Why Magi? (Druid Healer, PvE Question)

Why Magi? (Druid Healer, PvE Question)

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Posted by: TwiceDead.1963

TwiceDead.1963

I’ve been looking around on Metabattle and found the druid staff healer build, and it uses the Magi set.

… Why? It has Vitality and Healing Power(major), obviously these two are very nice indeed, but then it has precision alone? It doesn’t even seem to use any sigils or runes that utilize critical-hit chance procs.

There’s nothing of the sort in the build either.

Is it for DPS? But, to get decent damage from Critical Hits you are relying on Power and Ferocity as well, wouldn’t it be better to opt for Condition Damage instead? As the only stat you really need to increase to get decent damage is Condition Damage.

And as far as I can tell, Apothecary’s does just that… Or a combination of Apothecary and Shaman’s if you’re worried about getting too much toughness.

Now I am no raid, dungeons or druid expert, I am just trying to understand at this point. Can someone shed some light on this?

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Posted by: Dadnir.5038

Dadnir.5038

Well, it’s pretty simple, the goal of these build is to maximize healing so you gear for maximum Healing power :
- Magi
- Apothecary
- Cleric

In order to limit any issue with tanking, you aim for 0 toughness which remove Cleric and apothecary from the list of your choices. Precision have nothing to do in the choice, it’s simply that there is no other choice that maximize healing power and avoid aggro conflict.

NB.: Metabattle builds always look for efficiency not for pleasing gameplay. With it you’are supposed to heal efficiently with no possibility to kitten up the tank aggro. (For efficiency as well, the tank is supposed to have the least possible amount of non dps stat. You’ll often see tank that only maintain their aggro thanks to toughness gained through trait alone, everything else being dps stats)

No core profession should be balanced around an optional elite specialization.

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Posted by: TwiceDead.1963

TwiceDead.1963

Huh, I have a habit of looking too deeply into things, and I actually did consider what you’re saying to be the case, but I stubbornly believed that there had to be something to the Precision (damage/healing increase wise) that I was not seeing.

Thanks for clearing up this simple matter for me!

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Posted by: Durzlla.6295

Durzlla.6295

And I mean you COULD go zealots, but as I had to explain to my guild, you’ll likely be in the avatar state for 90% of the fight to maintain grace of the lands on the raid, which means you’ll be dealing 0 damage for most the fight and would mean you’d have 2 mostly wasted stats.

If you wanted some offense and didn’t care if healing was maxed so long as you have it, I believe shamans is also an option (should be vitality high condi, healing)

They sing dark, delicious notes about power and family.
As their mother, I have to grant them their wish. – Forever Fyonna

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Posted by: OGDeadHead.8326

OGDeadHead.8326

Q: Allies you heal with celestial avatar abilities gain increased damage (Grace of the land)

So, if they don’t get healed (if already at max health), they don’t get the buff, right?

Win10 pro | Xeon 5650 @ 4 GHz | R9 280x toxic | 24 Gig Ram | Process Lasso user

(edited by OGDeadHead.8326)

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Posted by: AnariiUK.7409

AnariiUK.7409

As others have already mentioned, Magi’s is chosen simply to maximise outgoing healing potential. It’s extremely wasteful in terms of stat point allocation, but that’s not relevant if you’re only concerned with healing.

Zealot’s gear is better for damage if you’re looking to run power. Condition healing builds are fantastic and indeed make better use of the offensive stats, currently Shaman’s gear makes for a pretty decent healer with moderate condition damage. Unfortunately the build isn’t utilized too much due to staff being a mainly power focused weapon.

Overall your goal might be to eventually drop the training wheels and move towards fully offensive druid gear sets (Berserker’s or Viper’s) which make very good use of all stat points. The healing is more than good enough, even at the hardest bosses providing you’re experienced and know when to heal and when to DPS.

Q: Allies you heal with celestial avatar abilities gain increased damage (Grace of the land)

So, if they don’t get healed (if already at max health), they don’t get the buff, right?

