Dark Priestess – Pug Proof Healer Build (Morrowind Ready)

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    Tasear

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    Bosmer Sorcerer

    by_the_rock.jpg

     The Dark Priestess Build 

    Tried of dugeons ending in failure? Well this build will have veterans asking you if this normal while being in a Veteran Dungeon and Pugs praising you as the goddess descended. This Build is made after nearly 3000 hours of pure healing as a sorcerer. Remember you want to heal as sorcerer not a Templar. 

     

    Advantages

    • Aftereffect of restoring 4% (up to 20%)  of max, stamina, health and magic per synergy used to allies
    • Better Resource Management compare to other healing classes
    • 15 Bar slots instead of 10, as such more buffs then any other class
    • Better usage of Element Blockade compared to other classes
    • 10k + Group shields that also provider minor vitality for 10 secs
    • Increased for damage output for allies up to 52% percent
    • 10% magicka regain to allies

     

    Disadvantages

    • Limited 12 person damage mitigation
    • No base heal support skills (major mending , etc)
    • Most reach undaunted rank 6 to provide resources for allies
    • Two keys needed for bar swapping between three bars
    • Need to keep pet alive and set it to defend in situations

    Change Log

     

    4/ 5/2017 – Published build

    5/15/2017 – Added Leveling Build

    6/1 – 3/2017 – Updated Build for Morrowind

    Image result for eso bosmer icon

     

     

    Race: Bosmer

    Spoiler:

    Seems like orthodox choice, but the 41 % (sorcerer passive + racial passive)  base stamina regain isn’t going to be easy to come by after the Morrowind base game patch. The stamina regain allows the usage of important stamina based support skill and saving on champion points that would otherwise be used to allow more roll dodge or break free. Also you have fall damage passive that is effective in quite a few dugeons along with poison resistances. Though the more usual choice would get 1k more heals, but in the long run it’s not as effective say bosmer for pure healing.

     

    Mundus: Ritual

    Spoiler:

    Sorcerer class doesn’t have easy access to major mending nor passives that increase base heals, but it does have indirect minor boost through passives that increases spell damage, magicka regain, spell critical, cost reductions. Which on point turns out makes the popular mundus choices, Apperentice, Atronach, and to less extent thief, are not as vital as ritual mundus for this build.

     

    Food : Blue or Witchmother Potent Brew

    Spoiler:

    I generally use blue food that increases Magicka and health, but there are reasons to use some other options. For longer fights, where stamina may be in use more than usual I would use purple food that gives more max health, stamina and magicka. For trials, you can use the blue drink that gives health and 500+ regain of magicka which is good for when you are feeling squishing and having trouble sustaining. Though in reality, I prefer the witchmother potent brew over the previous for trials though gives slightly less magicka and health than blue, but the addition of 300+ magicka regain is wonderful.

     

    Potions: Looted potions or Spell Power Essence

    Spoiler:

    Moon sugar is best, but that’s a secret I won’t tell you about. For ever day usage, the looted potions work just fine in dugeons or normal trials. For veteran trials, I would use Spell power Essence for general usage. If can’t maintain the stamina and magicka usage then you can brew potions for this situation. If there are struggling situations where you dying then you can brew spell protection potions.

     

    PoisonsTBA

    Spoiler:

    This is still experiment, but there are good indications that could more useful than using the crushing and weaking enchant for situational basis.

     

    Amour : 6 Light, 1 Heavy

    Spoiler:

    The light amour passives are essential, as it reduces cost, adds spell critical, magicka regain, spell resistances, and spell penetration.  While on the other hand heavy amour passives are essential for 2% more max health, slight increase of resistances, also absorbs magicka when hit which synergies with restoration staff passive, absorb, if you happen to be blocking when hit.

     

    Attributes: 64 Magicka

    Spoiler:

    All attributes points should be placed in magicka at any level, because it increases all base heals tremendously. As such there is no good reason to do any differently, even you pick a different race for this build or make alternations.

     

    Stats

    Spoiler:

    Magicka: 34,4306 – Recovery 1713 (10% – 80% more buffed)

    Health: 19,568 (10% more buffed) –  Recovery 383

    Stamina : 10,505 (5% more buffed  – Recovery  724 (10% to 50% more buffed)

     

    Weapon: 1388 Damage (258+ 20% potion, or dragon knight skill + 10% alliance war),  Critical 10%, penetration 100, resistance 9276

    Spell: 1653 Damage (258+ 20% potion, + 20 dragon knight + 10% alliance war), Critical 39% (1% + major and minor prophecy ), penetration 5397, resistance 12,284

     

    Key

    Yellow Text – This is indicator of thoughts or resolutions on common issues faced.

    Orange text – is indicator of buff from class skills.

    Lighter champion skill highlight – is indication of  a buff for allies.

    Light Purple text- Subsection or variations to the build.

     

    Champion Points

     

    the_warrior.png

    The Warrior

    Spoiler:

     

    The Lord Champion Points

     

    BASTION : 75

    This class has an high up time with their shield including when it’s partaking in the healer role. Also the Sorcerer class the only healer that gives access to minor intellect (10% regain of magicka) to allies via usage of the class shield. The class shield also protects pets. In addition this build uses the another shield from undaunted line to protect allies with affect effect protect pets. Over all this is most important active star from red, along with the three passives satrs being of the highest priority.

    Important Passives Stars

    Field Physician- (Unlocks at The Lord Rank 10) Reduces damage received while resurrecting another player by 15%.

    Infusion – (Unlocks at The Lord Rank 30) Increases another player’s Magicka Recovery by 688 for 8 seconds after you resurrect them. (influnced by max magicka) 

    Revival (Unlocks at The Lord Rank 75) Absorbs 12582 damage for 5 seconds after your are resurrected by another player.

     

    The Lady Champion Points

    Light Amour focus - 2

    Thick Skinned- 37

    Elemental Defender- 43

    Hardy- 43

    This the most balanced step for this build with 15% reduction in the three active stars. Though this is including the minor aegis from the amour set. Overall this setting should be be good for most if not all situations. Also both passives are useful in sustain. Below passives stars provide a bit extra sustain for resource management. If I am hit to hard and low resources then I can able to afford my shield. (magicka). Below passives stars provide a bit extra sustain for resource management. If I am stun to hard and low resources then I can able to afford my shield after freeing myself. (stamina)

    Important Passives Stars

    Spell Absorption – (Unlocks at The Lady Rank 10) Restores 3465 Magicka when you take Flame, Frost, Shock, Magic, Earth or Oblivion Damage equivalent to 30% of your Max Health. This can only occur once every 10 seconds

    Unchained – (Unlocks at The Lady Rank 120) Reduces the Stamina cost of abilities by 80% for 3 seconds after breaking free of a stun, knockdown, fear, disorient or stagger.

