Hello there
I`ll definitely play a full healer in TESO (Resto-Templar).
I studied the Skills and now I would like to hear, if my conclusions aren`t wrong.
I have also some questions (some of them I believe already answered in this thread, but I`ll need time to comprehend it. Please excuse me for asking stupid stuff
1. If you use your first skillpoints for your active abilities, they will level up faster (even if you don’t use them, but you have them slotted). Is that correct? So it is the goal to slot your important active spells asap Right? (And don’t waste to much Points for active Spells, you don’t need (or passives). But you have to take at least one, if you want to level up the tree (for example Mages-Guild).
3. So if you have 2 Pieces of Light/Medium and Heavy Armour equipped, you lvl faster, than when you are full Light or full Medium etc. is that right? (The difference may be small, but if you plan to swap your Gear in Endgame (PVP <=> PVE), it could be important right? (If we make the preassumption, that the lvl scale increases with high numbers. The parallel levelling makes sence (since they increase anyway from time to time). -- for example if i discover a new spot.
4. So they say its possible to learn every skill and level it up. But you need Skillpoints to morph them (and to activate them).
But if you want to play a full heal, you should focus on your main-abbilities right? Morph them to the maximum and don’t waste them for alternative Spells you could possibly use for 2nd specc eventually.
5. Magika, Endurance and Health. I saw some numbers in this thread (Full Heal: 100% Magika, no points in Health ore endurance (=stamina) right?).
But I somewhere read, that there is something like a hardcap. And its possible to max out 1,5 Stats (For example 100% Magika/ 50% Health (or 50/50/50). If you go with every point in magika, you will hit the hardcap/softcap at 100%. If you take more Points in Magika (i.e 150%) it will be less efficient (decreasing efficiency) with every point. Is this true? (If yes, this brings some perspective and I would have to think about putting more points in Health (i.E Cicle of live: +1% damage for every 20 health you have). I heared the “fine-tuning” you can do with the professios (enchants etc.).
6. Ultimates: Warhorn vs Barrier Vs. Rite of passage. (I think they are the most certain choices for healers/supporters).
The costs: Clearly Rite of passage is very cheap (only 150 Ultimate vs. 213/255). But the spell lasts only 11s. (The problem: Interruption)
Barrier sounds nice, but the radius is terrible. And the big question is, if the amount of absorbtion is afflicted by modifiers as +5%healing done etc. Because in this case rite of passage or Warhorn are better.
7. Breton vs. Altmer vs. Argonian ([color=#808080;][font="arial, sans-serif;"]15% experience from Destruction Staff skill line.[/color][/font] Vs [color=#808080;][font="arial, sans-serif;"]+15% experience from Light Armor skill line. Vs [/color][/font][color=#808080;][font="arial, sans-serif;"]15% experience from Restoration Staff skill line.[/color][/font] So for healer playing an Altmer I see a disadvantage).
8. Important passives (as an Altmer):
Racial: Gift of Magnus (4% Magika) >Spellcharge (3% Magika regeneration in Combat).
Templar (resto): All (Mending, Focused Healing, Light Weaver, Master Ritualist
Dawns Wrath: Restoring Spirit: (I take it, that you gain 2% magika if you activate a DW skill right?)
Light Armor: Evocation>Prodigy>Recovery>Spell Warding, Consecretion
Now if I go for all heavy, I don’t loose much (only 6% Spellcost 5% Spellcrit and some spellresistance) but I gain much defensive things with heavy. So my goal would be to swap to heavy armor if a fight goes crazy or you are in pvp/wvw (My survival vs Max heal).
Some of you proposed a mix. But the main Goal is simply, that both types of armour are on maximum Skill level (And that is possible right?). If I should equip 3/3 ot 4/2 we can discuss later.
The heavy armor would give me some huge perspective. (With my questions 1-5 answered). (Because then, I can sometimes let the restostaff in my inventory and take two other weapon combinations (Thats one reason for me to avoid skills from Resto-Staff... better morphing out your other Spells...).
Clearly, a destro staff has its advantages (Regarding the Altmer-Destro-passive… and the fact, that our magikapool is big/reduced spell cost etc.)
But I would love to try out two handed, sword and shield or Dual wield. (or then a bow… as proposed here).
My main-weapon would be Resto-Staff (because of the passives). So I can swap from pure, light armoured-staff healer, to heavy (weapon x) healer.
9. My active Abillities:
I was thinking of equipping two Resto-Staffs. So one Specc would be more direct healing and the 2nd specc would bring protection, synergies etc.(--> But then the 2nd Resto staff makes no sence...)
But I am not sure. Here another proposal:
Until lvl 15 (With Resto-Staff)
- Sun fire
- Rushed Ceremony
- Healing Ritual
- Restoring Aura
- Rune Focus
After lvl 15
1 Weapon (Resto Staff)
- Rushed Ceremony
- Healing Ritual
- Restoring Aura
- Rune Focus
- Equilibrium or Force Siphon (or Blessing of Protection)
2 Weapon (). (Synergy spam)(Protection Spam)
- Trapping Webs
- Bone Shield
- Rapid Maneuver (I think only for organized groups because of spellbreak) (Ev. Sunfire
- Rushed Ceremony? (oh shit button, before swapping back to Specc 1)
- Cleansing Ritual
=> Dual Whield --> Twin Slashes- Morph- Selfheal scales with modifiers?
=> Bow (Sun Fire for 1v1, solare Flare, Weighted Shot (As proposed from Muscle)
=> Destro Staff
=> Sword and Shield
[font="calibri, sans-serif;"]I feel, that healing will be very important for PVE groups, so my goal is to reach full potential in endgame Situations. After that I can go for more snare/cc.
Thanks for your patience with me [/font]
[font="calibri, sans-serif;"]I. [/font]