Total Posts: 6
I have not noticed any major down side to the update. They upped the cost of strife (and morphs) and made path more potent, so it balances out. If anything, I feel a bit more BA post-update (though that might be because I finally topped 300 CP, so my healing is up closer to where it should be). Ran a few Vet dungeons with my dedicated threesome and we got through them.
I would like to add: I am running a mix of Juli (of course) with Combat Physician (from Wayrest sewers, so fairly easy to pick up). The damage shield bonus (along with spell crit and spell damage) from the Combat Physician set is really handy.
I think what we’re seeing, especially with the people posting here (as far as I’ve read), is that this class is turning out to be pretty flexible in terms of gear: there are things you need (spell crit!), but past that, finding something you like is not too bad.
Looking forward to your thoughts on the update, Blood! Especially interested to find out what you discover about swords!
I still haven’t had time to do an update, but here are the changes to dw. DW swords now yields the same spell damage as using any 2h weapon including staves, therefore, the passive does not matter anymore. However, DW does still offer another slot for armor sets and you can have 2 enchants on your weapons. I think it is still worth it to dw as the passives for destro staff are not beneficial at all for damage and healing. More to come
Total Posts: 1
I’ve always played a rogue or a healer in every game. This guide saved me a lot of money, as I was reseting stuff every day to find something I enjoyed. Magicka Nightblade/2nd bar healing staffs is everything I wanted. This guide is ridiculously helpful and I check it several times a day. Many thanks BloodOfAWiseMan!
glad you enjoy the guide! Feel free to ask any questions if they arise.
IMO stamina isn’t something to overly worry about or to drop troll king for. If your team can’t function without continuous shards then they need to fix their builds. Master reso staff is all you need honestly as far as stam goes and the heals from troll king are just too good to replace with a sub-standard crutch. Plus shards is a free slot for us that a templar would normally fill so I think that’s a bonus for us as NB healers. As far as armor goes julianos/mothers sorrow/troll king is my favorite non DLC setup (we are crit based healers/dps after all) and if i could get my hands on it all SPC/infallible/troll is def best DLC setup.
- This reply was modified 5 months, 1 week ago by Mork-Skugga.
Thanks for the feedback and I am 100% with you. I just recently got back to testing this build since homestead patch so I am about to do an update.
You are totally right about troll king, it kicks too much ass to drop. If just one of my HOTs ticks that person’s health shoots to the top in a fraction of a second!
As for the subject of shards, if is actually super important in trials but mostly for the tanks. Try tanking Vet AA without a templar healer against those axes. They are constantly in need of regen, and using the master resto may not be enough if your 2 tanks are too spread out. Templar healers are overrated a lot of the time, but don’t underestimate them either, it is a must to have at least 1 in any trial, and potentially impossible to have less than 2 in vMoL.
That said, with the new warden class and ice staff, and what seems to be an almost completely magic based tanking class, it may become more viable for NB healers to become more used in trials. Reason being is that we can give magicka back with orbs and if the new tanks are completely magicka based w/ice staff we could work together a lot better.
Ahh. I havnt run any trials yet, but I’m looking forward to doing that soon I hope. Trying to get my undaunted up for that second passive so I can drop some of my health enchantments for spell damage. I have the armor passives already but it just wasn’t getting me up where I wanted to be as a vampire which I feel works really well at vet level dungeons. The fire damage gets mitigated fairly well by the elemental resistance passives and the damage reduction/magica regen are just so good in every situation. Idk if you have tried running it yet. I saw you mention not running it in your build and was curious if that was coming from your experience in DLC dungeons/trials.
I haven’t ran vampire but mostly just because I haven’t really found a need to. As I understand it, and feel free to correct me if I’m wrong, vampire passives for magicka increase and recovery are only applied if you have a vamp skill on your bar. However, the increased fire susceptibility is applied is applied at all times. So here are my reasons for not running vamp:
1. I can’t really find a benefit in any of those skills for group utility and I have more important things to put on my bars. Thus, I won’t get the bonuses anyway.
2. As a healer, health and resistances are important because if the healer goes down things can turn ugly quick. Fire is already hot, why make it hotter?