    THE Steed CHAMPION POINTS

     

    Spell Shield- 10

    As a healer you will be mostly away from direct attacks, so you need more spell resistances. Though if you are in danger or close up you can a nifty shield already. Sometimes you can stop damage before it even happens, by interrupting the enemy… but here’s a bit extra defense while it happens

    Important Passives

    Invigorating bash- (Unlocks at Rank 10 of The Steed) Gives you a 20% chance to restore 1448 Health when you Bash an enemy.

     

     

    the_mage.png

    The Mage

    Spoiler:

    The Apprentice Champion Points

     

    Blessed: 100

    Elfborn: 75

    Spell Erosion: 4

     

    There’s not much to say here, as a pure healer these are the best options. I put 4 in spell erosion since it synergies with staff expert and restoration staff essence drain. Your light attacks will do more damage while healing an nearby ally or yourself.

     

    Important Passives

    Vengeance- (Unlocks at The Apprentice Rank 10) Guarantees your next spell will be a critical hit, after you block 3 spells within 10 seconds of each other.

    Spell precision- (Unlocks at The Apprentice Rank 30) Increases your Spell Critical rating by 12%.

    Foresight- (Unlocks at The Apprentice Rank 75) Reduces the Magicka cost of your next spell by 80% after you drink a potion.

    Arance well- (Unlocks at The Apprentice Rank 120) Gives you a 20% chance when you kill an enemy of opening an Arcane Well, which restores 3443 Magicka to you and any allies within 2.5 meters of the enemy. (influenced by max magicka)

     

    The Atronach Champion Points

     

    Staff Expert: 31

     

    Your light attacks will do more damage while healing an nearby ally or yourself.  For the same reason we have 31 champion points into staff expert which allows for a passives that synergy well with essence drain too and a slight damage boost.

     

    Important Passives

    Retaliation- (Unlocks at The Atronach Rank 10) Increases the damage of your next Light Attack by 30% after blocking a Heavy Attack.

    Riposte – (Unlocks at The Atronach Rank 30) While blocking, 15% chance to return you (Weapon Damage * 2) to the attacker when you block a melee attack. This can only happen once every 5 seconds.

     

    the_thief.png

    The THIEF

    Spoiler:

    The Lover Champion Points

     

    Arcanist- 100

    Tenacity - 100

     

    With the changes in the morrowind patch resource management is important and after careful consideration at this time. There is no extra benefit in gameplay that would warrant the usage say the 50 cp elsewhere.  Also You will indirectly give allies give allies 2 ultimate often because this build uses 2 to 4 synergies , this  means 4 to 8 ult and potentially every 20 secs. assuming the other user has the passive Wind Running passive is important for two different reasons. It’s gives you addition buff to health and magicka regain, so it helps you sustain while you need to evade. Also for large playing fields while also being indirectly useful when you have to run around rezing. The trick is to run, and shield while pet takes aggro as such you make up for the rezing passive you don’t have like templar. 

     

    Important Passives

    Synergizer- (Unlocks at The Lover Rank 30) Grants 2 Ultimate any time you active a Synergy while in combat.

    Wind Running – (Unlocks at The Lover Rank 120) Increases your Movement Speed by 2%. This applies to all types of movement.
    Also increases Health and Magicka Regeneration by 10% while sprinting.

     

    The Tower Champion Points

     

    Warlord- 10

     

    This is not really important, but the passive synergies well with the one taken from red constellation.  This good for when you interrupt the enemy via bashing also the warlord helps sustain or stamina usage as the only time we will be in trouble is when we need to break free.

    Important Passives

    Ensare – (Unlocks at The Tower Rank 10) Grants a 33% chance to reduce an enemy’s Movement Speed by 20% for 3 seconds any time you hit them with a Bash attack.

     

    Gear

    This is what makes you pug proof

    Making any healer you have to consider primary set is for supporting allies (worm,mending, etc) , while secondary set is for supporting max heals, the tercentenary set is for making up for any deficiencies. So after a lot of testing and thought, I have come up with the sorcerer healer build not only highlights strengths of the class, buff the allies and debuffs enemies in a way most people have not seen.

    Primary Set : Spell Power Cure

    Spoiler:

    In a numbers game sorcerer healer will win in numbers game for constant over healing. It’s unlikely a true sorcerer healer will ever let allies linger near death for more then an instant.  As such some continues heals has them benefiting from this set more then other classes. A fairly balanced supporting set that increases max magicka, while adding significant number of spell damage both as to which effects maximum heals.

    Spell Power Cure
    (2 items) Adds 967 Max Magicka
    (3 items) Adds 967 Max Magicka
    (4 items) Adds 129 Spell Damage
    (5 items) When you heal a friendly target that is at 100% Health, you have a 50% chance to increase their Weapon and Spell Damage by 252 for 10 seconds.

     

    Secondary set: Twilight Remedy

    Spoiler:

    Can it be more obvious? This set is meant to be used by Sorcerer healers. At higher levels it provides significant amount of resources to help allies sustain. Allies receive every 10 secs 4 % to 20% of their max health, magicka, and stamina, assuming they have the undaunted command passive. In combination of the skills it will also provide a shield that is 73% of of the ally’s health ever 20 secs, which is on average 12k + shield  for allies and 7k shield for yourself. This set all indirectly gives 2 to 8 ult ever 20 secs, assuming allies have the champion passive star. Another note, It’s also gives minor aegis which saves you 46 champions points to get full effect of the active stars of physical and elemental/magic damage reduction. On point for allies, it gives minor force (10% critical) to allies every 10 secs which saves allies potentially a slot on their bar. Most importantly it gives 28,039 health over 10 secs, combined with orbs that give 2k each sec, and a burst of 7.5, it makes up for the lost of an ultimate.

