This healer build is built around my arcanist dd and tank build
All in all this would have the dds hit penetration and crit damage cap, while providing other strong buffs and making sure the enemies hits like a wet noodle, while having reliable long range automatic healing.
The beauty of this build is that the healer can be a healer, making sure the other players actually dont die, while still providing strong and unique buffs. Also there is no need to spam combat prayer as minor durability and berserk is for the most part already covered
Before fight
- Overflowing altar (healing)
- Combat prayer (5%dmg)
- Cauterize (for healing and spc proc)
In fight
- Elemental susceptibility (applies major breach+minor vulnerability+minor brittle+minor maim) ca 20% dmg increase for 4 sec, then ca 14% after that if you dont reapply before it runs out next 28 sec.
- Elemental blockade (applies minor breach≈ 5%)
- Extended ritual
- Harvest field
- Standard of might (adds 15% dmg done)
- Energy orb (gives 4k mag/stam restore to group)
- Combat prayer (reapply minor berserk)
- Elemental susceptibility (spam elemental susceptibility when nothing better to do. Skill is free and applies minor brittle, minor vulnerability and minor maim for 4 sec)
Due to Minor toughness from the warden passive and the combat physician set dds effectively have 30% extra hp, in addition to armor buffs from tank and minor protection this makes it hard to die making achievements easier and time wastage due to death's lower.
My other builds in the series, can be found here:
https://eso-hub.com/en/users/11017/snorctheorc
Everything in this series are built around the base stats of the “selfish” dds in the series. The main base stats of the dds before major/minor buffs are:
Crit damage 90%
Crit chance 53%
W/S damage 4319
DMG modifier: 166%
Penetration 7948
After all groupwide buffs and debuffs, the dmg endstats of the selfish dds effectively become:
Crit damage 110-125%
Crit chance 76%
W/S damage 7400
DMG Modifier: 220%
Penetration 18200
How intial damage calculation works is: ((Max Resource / 10.5 + Weapon/Spell Damage)*Dmg multiplier)*((1+critchance)*critdmg)
Then after that, the opponents armor further mitigate the damage. Since enemies will effectively be at 0 armor from our penetration stat and tanks armor debuffs, there will be no mitigation.
Here are the group- buffs and debuffs which will/should always or mostly always be active:
Buffs:
Buffs provided by group as a whole, comes on top of base stats:
- Major Berserk: Increases all damage done by 10% (Storm Attronach synergy)
- Minor Berserk: Increases all damage done by 5%
- Major Courage: Increases Weapon Damage and Spell Damage by 430
- Minor Courage: Increases Weapon Damage and Spell Damage by 215
- Pearlescent ward: Increases Weapon Damage and Spell Damage by 180
- Major Brutality/Sorcery: Increases Weapon Damage by 20%
- Minor Brutality/Sorcery: Increases Weapon Damage by 10%
- Major Savagery/Prophecy: Increases Weapon/spell Critical by 12%
- Minor Savagery/Prophecy: Increases Weapon/spell Critical by 6%
- Major Slayer: Increases damage dealt in Dungeons and Trials by 10%
- Banner Bearer: Increases AoE dmg by 6%
Critical Damage Increases:
- Minor Force: Increases Critical Damage by 10%
- Nunatak: Increase Critical Damage by 20% ca 30% uptime
Recovery Increases:
- Major Endurance: Increases Stamina Recovery by 30%
- Minor Endurance: Increases Stamina Recovery by 15%
- Major Fortitude: Increases Health Recovery by 30%
- Major Intellect: Increases Magicka Recovery by 30%
- Minor Intellect: Increases Magicka Recovery by 15%
Movement Speed Increases:
- Minor Expedition: Increases Movement Speed by 15%
Healing Increases:
- Minor Mending: Increases Healing Done by 8% (Active for Healer Only)
- Minor Vitality: Increases Healing Received by 6%
Damage Taken Mitigation:
- Minor Aegis: Decreases Damage Taken in Dungeons & Trials by 5% (Up for tanks, not the rest)
- Minor Protection: Reduces damage taken by 5%
- Major Resolve: Increases Physical Resistance and Spell Resistance by 5948
- Minor Resolve: Increases Physical Resistance and Spell Resistance by 2974
- Ozezan the Inferno: Increases Physical Resistance and Spell Resistance 4272
Ultimate Generation:
- Minor Heroism: Grants 1 Ultimate every 1.5 seconds
AOE Damage Shields:
- Combat physician: 4300
Max resource buffs:
- Minor toughness: increase hp by 10%
Debuffs:
Damage Reduction:
- Major Cowardice: Reduces Weapon Damage and Spell Damage by 430
- Minor Cowardice: Reduces Weapon Damage and Spell Damage by 215
- Glyph of weakening on infused ice staff: Reduces Weapon Damage and Spell Damage by 452
- Major Maim: Reduces damage done by 10%
- Minor Maim: Reduces damage done by 5%
Damage Taken Increases:
- Major Vulnerability: Increases Damage Taken by 10%
- Minor Vulnerability: Increases Damage Taken by 5%
- Minor Brittle: Increases Critical Damage taken by 10%
Resistance Reductions:
- Major Breach: Reduces Physical and Spell Resistance by 5948
- Minor Breach: Reduces Physical and Spell Resistance by 2974
- Runic sunder skill: Reduces Physical and Spell Resistance by 2200