Racial changes in Wrathstone: a healer point of view
In this post, we discuss the racial changes that happened in Wrathstone, and how it impacted our racial choice for PvE healing. For this, we consider the case of templar, warden and sorcerer healers, are those are the most relevant choices in the current meta.:) After discussing magicka recovery modifiers, we review the changes to each race, and conclude by discussing the racial choice in this patch. A special big thanks to Lauren (aka @Stileanima) who sent me some parses so I had more material to analyse!
1. Magicka recovery modifiers
2. High elf changes
3. Breton changes
4. Argonian changes
1. Magicka recovery modifiers
As discussed in my post “magicka recovery vs. cost reduction”, all the percentages which increase our magicka recovery – that we call “modifiers” or “amplifiers” – are additive.
This means that, if we have +10% magicka recovery from being a vampire, and +20% magicka recovery from major intellect (using a potion), we have in total +30% magicka recovery!:) We list here all the magicka recovery modifiers that we get, as they will be relevant to the discussions later on.
- Arcanist (Champion points, in the lover tree) : +14% with 75 points.
- Recovery (Light armor passive) : +24% with 6 light pieces.
- Magicka Aid (Alliance war support passive) : +10% with one skill slotted (ie Barrier front barred).
- Supernatural Recovery (Vampire passive) : +10%.
- With a potion: Major Intellect +20%.
Overall, we get in total, for
- Templar healer: +78% (+58% without a potion active).
- Sorcerer healer: +88% (+68% without a potion active).
- Warden healer: +80% (+60% without a potion active). NB: we considered here that a warden most likely has Northern Storm slotted rather than barrier, but +12% regen from the flourish passive.
Note that I also indicated here the modifiers without having a potion active, as most of the time we use as a reference the magicka recovery that we see in our character stats page without having any potion :).
2. High elf changes
- Increases Experience gain in Destruction Staff Skill Line by 15%, extra 1% Generic Experience gain → No changes.
- Spellcharge: Gain 9% Magicka Recovery → Spell Recharge: Restore 645 Magicka or Stamina, based on whichever is lowest, after activating a Class Ability. This effect can occur once every 6 seconds. Reduces damage taken by 5% while you are using an ability with a cast or channel time.
- Gift of Magnus: Gain 10% Max Magicka → Syrabane’s Boon: Increases your Max Magicka by 2000.
- Elemental Talent: Gain 4% Fire/Shock/Ice damage → Increases your Spell Damage by 258.
First of all, the change of Gift of Magnus makes barely any difference on our magicka pool. Therefore, we will focus on the loss of 9% magicka recovery (spellcharge) and the gain of extra spell damage (elemental talent).
Magicka recovery loss
As we mentioned before, magicka recovery amplifiers are additive rather than multiplicative. As a consequence, the changes to spellcharge comes down to an effective loss of less than 9% magicka recovery. For example, if we had 3000 magicka recovery in our character stats page before the patch, the magicka recovery loss is not equal to 9% of 3000 (which would be 270 magicka recovery), but actually less than that.
The table below gives the effective percentage of magicka recovery loss without having a potion active. In addition, it gives the equivalent reduced magicka recovery pool for the different healing classes, for different “base” magicka recovery pools.
|Effective magicka recovery loss (in percent)||5.7%||5.4%||5.6%|
|A 2500 magicka recovery pool becomes…||2358||2366||2359|
|A 3000 magicka recovery pool becomes…||2829||2839||2831|
|A 3500 magicka recovery pool becomes…||3301||3313||3303|
The effective loss of magicka recovery therefore ranges roughly from 100 to 200 magicka recovery in our pool. This amounts to less than one magicka recovery glyph (see my article on magicka recovery against cost reduction to see how much a magicka recovery glyph amounts to, after the amplifiers are applied).
Meanwhile, the spell damage gain is more than a spell damage glyph. Therefore, if we were in a situation before where we had extra sustain (that is, using blue food, or another mundus than the atronach, or spell damage glyphs), this change is actually a nice buff to high elves.
3. Breton changes
- Increases Experience gain in Light Armor Skill Line by 15%, extra 1% Alliance Point gain → No changes.
- Gift of Magnus: Gain 10% Max Magicka → Increases your Max Magicka by 2000.
- Spell Attunement: Gain 3960 Spell Resistance → Gain 2310 Spell Resistance and 100 Magicka Recovery. The Spell Resistance granted by this effect will be doubled if you are afflicted with Burning, Chilled, or Concussed.
- Magicka Mastery: Gain 3% Magicka Cost Reduction → Reduces the Magicka cost of your abilities by 7%.