    Twilight Remedy
    (2 Items) Adds 129 Magicka Recovery
    (3 Items) Gain Minor Aegis at all times, reducing your damage taken from Dungeon and Trial Monsters by 5%.Monsters.
    (4 Items) Adds 129 Spell Damage
    (5 Items) When an ally activates your synergy, they heal themselves for 28,039 Health over 10 seconds and gain Minor Force, increasing their Critical Damage done by 10%

     

         Alternative sets: Ancient grace (3 piece) or  Necropotence (five piece), instead of critical heals the any priestess or full healer will rely on max magicka

    TertiARY SET: Maw of the InfernaL

    Spoiler:

    This really is about person choice here or what you feel could be better. You could get a one piece of a monster set to add more maximum magicka for sustain and bigger heals, 2% healing for bigger heals, 129 more magicka regain for better sustain, more resistances giving you better defense, more spell damage to increase heals over time and provide more dps, stamina recovery is you picked magicka race for this build, spell critical for higher chance at critical, so overall there’s only a few monster sets that don’t work.

    Maw of the Infernal 

     

    (1 items) Adds 1064 Max Health

    (2 items) When you deal damage with a Light or Heavy Attack, you have a 10% chance to summon a fire breathing Daedroth for 15 seconds. The Daedra’s basic attacks deals 4257 Physical Damage. This effect can occur once every 15 seconds.

    Note: Before you get undaunted it’s advisable to use 2 piece monster set instead of 5 piece twilight.
     

     

    Skill Set

    Bar 1: RESTORATION Staff (Precise) Weakening Enchant (348 decrease in WeaPon and Spell Damage)

     

    Spoiler:

     Reason : After the changes with Morrowind base game patch, blessed was lowered for 25% to 15% while elfborn was left alone so, after considerations precise is the better choice while powered would be 2nd good choice. Though in the future an infused or precise master staff or precise or infused malestorm restro may replace this. One other thing, I would get defending staff as a backup in case you are having trouble staying alive while learning mechs to situations. 

     

     Skill 1 (Magicka Regain) :  Empowered ward

    Empowered Ward.png

    Conjure globes of Daedric energy for protection, granting a damage shield for you and your pets that absorbs 15250 damage for 10 seconds. Also grants Minor Intellect to you and nearby allies, increasing your Magicka Recovery by 10% for 10 seconds. Reduces the cost, increases the duration, and also grants you and your allies Minor Intellect.

     

     Reason : Along with the changes to morrowind in regards to resources management,  more then ever this is needed. Notice that sorcerer is the only class who has access to minor Intellect and also gives allies 10% regain. While the shield is significantly more weaker then alternative it can be made up with champion points, and has longer duration to protect your self and allies along with your familiars aka pets.

     

    Skill 2 (Inward Protection) : Healing Springs

    Healing_Springs.png

    Summon restoring spirits with your staff, healing you and your allies in target area for 2164 Health and an additional 2164 Health every 1 second for 3 seconds.You restore 338  Magicka for each friendly target hit by the initial heal, up to a maximum of 3 targets. You restore Magicka for each friendly target initially healed.

     

    Reason :  After morrowind patch now more then ever is the morph for most healers, it’s has built in resource management for assist during fights. This is used to cast a wide area of people which is useful during hard fights. 

     

    Skill 3 (AOE & Burst Heal) : Summoned Twilight Matriarch 

    Summon Twilight Matriarch.png

    Call on Azura to send a twilight matriarch to fight at your side. The twilight matriarch’s attacks deals 2891 Shock Damage plus an additional 15% damage.Once summoned, you can activate the twilight matriarch’s special ability, causing it to heal the matriarch and up to 2 other friendly targets for 8953 Health.The twilight matriarch remains until killed or unsummoned. You summon a twilight Matriarch. Once summoned, you can activate the twilight’s special ability to heal the matriarch and up to 2 other friendly targets. (influenced by maximum magicka)

     

    Reason : As is should be this is the strongest Burst heal in the game based off what sorcerers pride themselves in maximum magic. This the emergency heal that not only heals, does damage, but all buffs your health by 8% and gives increased stamina and health recovery by 20% just having it on the bar… alive. 

     

     

    Skill 4 (Combat Area Protection) : Combat Prayer

    Combat_Prayer.png

    Slam your staff down to activate its blessings, healing you and your allies in front of you for  5560 Health. Also grants Minor Berserk, Minor Resolve and Minor Ward, increasing you and your allies’ damage done by 8% and Physical Resistance and Spell Resistance by 1320 for 8 seconds. Also grants Minor Berserk, increasing you and your allies’ damage done.

    Reason : It’s a highly useful skill that gives allies multiple buffs including damage, and resistances. The other morph has a wider coverage, and longer duration, but isn’t suited for this class nor build. 

    Skill 5 (Mobile AOE Healing) : Mutagen

    Mutagen.png

    Share your staff’s life-giving energy, healing you or up to 2 nearby allies for 16,654 over 20 seconds.If you or your allies fall below 20% Health, the Mutagen is consumed but heals for an immediate 5764 Health and removes 1 harmful effect. If you or your allies are low on Health, the heal over time is consumed to heal immediately and remove a harmful effect.

     

    Reason : It’s really debatable about these 2 morphs, but for this build I consider mutagen. It’s extra protect for weaker allies, and mini version of purge that is useful for fire, posion damage that you often see and sometimes frost debuff. As to say it makes sure your heals are working. I would only pick the other morph if you are a templar or dps orientated. Also note on occasion this cleanse of a sorts is not enough , I would change with with purge for bosses like Elden hollow 1 final boss or especially craddle of shadows final boss as you will need to purge often (note put dark conversion and energy orbs  on bar 2 for that boss)

     

    Ult: Greater Charged Atronach or Aggressive Horn

    Greater Storm Atronach.png

    Summon a greater storm atronach at the target location. The atronach’s arrival deals 5528 Shock Damage and stuns nearby enemies for 3 seconds. The atronach cannot move but attacks the nearest enemy for 15% more damage. An ally can activate Charged Lighting, giving both the ally and the atronach Major Berserk, increasing their damage by 25% for 8 seconds.

     

    Aggressive Horn.pngSound a war horn to rally your forces, increasing Max Magicka, Health, and Stamina for you and your allies by 10% for 30 seconds. You and your allies also gain Major Force, increasing your Critical Strike damage by 15% for 9.5 seconds.

