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  1. #11
    Player
    Silver-Strider's Avatar
    Join Date
    Mar 2015
    Location
    Gridania
    Posts
    1,753
    Character
    Silver Strider
    World
    Famfrit
    Main Class
    White Mage Lv 100
    Quote Originally Posted by anhaato View Post
    Snip
    There's also a Vine that will pull you towards an ally that heals both of you. Think Icarus with a healing effect attached.

    As someone that played ESO for a few years, the healing in that game suffered from a handful of major issues and while ZOS tried to give every healer tools to keep them at a minimum, they never fully resolved a lot of them. Chief among them was that Resource Management was the Healer's responsibility and Templars had the best tools to do that with, making it the overall best healer in the game. From throwing a Holy Spear that would rdo damage, provide a damage buff for the Templar and restore Magic/Stamina, to having a huge consecrated ground AoE that would provide a HoT, an Esuna, Snare enemies, and restore resources for allies, to having just no strings attached burst healing capabilities, it really made the other healers seem kind of lackluster in comparison.

    Warden Healer were the next best healers, providing a 10% extra health buff to everyone they healed as well as passive stamina/magic regen on allies that they healed with their conal healing mushrooms. The Icarus Vine skill was a very potent skill but in a game without tab targeting it was a nightmare to actually land the skill and pulling yourself towards the Tank that is currently looking down a behemoth of a boss with a OHKO cleave attack is not exactly the best place for a healer to be. It was still a solid healer though

    Dragonknight, Sorcerer and Nightblade healers though had a lot of problems.

    Nightblade Healers were HoT based for the most part. The only utility they provided was a Movement speed buff, kind of like Expedient but only if an ally ran thru a small ground based area to get it and it only lasted maybe 2 seconds after leaving the ground. You got a Regen tic out of it when players moved into the ground but the point of the skill was for people to stack in the ground for the HoT to work, which is hard to do when people end up running thru the damn thing with the speed boost it gave. There was also Minor Magicsteal, which effectively functioned as Bloodbath but for restoring Magic that they could apply to enemies via one of their DoT skills but Minor Magicsteal was also attached to a universal skill that everyone had access to call Elemental Drain that would lower the target's resistances to magic damage on top of the Minor Magicsteal effect, while costing 0 Magic to actually cast it, unlike the one Nightblade healers had access to in their class, making it inferior to the other option. They had access to a burst heal but it would cost the healer's HEALTH to use and could legitimately kill the Nightblade themselves if their health was too low.

    Sorcerer Healers were.......odd. They tried to make it a pet Healer, utilizing one of the 3 pets that Sorcerer had access to but the primary issue with this is how pets worked in that game. ESO only has 2 hotbars that you have access to and in order for a pet to remain summoned, the skill to summon the pet had to be on both hotbars, else it would be unsummoned it upon switching hotbars, effectively limiting the number of skills you had at your disposal from 12 down to 11. The pet could also die so it was even more troublesome.

    Dragonknight healers are meme status. They were designed so poorly it'd be laughable is it wasn't so sad. So, DK healers are the only healer that had access to group shields. This sounds like it would be great and the shield did provide some good benefits, like boosting the amount of healing people with shields received. The problem was, the Shield's strength was based on Max HEALTH of the caster. Dragonknight Tanks were the best tanks in the game and one of the benefits of the shields was that, they restored Stamina to the caster when used. So Dragonknight Tanks were applying these shields and overriding the Dragonknight Healer's shields making it unnecessary for the DK healer to even use them. The rest of their healing toolkit was also very lackluster. Their best burst heal was to throw a rock at an enemy and it would, somehow, heal an ally, even if the rock missed because the enemy dodged but there HAD to be an enemy that they could hit for the skill to be used at all. Their next best heal was Cauterize, which would summon a little ball of fire around the DK that would shootout heals to allies, once every 5 seconds. The skill lasted for 15s, meaning you only got 3 heals out of it and you had no control of when the Fireballs went out, they were set on 5s intervals with no way to prematurely fire them, other than recasting the skill to refresh it and force a heal out of it. Then, they had a ground based HoT effect, which healed a respectable amount, except it's AoE was even smaller than Nightblade's Healer Speed buff effect. It was Leylines levels of small it was that bad. It had a lot of range so you could fire it from a distance to heal a tank if you could hit them with it but you could only have 1 up at a time and there is a lot of movement involved in ESO's battles that you couldn't really get much value out of it.

    Never got to try Necromancer Healers though. Quit before they were a thing.

    Healing in that game was diverse but it had its own can of worms to deal with.
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    Last edited by Silver-Strider; 06-23-2022 at 12:34 PM.