3. The passives I get from mages guild with Inner Light are more than enough to keep my Max Mag and Mag Recov tip top.
4. The passives from undaunted, as well as 5:1:1 armor passives push my max mag already.
5. Dungeons with high fire damage (either entire or partial) include: City of Ash 1&2 (complete dungeon), Banished Cells 1&2 (end boss), Dark Shade 2 (end boss), Elden Hollow 2 (end boss), Crypt of Hearts 1&2 (some bosses), Blessed Crucible (whole dungeon and especially end boss), Imperial City Prison (whole dungeon), and White Gold Tower (whole dungeon, but especially the Inhibitor). The last thing you need, especially in any vet dungeon, is for the healer to go down. This means you will have to not only pay attention to your group, but also be even more aware of taking any kind of fire damage.
6. Fire damage also often puts a DOT on you. So not only do you take the initial fire damage, but more of it every second or so, and the more enemies that hit you with it the more DOTs you have on you. This can spell disaster for a healer if somehow you gain a bunch of agro.
In conclusion, I personally don’t like it because I have no need for it. I’m not going to sacrifice my resistance to the most damaging element in the game just for some extra help with my Magicka (especially when I am already in a good position with my Magicka stats).
That said, My build is not the end all be all. If you like being a vamp then do it. Play the way you want to play, and if you can make vamp work for you then that is totally cool.
If you are a PVP NB healer, then vamp is a different story. Vamps, from what I have heard, do really really well in PVP because of cloaking, invisibility, and life stealing abilities. As I have said before, I am not really a PVP player, so you could use my build as a stepping stone maybe. But definitely build it as your own because I am almost positive my build won’t work that well for pvp because of snares, cc breaks, and other factors.
You don’t need an ability on the bar to get the passives. Although I have weighed the fire dame mitigated by elemental defender against the magica recovery many times. In the end it near evens out but taking vet fire damage at norm as l levels is no joke either so I’ve been torn. If I can feel happy with my magica recovery then I don’t really need to run it I guess.
Ya, sure. I think that’s a good way to judge it. Just do what you think is best.
Total Posts: 1
ive been attempting a build like this myself with mixed results. With a compentant group its really fun but in vet dungeons with low cp DPSers its underwhelming. Reading this guide has really helped me put things into perspective and i cant wait to make some tweaks to try again.
So I guess vamp is used in trials where there is less fire damage as opposed to dungeons.
I have been playing a dunmer magblade (dps) off and on since launch and have been loving it but recently have started healing with him too (I love healing role, but you are right, templar heals gets a little boring especially with a good group!).
Anyway, I came across this guide recently and it is outstanding! Lots of great tweaks to make healing a bit easier.
As to the vampire option, I went vampire early on (cuz how can you not have at least one in an elder scrolls game, right!?) and it is not so bad now that they decreased the damage. Especially with the dunmer passives and points in el defender. Plus I love the fast crouch and sneak….just for fun lurking around town and doing thieves guild and DB questlines. Anyway, of all the things impacting my survivability, the fire damage is the least of my worries.
Anyway, thanks for this helpful guide!
Glad you like the guide! I have to admit, thieves guild and DB would be really fun on this character, I’ll have to give that a shot. For those of you who like vamping I say go for it. I have already listed the reasons I prefer not to, but that’s just my playstyle. As long as nobody is bithing about you dying too much and you find it viable.
I forgot to mention, when going vamp, the other thing you can do is feed right before you go into dungeons. It drops that fire weakness down to practically nothing while still keeping the passives . Then when you get out, just spam mist form about 20x and you’re back up to level 4 vamp. Super easy.
The only issue I have is the lack of passive health regen, but with all of the HoTs you have going, it’s unnoticeable while healing (I notice it if I am out questing sometimes because I am using more dps-only skills).
Lastly, thanks again for this guide. Since I can q in the dungeon finder as a legitimate healer now, I can pop through my random daily SO much quicker. It makes getting those higher CPs so much easier!
Fuck ya it does! Makes finding random super quick! Sometimes pickup grours can be difficult in vet if the other players are truly trash, but it isn’t a big deal. Speed runs are really easy with the NB healer, even in trials!
Hey there! Only been playing ESO a couple of months, and have been playing a magblade. Started getting interested in healing, managed a few normal dungeons, then decided to jump in all the way. I respecced a lot and played around with things, then I found this guide and it’s great! It helped me out a lot. My build is inspired by your build, and I’m still playing around with it, but I’d like to share what I’ve got so far for your opinion and critique.