     

    Reason : I often swap this with an assortment of ultimate depending on team … or simply my mood, it’s usual Greater Charged Atronach or  War Horn. Assuming an ally (dps ally) uses the synergy it allows for better damage. Also it’s another synergy gives the ally more resources because of the twilight remedy set and the champion passive that gives 2 ult per synergy used. Before I forget, this ultimate also increases your spell damage inversely your heals slightly because of the expert mage passive. Though if the team is excellent or it’s a trial then I support war horn. 

     

     

    Bar 2 – LIGHTING Staff (POWERED) Crushing ENCHANT (decrease physical and spell RESISTANCES By 1622)

     

    Spoiler:

    Reason: In a perfect world I would have charged lighting staff… but at last. Powered is still just as useful has a greater use in trials  (more sorcerers to proc concussion) compared to charged but at last either well work for the intended effect. It will proc concussion (10% more damage to outbalanced enemies) on enemies about 20% of the time per tic of element blockade while charged would provide 60% ish. Also take note, the sorcerer is the best class to use this buff . It has 5% increases to shock damage and a execute via an passive called implosion based on shock damage. One other thing, I would also get fire sharpened for solo, frost defending for moments where you have to be tank like. 

     

     

     

    Skill 1 (Magicka Regain ) : Elemental Drain

     

    Elemental_Drain.png

    Send the elements to sap an enemy’s defenses, afflicting them with Major Breach, which reduces Spell Resistance by 5280 for 24 seconds.Also applies Minor Magickasteal to the enemy for 21 seconds, causing you and your allies to restore 300 Magicka every 1 second when damaging them.

     

    Reason : As resource management became important … more then ever has then become a stable skill for non- Templar healers to provide minor magicka skill along with debuffing enemies resistances. It’s a free two for one deal that raises it above siphon spirit. 
    Special Note: I would prefer to have orbs here, but 3 bar counts an unarmed bar. If that ever changes swap these 2 skills locations.

    Skill 2 (Inward Protection) : Plusar

     

    Pulsar.png

    Release a surge of elemental energy to deal 3619 Magic Damage to nearby enemies and afflict them with Minor Mangle, which reduces their Max Health by 10% for 33 seconds, Reduces enemy’s Max Health.

     

    Reason : If there’s nothing alive then how can anyone die. This tricky debuff works mostly on mob polls and some world bosses and dungeon such as the first boss in vAA, gargoyles in vhrc, cats in vMOl, 2nd boss in vWayrest sewers, vDSA almost everything… but the final bosses)

     

    Swappable Skills : Crushing Shock is good for situations where you need to interrupt besides bashing , Restraining Prison is good for situations where you are getting overrun by adds, Rune Cage is good for holding annying adds like axes, overcharges and suneaters in place while dps burns them down

     

    Skill 3 (AOE & Burst Heal) : Summon Twilight Matriarch

    Summon Twilight Matriarch.png

    Call on Azura to send a twilight matriarch to fight at your side. The twilight matriarch’s attacks deals 2891 Shock Damage plus an additional 15% damage.Once summoned, you can activate the twilight matriarch’s special ability, causing it to heal the matriarch and up to 2 other friendly targets for 10206 Health.The twilight matriarch remains until killed or unsummoned. You summon a twilight Matriarch. Once summoned, you can activate the twilight’s special ability to heal the matriarch and up to 2 other friendly targets. (influenced by maximum magicka)

     

    Reason : As is should be this is the strongest Burst heal in the game based off what sorcerers pride themselves in maximum magic. This the emergency heal that not only heals, does damage, but all buffs your health by 8% and gives increased stamina and health recovery by 20% just having it on the bar… alive. 

     

     

    Skill 4 (Combat Area Protection) : Elemental Blockade

    Elemental_Blockade.png

    Slam your staff down to create an elemental barrier in front of you, dealing 1461 Magic Damage to enemies in the target area every 0.5 seconds.Also applies an effect based on your staff’s attack element,Blockade of Fire deals extra damage to burning enemies,Blockade of Frost reduces enemy Movement Speed and immobilizes chilled enemies,Blockade of Storms sets concussed enemies off balance for 4 secs. (Increase size and duration)

    Reason : This was a hard choice, as I considered lighting flood for more a ground based synergy which would of bought the synergy count up to five, but elemental blockage had better usage as it set enemies off balanced allowing 10% more damage for players with champion passive. In that regards you can potentially switch to lighting flood for normal dugeons as you are less likely to see high level players with this passive.

     

    Swappable Skills : Ball of Lighting is useful if the area is too dangerous. A good time to use this is in vhrc the starfall and meteors, vmol the pillars, vmol the final boss death sentence and meteors. Lastly it’s also a shock damage skill so it could proc implosion at the right time. 

     

    Skill 5 (Mobile AOE Healing ) : Bone Surge

     

    Bone Surge.png

    Surround yourself with a whirlwind of bones, absorbing physical damage equivalent to 36% of your Max Health. Allies can activate the Spinal Surge synergy, absorbing damage to allies equal to 73% of their Max Health. It also grants them Minor Vitality, which increases healing received by 8%. The wall lasts 10 seconds and affects up to four nearby allies.

     

    Reason : This the reason we picked bosmer was for this skill. Every 20 secs this skill can be activated by allies. Also note that nearby familiars or pets are affected by this skill getting a free damage shield. What this skill does is provide a shield that is 73% of of the ally’s health every 20 secs for 10 secs, which is on average 12k + shield  for allies and 7k shield for yourself, but in addition it also procs some other things. For instance it will  also give 2 ult, assuming the ally has the passive. Also it will give the allies who use it 4% of max resources assuming the ally has the passive. Don’t forget, 28,000 heals over 10 secs and minor force 10% critical, making your allies all snug tight in buffs. But on top of that, those heals are going to be increased by 8% duel to minor vitality to the group provided by bone shield.

    Ult: Energy Overload

    Energy Overload.png

    Charge your fists with the power of the storm. Light attacks become lighting bolts, dealing 10330  Shock Damage, and heavy attacks blast enemies in target area for 4387 Shock Damage.Both attacks deal 3% additional damage and restores 1161 Magicka. Attacks deplete Ultimate until you run out or the ability is toggled off.Light and heavy attacks restore magicka, but has less bonus damage.

     

    Reason : So along with the changes with the Morrowind this has become more valuable, as it restores magicka when needed along with cleaning up mobs under 15% health due to the sorcerer passive implosion. 
     