Bretons’ sustain was increased by a lot this patch, as they gained a brut magicka recovery bonus, and saw their cost reduction increased.
Magicka recovery bonus
The 100 magicka recovery bonus comes down to an effective bonus of
after the application of magicka recovery amplifiers (with a potion active), which is about the same extra recovery that high elves had before the modification of their passives, and as we will see below, is about the same recovery as what argonians get through the resourceful potion passive. This means that, with that extra recovery and the additional cost reduction, bretons sustain really gets better than the other two classes.
Increased cost reduction
With Wrathstone, magicka mastery was modified and now reduces the cost of all of our magicka abilities by 7%, up from 3% – that is, an extra 4%. In this paragraph, we quantify this change in terms of equivalent magicka recovery to get a more meaningful measure :).
We assume the following
- Consider that our average raw spell cost is of 3500 magicka. By “raw”, I mean before any cost reduction (such as light armor passives or racial passives) is applied to it. This value is actually a pretty low estimate that I obtained by checking different CMX parses. To obtain the raw spell cost of some abilities, I recommend checking the UESP skill browser. As an example, the raw cost of an orb is of 4590 magicka. This means that the magicka saved per cast with our extra 4% cost reduction is, on average, 140. Remember, cost reduction modifiers are additive.
- Consider an average of magicka-based actions casted per second between 0.5 and 0.8. Again, those are values obtained by analysis different CMX parses. Below, I will give example of fights on which those were obtained. Note that those values are a bit low compared to DD players as, as a healer, we also used abilities that cost no magicka: elemental drain, power of the light, bone surge, etc.
Having said that, the table below gives, as a function of the magicka-based actions casted per second value, the equivalent magicka recovery. In addition, it shows typical fights for which these values were observed.
|Magicka-based actions casted per second||Magicka recovery equivalent to the extra 4% cost reduction||Examples of fights|
|0.5||140||Kite healer in AS|
|0.6||168||Kite healer in CR using IA, Reactor (HoF) with PA|
|0.7||196||Top Healer Assembly General (HoF)|
|0.8||224||Sorc healer Hunter Killer (HoF)|
We now add up the additional magicka recovery bonus (100 unbuffed) and the extra cost reduction (4%). We get that, compared to last patch, Bretons healer gained, compared to the previous patches, an effective (buffed) magicka recovery of
|Effective (buffed) magicka recovery||318 – 402||328 – 412||320 – 404|
The range in the table above corresponds to the range of magicka-based actions casted per second considered (from 0.5 to 0.8). These values correspond to a bit more than what a magicka recovery glyph gives you: compared to last patch, we basically gain one free magicka recovery glyph – which can be changed into a spell damage glyph, for example.
This makes Breton in my opinion the best healing race this patch, as the extra sustain is so great that more can be spec’d into offensive or healing stats.
4. Argonian changes
- Increases experience gain in Resto Staff Skill Line by 15%, extra 50% Swimming Speed → No changes.
- Resourceful: Gain 3% Max Magicka and restore 4620 Health, Magicka, and Stamina when you drink a potion → Increases your Max Magicka by 1000. Restore 4000 Health, Magicka, and Stamina when you drink a potion.
- Argonian Resistance: Gain 9% Max Health and 1485 Poison and Disease Resistance → Increases your Max Health by 1000 and your Disease Resistance by 2310. You are immune to the Diseased status effect.
- Quick to Mend: Gain 5% Healing Done and Received → Life Mender: Increases your Healing Done by 6%.
There isn’t much to say about our lizard friends. The effective (buffed) magicka recovery obtained through the resourceful passive is now 178 (down from 205), which puts them far behind bretons in terms of sustain. The quick to mend passive is, as it was before, overkill in my opinion. For these reasons, I do not recommend running argonian healer, unless you want to do PvP or you’re really into lizards.
The tl;dr version of this post is that, in my opinion, healing races now rank as follows
- Bretons. Their sustain is unmatched. In fights in which you need all the sustain you can get (for example, Hunter-Killer in HoF), you can’t do better. On the other hand, if the sustain is too high, you can spec more into spell damage glyphs (or a different mundus or a different food) and have has much offensive stats as a high elf.
- High elves. While they lost their extra sustain, the spell damage bonus enables them to keep very good offensive stats while spec’ing more into recovery.
- Argonians. Their sustain has been nerfed, and they do not have as much offensive stats as the other two races.
I hope you enjoyed reading this nerdy post and, as always, feel free to hit me up here or on my discord if you have questions. <3