Grace of the land is applied separately to the heals, so you can still give the buff to players that are at full HP. You can also give the grace of the land stacks to entirely different players than those that are being healed, due to the heals overflowing.

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Posted by: Bast Bow.2958

Bast Bow.2958

Grace of the land is applied separately to the heals, so you can still give the buff to players that are at full HP. You can also give the grace of the land stacks to entirely different players than those that are being healed, due to the heals overflowing.

Interesting, didn’t know that yet

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Posted by: OGDeadHead.8326

OGDeadHead.8326

Grace of the land is applied separately to the heals, so you can still give the buff to players that are at full HP. You can also give the grace of the land stacks to entirely different players than those that are being healed, due to the heals overflowing.

Ty!

Win10 pro | Xeon 5650 @ 4 GHz | R9 280x toxic | 24 Gig Ram | Process Lasso user

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Posted by: FrostSpectre.4198

FrostSpectre.4198

Magi to get some use out of crits and buffer against conditions, while providing healing.

With Nature Magic, if you use Main-hand Axe (+Sigil of Strength), you can pretty quickly grant your pet 25 stacks of might amongst other boons, then just “We heal as one” to pile up the pre-existing boons on you and your pet…

Bring Platinum doubloons if possible and the boons will last even longer

I’m a casual PvE adventurer, I enjoy combat, adventure and helping, but not farming.
I rarely do PvP or Hard PvE, unless it’s organized.

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Posted by: ZeftheWicked.3076

ZeftheWicked.3076

You can’t be 90% of time in CA given it’s 10s cooldown, no matter how fast you fill that bar. For that downtime zealot’s may be a pretty darn good choice.

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Posted by: Tragic Positive.9356

Tragic Positive.9356

You can’t be 90% of time in CA given it’s 10s cooldown, no matter how fast you fill that bar. For that downtime zealot’s may be a pretty darn good choice.

Overrated.
When raids hit this game, someone actually calculated the difference of Cleric vs Zealot. Respeccing saved 3 seconds of an 8-minute long Vale Guardian fight on paper.

It’s the min-maxing stat that costs a pile of gold and doesn’t really help anyone in the big picture. It’s technically there for the prestige and elitism.

If you are asked to heal people – that means they are already bad enough and they are in no right to ask you to spend that much gold on equipment that only a min-maxer would require.

EDIT: it makes sense only if you can choose the stat for free (ascended box)

“Observe, learn and counter.”

(edited by Tragic Positive.9356)

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Posted by: Durzlla.6295

Durzlla.6295

Obviously you’re not actually in avatar state for 90% of the fight, I was exaggerating because it might as well be 90%, with full alacrity you will only be out of avatar state for 3.33 repeating seconds, so yeah sure, zealots gear will probably be more damage for that tiny window and if you want to squeeze every ounce of damage out of your healer he should be in zealots.

But as tragic positive said, it’s negligeable, and even if you somehow managed to have 0 alacrity it’d still only be 10s of not being in healing and buffing mode.

They sing dark, delicious notes about power and family.
As their mother, I have to grant them their wish. – Forever Fyonna

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Posted by: Razor.9872

Razor.9872

It’s worth noting that being is Zealot gear allows for slightly easier AF generation, since your heals are slightly smaller (but not detrimentally so), you get more chances to charge your astral force within that 10-second window.

NSPride <3

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Posted by: Tragic Positive.9356

Tragic Positive.9356

It’s worth noting that being is Zealot gear allows for slightly easier AF generation, since your heals are slightly smaller (but not detrimentally so), you get more chances to charge your astral force within that 10-second window.

Just swapping a few jewels for Berserker instead of full magi here solves the problem. Still not a reasoning why would Zealot be a real advantage.

“Observe, learn and counter.”

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Posted by: Razor.9872

Razor.9872

It’s worth noting that being is Zealot gear allows for slightly easier AF generation, since your heals are slightly smaller (but not detrimentally so), you get more chances to charge your astral force within that 10-second window.