     

    BAR 3 – Unarmed (POWERED) CRUSHING ENCHANT (DECREASE PHYSICAL AND SPELL RESISTANCES BY 1622)

     

    Spoiler:

    Reason : So while you are unarmed in this bar, there’s is inheritance from bar two. 

     

    Skill 1 (Magicka Regain ): Energy Orbs

    Energy Orb.pngProject a globe of regeneration that floats forward, healing 1112 every 0.5 secs to you and nearby allies

    An ally can activate the Healing Combustion synergy, causing the orb to explode and heal for 7723 health, and restore 3960 magicka or stamina to them, whichever maximum is higher.

    Reason : Unfortunately this has to be on bar four man dugeons, so to use this succesfull try to throw one  to three orbs ever 20 secs and always throw some before using ultimate on bar one. 

     

     

    Skill 2 (Inward Protection) : Dark Conversion

     

    Dark Conversion.png

    Bargain with darkness to restore 11942 Health and 4696 Magicka. Has reduce cost.

     

    Reason : This gives allies addition 3% spell critical to damage enemies faster and hence protect the group from wiping. It also heals the user for significant amount, and restores magicka. 

     

    Skill 3 (AOE & Burst Heal): Summon Twilight Matriarch

    Summon Twilight Matriarch.png

    Call on Azura to send a twilight matriarch to fight at your side. The twilight matriarch’s attacks deals [x] Shock Damage plus an additional 15% damage.Once summoned, you can activate the twilight matriarch’s special ability, causing it to heal the matriarch and up to 2 other friendly targets for [y] Health.The twilight matriarch remains until killed or unsummoned. You summon a twilight Matriarch. Once summoned, you can activate the twilight’s special ability to heal the matriarch and up to 2 other friendly targets. (influenced by maximum magicka)

     

    Reason : As is should be this is the strongest Burst heal in the game based off what sorcerers pride themselves in maximum magic. This the emergency heal that not only heals, does damage, but all buffs your health by 8% and gives increased stamina and health recovery by 20% just having it on the bar… alive. 

     

     

    Skill 4 (Combat Area Protection) : Circle of Preservation 

    turn_undead.png

    Brand the earth at your location with a rune of protection for 20 seconds. You and your allies in the area gain Minor Protection and Minor Endurance, reducing your damage taken by 8% and increasing your Stamina Recovery by 10%, Roll Dodging from inside the ring costs 20% less Stamina. Reduces Stamina cost of Roll Dodge for allies in the ring.

     

    Reason : This works well in a few occasions. Such as when the who group is stacked in one place, when healer needed extra defensive, when stamina users need more regain. 

     

    Skill 5 (Mobile AOE Healing ) :  Sanguine Altar

     

    Sanguine Altar.png

    Conjure a fountain of blood to apple Minor Lifesteal to enemies in the area, healing you and your allies for 889 Health every 1 seconds when damaging them. Allies can also activate the Blood Funnel synergy to heal themselves for 59% of their.

     

    Reason : It’s gone through some major changes throughout it’s lifetime, but have to say it’s viable now healing a significant amount per ever enemy hit each second. So in that regards, I would use when allies are stacked, returning to the same location, or simply dropping health fast. Notice you can leave this down while you attend to a different area. 

     

    Ult: Energy Overload

    Energy Overload.png

    Charge your fists with the power of the storm. Light attacks become lighting bolts, dealing 10695 Shock Damage, and heavy attacks blast enemies in target area for 4420 Shock Damage.Both attacks deal 3% additional damage and restores 1161 Magicka. Attacks deplete Ultimate until you run out or the ability is toggled off.Light and heavy attacks restore magicka, but has less bonus damage.

     

    Reason : So along with the changes with the Morrowind this has become more valuable, as it restores magicka when needed along with cleaning up mobs under 15% health due to the sorcerer passive implosion. 

     

     

    Credits : Way back in 2015, I had searched everywhere for a Sorcerer Healer Build, and at last this is the one I took inspiration from Dark Exchange Healer. So since then I created this build to show case the best that sorcerer healers can offer while. This build is optimized for four man dugeons…. though possible to do 12 man trials normal and veterans… there’s modifications I would do there.
    Disclaimer: It  should be mentioned that this is the fourth version to my sorcerer healer build.  While the first build simply is only in my memories. There exists two other builds online elsewhere that are significantly different from this build.Though, none of this would be possible without the amazing developers at Zenimax, which I thank them in the silence support in allowing such diversity among classes.

     

    TL:DR Here’s a shorter version. 

    • This topic was modified 1 month, 1 week ago by Profile photo of Tasear Tasear. Reason: bosmer
  2. Member Avatar
    Latin

    Moderator

    Total Posts: 1037

    Imperial

    @Tasear

    Generally well written guide, thank you for sharing.

    Regarding Twilight Remedy,

    Tasear said on April 5, 2017 :

    giving allies a combined total of 12% of their max health, magicka, and stamina via the undaunted command every 10 secs.

    sounds a little confusing or misleading. The 4% of max health and etc. granted through the use of synergy, is predicated on your allies having the Undaunted Command II passive. The contributions that your set choice and skill usage make are the opportunities for synergies and the 5p effects of Twilight Remedy, i.e. the Healing-over-Time and the Minor Force. Perhaps you might wish to go back and clarify that, just in case it confused other readers.

    Tasear said on April 5, 2017 :

    Not only that it gives mini war horns aka minor force 12% critical to allies (really awesome for magicka users) those negating some of the need for major force (war horn).

    On the Minor Force, it gives a 10% modifier as of 2.7, not 12% as you have stated. Also, it doesn’t really ‘negate’ the need for Major Force (15% modifier) in a trial environment (especially since Aggressive Horn affects everyone in the vicinity), but I suppose, as you have stated, that it is helpful to magicka dps who are not guarded or who could not fit Trap on their ability bars.

     

    Tasear said on April 5, 2017 :

    Tercentenary – Maw of the infernal (2k health) or Setinel of Rkugamz,

    “Tertiary” would be more appropriate here. =]

    There are a couple of minor typos here and there, but nothing too important, I get the general picture.

    e pluribus unum

  3. Profile Photo
    Tasear

    Novice

    Total Posts: 14

    Bosmer Sorcerer

     

    Latin said on April 6, 2017 :

    @Tasear

    Generally well written guide, thank you for sharing.