Funnel Health, Refreshing Path, Sap Essence, Impale/Crippling Grasp, and Inner Light; Siphon Spirit (U)
Siphon Spirit, Mutagen, Combat Prayer, Healing Ward, and Illustrious Healing; Soul Harvest (U)
5/5 Seducer, 3/3 Willpower, 2/5 Necropetence, Double Resto Staff
Okay, so gear. I chose double resto staff instead, given the recent changes to DW, for the constant 5% healing bonus. I am working towards 5/5 Mother’s Sorrow (hard to acquire, I’m discovering) and keeping Willpower Jewelry and Willpower Staff (it’s trait is precise, giving it a nice 6% crit increase) and filling remaining slots with Julianos. End goal much further down the road is also the SPC set.
Bar 1 is aimed to be my main bar I stay on as much as possible, casting restoration heals from Bar 2 and trying to stay on Bar 1 for damage and increased healing and extra crit. I have a +9% healing from siphoning abilities, +5% from resto staff, and +5% for being Argonian, giving +19% to healing, which is nice. I’m torn about the Ultimate here, the current 3% healing from Soul Siphon being slotted here vs Bar 2, or Soul Harvest instead for the increased crit from the Assassination passives, plus extra Ultimate regen since Bar 1 is my main bar. I’m also torn between slotting Impale (more crit) or Crippling Grasp (+3% healing, leading to +12% from siphoning abilities, a total of 22% extra healing).
Bar 2 has all my resto heals. I chose Siphon Spirit for the magicka steal to help me and my allies, since a nightblade healer provides few buffs for the party, but I am torn on its use because I do not have Mystic or Energy Orbs slotted. I chose Healing Ward vs Ward Ally for the extra heal at the end, and I chose Illustrious Healing over Healing Springs for the increased heal and time, feeling like the magicka from Healing Springs wasn’t worth sacrificing the extra healing.
But then there’s still the fact that there’s no room for Cleanse anywhere. And without running a destro staff for Elemental Blockade (setting enemies off balance) and Elementral Drain debuff + magicka steal, I feel like I offer little to a group other than dps and heals.
Anyways, so that’s what I’ve got! Thoughts?
- This reply was modified 4 months, 1 week ago by Joro.
Thanks for checking out the guide and I’m glad that you chose to try something out of the ordinary.
Are you at least CP 160? If not, don’t waste your time or money farming or crafting stuff. You will just replace it soon anyway.
If you are over CP 160, Your current setup isn’t a bad way to start, though Julianos will always surpass seducer for this build. If you are looking to get SPC it can be quite difficult for a new NB healer so you may want to switch to DPS for that, or farm it on another character. The gear I provide is not the end all be all, but I do think they are the best for the build so just do your best and play around a bit.
As for double Resto, you know what I prefer but if you wanna continue going double resto I advise going two five piece sets with no monster helm. Specifically SPC and Julianos/Infallible Aether (when you get there). If you are having trouble getting MS I advise starting with 3 piece jewelry as Julianos does not come in Jewelry. Then you will only have 2 piece left to farm for.
Clearly the way I have it laid out in my guide is my personal preference on how your bars should look, but with you using double resto your could tweek this quite a lot.
As for crippling grasp, I advise you get rid of it. Crowd control is the tank’s job, and I understand you have it on your bar to give you healing increase, but casting this at the wrong time could actually make the tank’s job more difficult. If you want a more useful skill to give you that extra healing I would go with Siphoning Attacks.
Since you are doubling restos you can probably throw some resto staff skills on your frontbar if you want to. It is all dependent on your play style.
Healing Springs always over Illustrious Healing. Why? Because these skills are stackable up to 3 times. So that little bit extra time on the floor isn’t gonna matter much if you are casting it enough to keep it up. The magic regen from Healing Springs is totally worth it.
For Ward I prefer Ward Ally simply because it puts one around me and my target, my HOTs usually do the rest, but if you prefer Healing Ward go ahead. They are both great skills.
For ultimates, Soul Harvest should be on your DPS bar as you usually won’t be killing shit on your healing bar. Other ultimates are better put on your healing bar.
At a low level/beginning don’t worry about giving resources too much. Focus more on getting your play style and rotation down so that when you add something you can easily incorporated.
Siphon Spirit isn’t too bad a skill, and I think a bit better since the Housing update. I don’t see why you can’t use it, but maybe something could be better in its place. Keep in mind, friends only get a small magicka and health return every second as long as they are doing damage. It isn’t as great as it sounds. Much like Communism, it is better on paper than it is in application.