Just swapping a few jewels for Berserker instead of full magi here solves the problem. Still not a reasoning why would Zealot be a real advantage.

It’s mainly an advantage for those who wish to take their Druid outside of Raids, too. Roaming around the open-world with Magi gear is painfully slow. At the same time, roaming around with Berzerkers kind of diminishes the recovering abilities Druid can offer.

Sure, one can run around in a mix of the two, but doing that when there is a single, uniform stat set is kind of counter-intuitive.

At the end of the day, having less health to rely on forces one to grow into a better player, and by extension — a better healer. If you find yourself getting downed due to your lack of health, then by all means — go Magi.

However, from my perspective, the extra health provided from Magi won’t likely be a deciding factor in whether one gets down or not. This is because if someone is not healing enough to keep their health capped, or consistently wanders into danger-zones relying on their gear to save them, then the different in survivability won’t mean much in the light of other issues.

NSPride <3

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Posted by: josemiguel.9035

josemiguel.9035

It’s worth noting that being is Zealot gear allows for slightly easier AF generation, since your heals are slightly smaller (but not detrimentally so), you get more chances to charge your astral force within that 10-second window.

Just swapping a few jewels for Berserker instead of full magi here solves the problem. Still not a reasoning why would Zealot be a real advantage.

It’s mainly an advantage for those who wish to take their Druid outside of Raids, too. Roaming around the open-world with Magi gear is painfully slow. At the same time, roaming around with Berzerkers kind of diminishes the recovering abilities Druid can offer.

Sure, one can run around in a mix of the two, but doing that when there is a single, uniform stat set is kind of counter-intuitive.

At the end of the day, having less health to rely on forces one to grow into a better player, and by extension — a better healer. If you find yourself getting downed due to your lack of health, then by all means — go Magi.

However, from my perspective, the extra health provided from Magi won’t likely be a deciding factor in whether one gets down or not. This is because if someone is not healing enough to keep their health capped, or consistently wanders into danger-zones relying on their gear to save them, then the different in survivability won’t mean much in the light of other issues.

As I read the forums (zealots vs magi), I almost decided to change my armor+trinkets to magi but then I read this post above. Reminded me of a good reason to reconsider as I am just a few trinkets away from having a full zealots druid for raid. It would be convenient to bring along druid not only in raid but also PVE or fractals.

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Posted by: Kovu.7560

Kovu.7560

Its a shame the only concentration armor that provides healing power is toughness main. I wish they’d introduce a healing-power-precision-concentration set. I’d be set.

That said, would you really lose out on too much healing if you run healing as a secondary stat? Like settlers for example? I don’t do raids so I’m not exactly in the know but I feel like your CA abilities will still heal the group to full and you’ll have some condition damage to boot. Instead of dual staff you could throw axe/torch in there.

~ Kovu

Charr Ranger, Necromancer, Thief
Fort Aspenwood. [CREW], [TLC], [ShW], [UNIV]

(edited by Kovu.7560)

Why Magi? (Druid Healer, PvE Question)

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Posted by: Ider.1276

Ider.1276

As I read the forums (zealots vs magi), I almost decided to change my armor+trinkets to magi but then I read this post above. Reminded me of a good reason to reconsider as I am just a few trinkets away from having a full zealots druid for raid. It would be convenient to bring along druid not only in raid but also PVE or fractals.

It is a way better thing to have 2 separate sets of gear for healing and dpsing. Zerk power druid has the weakest dps in the game, like 1/3 of a zerk tempest. And zealot is even less viable cause all that sweet sweet crit damage from ferosity is gone. And the worst part of healing/dpsing in 1 set of gear is your runes (which give you a lot of damage or heal and expancive to be replaced every time you want to switch from healboting to damaging).
But it is not the reason why magi is more popular than zealot. Zealot is just expencive to craft, while magi insignias are 1-1,5 gold on TP and magi gear with monk runes is available from ascolonial catacombs.