    Regarding Twilight Remedy,

    Tasear said on April 5, 2017 :

    giving allies a combined total of 12% of their max health, magicka, and stamina via the undaunted command every 10 secs.

    sounds a little confusing or misleading. The 4% of max health and etc. granted through the use of synergy, is predicated on your allies having the Undaunted Command II passive. The contributions that your set choice and skill usage make are the opportunities for synergies and the 5p effects of Twilight Remedy, i.e. the Healing-over-Time and the Minor Force. Perhaps you might wish to go back and clarify that, just in case it confused other readers.

    Tasear said on April 5, 2017 :

    Not only that it gives mini war horns aka minor force 12% critical to allies (really awesome for magicka users) those negating some of the need for major force (war horn).

    On the Minor Force, it gives a 10% modifier as of 2.7, not 12% as you have stated. Also, it doesn’t really ‘negate’ the need for Major Force (15% modifier) in a trial environment (especially since Aggressive Horn affects everyone in the vicinity), but I suppose, as you have stated, that it is helpful to magicka dpswho are not guarded or who could not fit Trap on their ability bars.

    Tasear said on April 5, 2017 :

    Tercentenary – Maw of the infernal (2k health) or Setinel of Rkugamz,

    “Tertiary” would be more appropriate here. =]

    There are a couple of minor typos here and there, but nothing too important, I get the general picture.

     Thanks for reviewing! Fixed a the typo and another noticeable one, while along the way added clarification to the undaunted passive (and secretly baited more people to get the passive).  In regards to minor force , seems like gear hasn’t been updated or something cause I am looking at gear says 12% instead of 10%. Also in regards to, the Storm Atronach is there for generic situation, and worst pug dugeons imaginable. Assuming at lower levels dps is less likely to have high critical ratting or proper gear along with build then increase of 25% damage increase for 8secs would be significant along with 10% minor force which the more likely to need if they… don’t know what they are doing. (Really effective in imperial city for dual teams – storm ult synery then other uses ult) Thinking about it now, I forget to mention it also gives 1400 magicka to user after usage along with that extra synery.  While grinding Cp, and AP, I would use this skill. As stated above I believe this build set skills could work for any CP. Though, as always in the fine print, I am saying I use war horn most of the time.  \o/

     

    On occasion, I get bored or find some use for Absorption field (ex flame shapers in HRc ).  Really fun just to use in blackheart heaven and useful for stack and burn in city of ash. Only healer who can survive bad dps in elden hollow since it actually negates the fires. Of course good to negate, an mob’s negate like in vDSA, or vMOL. If anyone reads , then I would like to know what else it negates, cause it doesn’t seem like much.

     

    But I agree, war horn is best.

    • This reply was modified 3 months, 3 weeks ago by Profile photo of Tasear Tasear.
  4. Member Avatar
    sosaria

    Scamp

    Total Posts: 2

    What is this Moon Sugar Potion you speak of?

    What buffs does it provide?

    And why aren’t you letting us know how to get our hands on it?

  5. Profile Photo
    Tasear

    Novice

    Total Posts: 14

    Bosmer Sorcerer

    sosaria said on April 6, 2017 :

    What is this Moon Sugar Potion you speak of?

    What buffs does it provide?

    And why aren’t you letting us know how to get our hands on it?

    It’s blessings bestowed to only the chosen people. For now I suggest normal potions mobs give are fine as you aren’t ready for the potions the gods give … just yet.

  6. Member Avatar
    QuadroTony

    Scamp

    Total Posts: 7

    great build! im healing like a god with it

    sometimes bastards votekick me (some leet players i guess) because in not templat lol!

    like today at last boss Warden, when i healed them without single death whole run, and in the end they ask me where is shards LOL

    when i said im sorc they kicked me, even if i was very good

  7. Profile Photo
    Tasear

    Novice

    Total Posts: 14

    Bosmer Sorcerer

    QuadroTony said on May 14, 2017 :

    great build! im healing like a god with it

    sometimes bastards votekick me (some leet players i guess) because in not templat lol!

    like today at last boss Warden, when i healed them without single death whole run, and in the end they ask me where is shards LOL

    when i said im sorc they kicked me, even if i was very good

     

    Bone shield has a limited range so make sure you are close. Also start off the dugeon showing what sets you are using, and assuming you are using twilight Remedy then tell them to press x when on screen.

    P.S You are getting Stamina support come Morrowind next week as seen in the patch notes. I suggest you start leveling energy orb.

     

    • This reply was modified 2 months, 1 week ago by Profile photo of Tasear Tasear.
  8. Member Avatar
    runningp

    Scamp

    Total Posts: 5

    Howdy Tasear,

    First off, thanks for taking the time to learn the class and make a great write up!  I am getting back into ESO and didn’t want to go the Templar healer route and stumbled upon your build.

    Currently I have no CP and am just starting to level my Sorc.  I am making notes of your skills to know what lines to work on but do you recommend just leveling as a pet build with resto 2nd bar to max and don’t try to heal any dung’s on the way up or work on this build firmly and suffer a bit on the way up?  Also I know passives are tough but could you at least let me know the priority you would work on them as a fresh level?

    Thanks in advance to all help!

    P

  9. Profile Photo
    Tasear

    Novice

    Total Posts: 14

    Bosmer Sorcerer

    runningp said on May 19, 2017 :

    Howdy Tasear,

    First off, thanks for taking the time to learn the class and make a great write up! I am getting back into ESO and didn’t want to go the Templar healer route and stumbled upon your build.

    Currently I have no CP and am just starting to level my Sorc. I am making notes of your skills to know what lines to work on but do you recommend just leveling as a pet build with resto 2nd bar to max and don’t try to heal any dung’s on the way up or work on this build firmly and suffer a bit on the way up? Also I know passives are tough but could you at least let me know the priority you would work on them as a fresh level?

    Thanks in advance to all help!

    P

    Hmm, I think I was healing say v5 aka champion 50 in veteran dugeons also started right away as healer for normals. For the most part, I just level up via daily randoms. In fact, there was a day I did over 10. There random xp is nice ever after it cuts down from the daily. Also after morrowind comes along you will need to level undaunted skill line to be effective healer as energy orb will give resources. So it’s not so bad just to level doing daily dugeons. So let me think it’s going to be a bit improtu, but here’s how I would level up.

