In this article, I will discuss everything PVE Healers need to know about the Scribes of Fate DLC and the accompanying base game update as always we start with the new content.
Intro
Scribes of Fate brings two new four-player dungeons: Scrivener’s Hall and Bal Sunnar. In my opinion, although this is not the best dungeon DLCs, they are visually amazing and have lots of new and also unique mechanics.
Both dungeons certainly can be challenging, but they are not overly difficult to me and certainly not as chaotic and frustrating as some of the previous dungeons, such as Coral Aerie. So, I highly recommend you playing them. In fact, you don't have to worry too much, as long as you know how to equip yourself with ESO Gold, it is still very easy to win the challenges in the dungeons.
New Sets
*In terms of new sets, there are three worth talking about: the first one is Apocryphal Inspiration, a medium armor set that permanently gives Major Fortitude, Major Intellect and Major Endurance to the group. So, it has a total of the 30% recovery buffs.
The issue with that is basically everyone has these buffs anyway from their potions. However, Apocryphal Inspiration could be very strong were it not be like this. So, currently, it’s not a relevant set, but it might be worth holding on to.
*Then, we also got Ritemaster’s Bond, a light armor set. I am just going to read to you the tooltip of this set: Healing an ally within 12 meters with a Direct Heal creates a 15 meter tether between you for 10 seconds. This effect can occur every 15 seconds. Based on the higher of your Max Magicka or Stamina, every second you and your allies touching the tether will heal 981 health. If you or an ally are overhealed by the tether, they gain Minor Heroism for 1.5 seconds.
This might sound interesting, but in reality, it is just pretty damn weak. The effect is not permanently active, extremely position dependent and needs to be constantly overheating to keep the Minor Heroism active. Minor Heroism in and of itself is already weaker than the effects of other alternatives, such as Pillager’s Profit, Drake’s Rush or a Arkasis’s Genius and also has other sources in DCP and potions. So, the set is pretty much complete trash.
*The final new set is the Monster Set, which is called Ozezan The Inferno. With it equipped, healing someone buffs the Minor Vitality and overhealing grants them 4272 armor, which is about seven percent or so damage mitigation.
I think this set is not bad. The damage mitigation should be noticeable in certain situations. However, with the one second defect duration, it is absolutely not going to be reliable, and it is similar to how Gossamer works. I primarily see this set is useful in trials for trash and maybe some bosses if the incoming damage to the entire group is really that problematic.
But especially for bosses, it is a significant damage sacrifice unless the group just does not need Symphony of Blades for some reason. Overall, it is not a bad monster set and certainly worth connecting, though.
Itemization Changes
Let us next talk about the changes to existing gear.
The Mythic Item Pearls of Ehlnofey was changed quite drastically. The resource threshold was increased from 30 to 50 percent and the ultimate per proc was reduced from 5 to 3.
Obviously, this is quite a drastic reduction of power. However, it is still really strong and now it is so much easier to play that it can easily be kept up in pretty much any situation, making it potentially even better.
This also changes group optimization a little. Previously, the trend, especially in high-end trial groups, was to not use pulse elope on the Nightblade Healer as this resulted in unnecessarily high ultragen on that specific healer and less voltage overall. But with the nerf, Pearls of Ehlnofey on Nightblade will probably become more popular again.
Here is another gear change: spell and weapon damage. Jewelry Glyphs now give both spell and weapon damage, so they are the exact same in that regard.
In addition to that, the former spell damage Glyphs (Physical Harm glyphs) now give 10 Magicka Recovery and the formal weapon damage Glyphs (Spell Harm glyphs) now give 10 Stamina Recovery. This means no more changing enchantments based on group composition, which is certainly nice. And, it’s also a tiny sustain buff.
Class Changes
Now, we move on to the class changes. Necromancer now gets 666 Magicka and Stamina when enemies die up from 200. This is a massive sustain boost in trash and also boss encounters with a lot of adds.
Sustain is probably the least of Necromancer’s problems, though, but it’s still a nice change, in my opinion. No changes, though, for Dragonight, Nightblade, Sorcerer, Templar or Warden. I think these are the fuse class changes we have ever seen.
Other Changes
For the weapon lines, Elemental Susceptibility was slightly nerfed with a reduced take rate. However, the status effect does not get overwritten anymore, which is nice I guess.
Wall of Frost now debuffs Minor Breach, which also gives us healers, an easy way to apply it and makes tactics less dependent on the tanks being able to apply it.
For Templar, this means that the power of the light is finally completely pointless, though I really hope we will see significant buffs to Templars in support with the Necrom Chapter.
Lastly, Vampire’s Mist Form has been reworked completely and is a teleport now and it’s very similar to Sorcerer’s Streak.