Total Posts: 4
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 2 weeks 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.
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