     

    Going to assume for the must part everyone is doing there roles in the dungeon. Meaning tanks have taunt, and have decent aggro control and dps can sorta kill things. So here’s I would do it over again. So if you are bold enough you can do daily random at lvl 10. Just use healing springs and mutagen… and twlight if you get that far before level 10. You just have to apply mutagen before fights and use springs on them for mobs fights (assuming you have then use twilight if they are outside the circle for heal).

    Before Champion

    Gear

    • Sanctuary or healer set (From banished cells or can be purchased or farmed in nDSA)
    • Seducer (infused) (crafted 3 trait set)
    • random staves
      • Powered Trait on resto, defending trait on destro (if possible)

    Enchants

    Absorb Magicka / Glyph of Hardening

     

    Bar 1

    *  Inner light -> Emproward ward

    * Grand Healing – Healing Springs

    * Summon Twilight matriarch

    * Combat Prayer

    * Regeneration – Mutagen

    Ult – Summon Storm Atronach

     

    Bar 2

    Innerlight –  Element drain

    Circle of Protection –  impluse

    Summon Twilight matriarch

    Element Bloackade

    Blood Altar -> Bone Shield

    Ult – Negate Magic

    Priority Passives

    Class Skills

    1. Unholy Knowledge
    2. Power stone
    3. Rebate (first)
    4. Capitactor

    * While all the class skills are useful these are most important ones till you become champion level

     

    1. Essence Drain
    2. Restoration Expert

    * I suggest after acquired the rest of the listed passives here, then get the rest in restoration staff

    Destruction Staff

    1. Elemental force

    * You can get the rest of these last

     

     

     

    • This reply was modified 2 months, 1 week ago by Profile photo of Tasear Tasear.
  10. Member Avatar
    runningp

    Scamp

    Total Posts: 5

    wow! thanks for the reply. Looks like I have a path, time to get going.

    Thanks again very much.

  11. Profile Photo
    Tasear

    Novice

    Total Posts: 14

    Bosmer Sorcerer

    Updated for morrowind though I still need to fix some text in skills. Hope you all enjoy!

    • This reply was modified 1 month, 3 weeks ago by Profile photo of Tasear Tasear.
  12. Member Avatar
    Tonturri

    Scamp

    Total Posts: 8

    It’s been a while since I’ve messed around with Overload. I’m trying to make my own Sorc healer build (less support-y than yours, but can put out substantial DPS while still maintaining at least orbs and ele drain). How have you found the swap speed between normal bars and your overload bars? The main reason I never used Overload is because the swapping was so slow and just plain godawful CLUNKY, I’d sometimes find it spazzing out and the game couldn’t decide which bar I was on.

     

    On a side note, a couple of suggestions. You could probably drop Impulse, as the Lightning heavy attacks continue to give rather nice AoE. I personally prefer Liquid Lightning, as I can put it down and forget it. Still gives great DPS in both single target or heavy, but leaves me free to cast other things (such as heavies for resources, which I need a lot of – my setup isn’t near as sustain-y as yours – or a heal if needed, while LL continues to give me DPS). Also helps with Concussion application and Implosion procs even more.

     

    Concerning Mutagen/Rapid – have you tried testing your SPC uptime without it? I’ve found that most times a DPS needs healing, they need my direct attention (Twilight heal/springs). I don’t have SPC cure yet (Imma cheapass Altmer, plus I’m hesitant about farming the dungeon it drops from…>.>) 10 sec is a long time, especially since you might be healing people with springs or the twilight anyway.

     

    It also seems like you run without Magelight. What’s your experience in running with vs. without?

    Have you tried changing your Mundus yet? With morrowind sustain being harder, I think Atronach is a good choice. I’ve always ran it anyway, but having more magicka means you have more of everything. When I tried the healing mundus, I found I just couldn’t get past that it only applied to my heals.

     

    Basically I’m trying to mash together a sorc lightning heavy attack DPS build and a healer setup, would appreciate thoughts on it. :D

     

    On an entirely unrelated note, EEEE Bosmer sorcs. So damn cute.

     

    Edit: Bosmer. I think it’s 21%, not 41%? And it isn’t very useful unless you actively invest in stam regen to get more benefit (see Amber plasm for pvp builds, but this is a PvE healer). Furthermore, your shield takes care of a lot. I’ve tried every which way to justify using Bosmer over Altmer in a wide variety of setups (Did bosmer sorc tank/healer, bosmer warden tank/heal, bosmer dk tank/heal), and I’ve never found it at all useful except in PvP. They’re much cuter than Altmer though. I’d definitely be an all Bosmer player if Altmer passives weren’t so damn amazing.

    • This reply was modified 1 month, 3 weeks ago by Profile photo of Tonturri Tonturri.
  13. Profile Photo
    Tasear

    Novice

    Total Posts: 14

    Bosmer Sorcerer

    Tonturri said on June 5, 2017 :

    It’s been a while since I’ve messed around with Overload. I’m trying to make my own Sorc healer build (less support-y than yours, but can put out substantial DPS while still maintaining at least orbs and ele drain). How have you found the swap speed between normal bars and your overload bars? The main reason I never used Overload is because the swapping was so slow and just plain godawful CLUNKY, I’d sometimes find it spazzing out and the game couldn’t decide which bar I was on.

    On a side note, a couple of suggestions. You could probably drop Impulse, as the Lightning heavy attacks continue to give rather nice AoE. I personally prefer Liquid Lightning, as I can put it down and forget it. Still gives great DPS in both single target or heavy, but leaves me free to cast other things (such as heavies for resources, which I need a lot of – my setup isn’t near as sustain-y as yours – or a heal if needed, while LL continues to give me DPS). Also helps with Concussion application and Implosion procs even more.

    Concerning Mutagen/Rapid – have you tried testing your SPC uptime without it? I’ve found that most times a DPS needs healing, they need my direct attention (Twilight heal/springs). I don’t have SPC cure yet (Imma cheapass Altmer, plus I’m hesitant about farming the dungeon it drops from…>.>) 10 sec is a long time, especially since you might be healing people with springs or the twilight anyway.

    It also seems like you run without Magelight. What’s your experience in running with vs.without?

    Have you tried changing your Mundus yet? With morrowindsustain being harder, I think Atronach is a good choice. I’ve always ran it anyway, but having more magicka means you have more of everything. When I tried the healing mundus, I found I just couldn’t get past that it only applied to my heals.

    Basically I’m trying to mash together a sorc lightning heavy attack DPS build and a healer setup, would appreciate thoughts on it.

    On an entirely unrelated note, EEEE Bosmer sorcs. So damn cute.