Orbs are super important!!!…in trials…but you aren’t trials ready yet, so don’t freak out about not having them. Don’t freak out about resource return until you start doing vet level content and especially trials.
4th: Replacing Skills
Eventually you will need to replace skills in order to adapt to the situation. It is something that comes with practice and knowledge of dungeons. Figure out what skills are the least important and replace them with things like cleanse, orbs, etc. Also included in this, it maybe necessary one day to replace your front bar resto with a destro, and I would advise leveling this skills tree in case you ever need the change.
What do you mean you ONLY offer DPS and heals?! Templars can’t do that shit normally unless it is an easy dungeon. You are a kick ass Nightblade and you kill shit before anyone even needs to be in danger! It is important to understand that DPS and HPS go hand in hand with this build. Having a high healing percentage is all well and good, but once you have 100 points into Blessed you will already have such an incredible bonus to your heals.
Remember that your Spell Damage, Spell Crit, and Max Mag all are factors in mag DPS and heals so your time would be better spent maximizing those attributes rather than just your healing. Don’t settle for being just a healer because if you’re going to do that you may as well be a Templar.
That’s all I can think of for now. If you have any other questions feel free to ask.
Ya, I’m CP200, and since writing the post a guildie hooked me up with a 5 piece Julianos. So I’ll probably try to do 5 Mother’s Sorrow with it until I’m able to get SPC.
Good to know about Crippling Grasp. I was seeing it less as CC and more of a DOT. And I’ll switch to Healing Springs, I must have missed that it’s stackable. Nice!
I do have one question – when would it be necessary to switch to destro on the front bar? Is it situational? Is the extra +5% healing on resto spells not as significant as something a destro staff would offer? Good thing I already have it leveled up.
Thanks for the sound advice, mate!
Edit: Also, my health is only at 10,500. How can I get that up to at least 15k unbuffed and without food? And is it okay to have all light armor, or should some of it be medium/heavy? Additionally – Without Cleanse, should I run as healer on nWGT for farming SPC?
- This reply was modified 4 months ago by Joro.
Destro staff would only really be applicable for Ele Drain. It is nice to have leveled though if you get qued as DPS.
For my health and magicka I go 5/1/1. All the passives are super helpful. 7 light would be great for extra DPS but the added survivability from extra passives is more profitable. It is best for the final Undaunted passive. Make sure to get your undaunted up to 9 for that. You will see your health and magicka shoot up once you activate that passive.
As for WGT, you can run this dungeon on normal if you want blue gear, you just won’t get purple jewelry. Cleanse in this dungeon is only REALLY needed on the Inhibitor and Molag Kena as there are LOTS of DOTs. On Kena, you start popping cleanse once the wall goes around her and you see an ally get hit with a wall of lightning. You can start doing it again when she summons the lightning around the map.
Also, some quick tips.
Healing Springs can be useless at times and this just comes when learning from experience. On dungeons when there is lots of movement it does more harm than good if you are trying to follow everyone around casting Healing Springs under them. In that situation it is better to substitute HS for Cleanse or another skill and rely more heavily on your Healing Ward or Ward Ally. Situational examples include Molag Kena, Inhibitor, Warden, that giant fucking daedroth in Banished Cells 2, Almost every boss in CoS and Mazzatun ruins.
This is a similar case for Refreshing Path, but I would keep this one as it is a huge heal, makes you run faster to get out of danger, and activates your Shadow Passives.
Make sure you are casting Funnel Health as much as possible to refresh that HOT over and over.
Make sure you cast Sap Essence at least once and a while even if there is only one enemy to give you Major Sorcery.
I normally throw my Refreshing Path right underneath boss especially if there are melee DPS in my group. That way they get a heal and the enemy takes damage.
You are DPSing to heal but think wisely. Don’t sacrifice someone’s health just because you have to complete something in your rotation. This build is all about rotation, but sometimes it needs to be broken. It is imperative to be able to be able to make good split second decisions. That’s actually kind of a healer rule in general though.
Do not use your execute if your team is even struggling a little. Using that execute provides no healing rewards and dropping your guard also can drop everyone else’s. Sometimes it is fun to use, but not in difficult situations. Funnel, Funnel, Funnel till the thing dies.
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