :shrug:

I just remember how lost I was when I started healing.
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Alyce Argabright
 
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Post » Tue Mar 18, 2014 7:07 pm

I actually like these kinds of threads because it gives you a little insight into how other people are playing their class :)

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matt white
 
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Post » Tue Mar 18, 2014 9:31 am

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koumba
 
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