    Edit: Bosmer. I think it’s 21%, not 41%? Andit isn’t very useful unless you actively invest in stam regen to get more benefit (see Amber plasm for pvp builds, but this is a PvE healer). Furthermore, your shield takes care of a lot. I’ve tried every which way to justify using Bosmer over Altmer in a wide variety of setups (Did bosmersorc tank/healer, bosmerwarden tank/heal, bosmerdktank/heal), and I’ve never found it at all useful except in PvP. They’re much cuter than Altmer though. I’d definitely be an all Bosmer player if Altmer passives weren’t so damn amazing.

    This build focuses on utility in a direction of a cleric, so some of my design choices actually reflect that. There’s many different ways this could be done. At last let me focus on your questions.

     

    Point 1) Bar Swapping

    Interesting question about bar swapping. I won’t see it’s easy as it took some time to adjust, but was defiantly worth it. So how to you do effectively? First you might want to change your keys around so both keys are nearby each other or just switch roll mouse keys back and forward. Next part is bit more complex, some skills have a tiny, tiny cooldown before you can swap bars… like dark exchange, so it’s actually about being careful what you put on the third bar and when you use it. Notice how I have blood altar and circle of protection on the third bar. Less likely to be needed for most fights, but in endurance fights or with weaker members it’s a great skill for allies or yourself. Also I am careful when I use the first bar ult, so I am not in need of the 3 third bar for a bit.  Lastly make sure to get passives that build ult, such roll dodge cost (another reason for bosmer),  blocking (stamina thingy), light and heavy attack, fighter guild passive, ravage potions.  So like I said not easy, but profoundly powerful after you practice. 

    Point 2)

    I did consider using liquid lightning or lighting flood for the extra synergy, but I back on design choices it was for the debuff “minor mangle”. Admittedly not useful in trials except on some special parts, so I might take your advice as I get ready to publish a design for trials (including veteran trials). Otherwise though it’s a great skill for healers as not only finishes off mobs, but on some occasions debuffs mini bosses,dugeons bosses (first boss in vAA, 2nd wayrest), world bosses. Though back on point, I agree it would be more useful if you want to have more damage variation to supplant this was liquid lighting, though I would either impluse, or elemental blockade as they both serve as aoe proc for concussion,  and damage over time .

     

    Point 2) Sustain

    Sustain isn’t so bad actually, in fact I don’t use all the resources that I have for it. I would try the witchmother potent brew … great stuff and the twlight migrates the lose of health. Also, there’s an overlord ultimate that gives magicka on heavy and light attacks. You could always slot barrier and get 10% magicka regain from alliance war (also magicka and ult after finshed) , also check out the boost if you take down a keep it’s 10% more spell damage for 30 mins and 20% magicka regain. Then again easy, but costly way is to use posions that give back resources while doing damage. Simply way though is to have one staff do absorb magic. One last thing note the auto target for heavy attacks on the resto staff seem off, as you will find yourself having to manuallly target. Do not forget to let the heavy animation finish to regain resources.

    3) Mutagen/Rapid

    I like those skills more of the extra security (heals allies when they drop to far) and a pre-fight buff. But you could easily do the same with healing springs. There’s a reason why I say Sorcerer class really pulls this set off the best. In more than one aspect I am over healing. If you think about the twilight remedy set uptime if nearly 100%, so it’s not a real worry about uptime.

     

    4) Direct Attention

    There’s a few ways to heal or support and ones of those ways is migration. That adorable bone shield not only buffered some damage before it even happns, it also heals your allies throughout the duration.  It’s like nightblade and dragonknight healing, but bit supbar as this isn’t that class. In those regards, you will hardly ever see as much of a need for burst heals as  might you think. Even then if you might find your healing springs more useful, since you going to having higher critical hits then I do.

     

    5) Magelight

    At one point, I realized I was overkill or felt comfortable enough that the trade off off bigger heals vs more utility wasn’t worth it. I suggest people at lower levels then I or just leveling up use it though. Also, as a dps/healer I highly suggest you use it. I would remove mutagen/ elemental blockade to add in on the bars.

     

    6) Mundus

    I spent more time then I want to admit finding the right mundus. Going in some sort of order, the mage was useful for more output, but less effective heals then again at my level I really didn’t need it. I originally had the annotach like any good healer thinks to do, but wasn’t worth it. Why, because less effect heals and already plenty of ways to sustain skill wise and with champion points. In considerations for your previous concerns and mentioned ones in this section I would try that food that gives 500 regain and health with the mage munuds if you are looking for more sustainable solutions. If that doesn’t work then go use blue food with the thief mundus, this way do less for more.

    7) Heavy attack build

    I would like to remind you there’s a passive on the resto staff called drain essence that gives allies a heal based on percentage of damage from heavy and light attacks. This something nightblade healers use to be effective and dominating in dps/healing, but sorrecer can pull this off too. I would definitely put a lot of points into staff expert and arms master. Also use mystic orbs instead of energy for more dps.  I seen another healer use illustrias healing instead of healing springs for the greater healing over time effect (do damage during this time) , but be somewhat careful on your sustain. Hmm, I would google “eso animation canceling” (block casting, bar swaping) ,  “weaving”.

    Skills to consider

    Endless fury – sustain

    Lighting flood – sustain Aoe target shock damage for concussion

    Crushing shock – single targe shock damage for concussion

    Bound Aegis – more magicka more damage

    Mage light – regain, critical, magcika

    Dark Coversion – sustain and proc minor spell prophecy for allies. You can pick the damage morph for the other skills if you use this.

    Summon Charged aronach for more aoe damage

    Shotting star for great damage

    Either utl for barriar – one for sustain or one for more heals.

     

    * Note if you aren’t already a bosmer then I would suggest altmer for easier dps/healer combination.

     

    Gear for dps/healer

    Spell power cure/ Nercopantance

    If you want more damage for your self while still outputing decent heals this is a great combination. Notice this combination lessens the value of the bosmer race choice.

     

    Nercopatance and Twilight Remedy

    Still want damage for yourself but want a safer option then I would use this instead.  You can also buy this jewelry in gold.

     

    Well I hope that I was helpful ^.^

    Edit: Altmer is better for healer who is more inclined for damage. For pure healer bosmer is better choice for more balance.

    • This reply was modified 1 month, 1 week ago by Profile photo of Tasear Tasear.

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