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  • Member
    December 21, 2016

    Hey, so I had an idea for a build which is an archer/healer mix - you could call it a Holy Archer or a Cleric Archer. In theory everything looks good so I did a quick dungeon test and took Benor from Morthal as tank. Unfortunately it was pretty difficult and I ended up doing more fighting than healing because the enemies didn't focus my tank. The character uses restoration spells, illusion spells to buff and the Skull of Corruption to do some damage. For followers I use the mod AFT.

    Any good tips on how to play a viable healer build?

    Edit: if this needs to go into the CB help, let me know.

  • December 21, 2016

    Healers are always going to be a bit of an issue because enemies hate fighting followers, why do that when the Dragonborn is right there. I know most people tend to run the Shield and Heal type of Cleric/Healer because that can let them pretty much sit still 80% of the time and if they get hit their going to be blocking it anyway, of course that doesn't blend at all with the Archer type your running here, so it might not work as well.

    Well, throwing Alteration into the mix generally works well for me. With Alteration you can kind of bunker down and take shots from most enemies (Bosses are an issue still) and then work more on taking pot-shots/healing your Tank. Ash Runes seem like they'd work fairly well in making sure that the enemies that do come near you aren't going to be a threat and you can move away from them, help your follower take out the enemy he's facing and then he should naturally attack the Ash Runed enemies, meaning he's their closest threat.

    Basically anything that can break aggro for even 10 seconds would be a good option, if you get where enemies can't see you with a pot of Invisibilty they should attack your follower, letting you quickly come back in action without having enemies attack you. 

    Other then that I really can't think of anything, I think a Pure Healer or Cleric Archer are both relatively difficult characters to play because of how Skyrim deals with aggression, if it was just the closest target it might be differnet but they seem to be out to get you rather than any summons or followers you use. So I think it's simply all about crowd control and aggro measures to keep enemies away from you (or in my cases you away from them).

  • Member
    December 21, 2016
    I did a cleric build that was strictly a healer with very minimal offense. Once you buff up your follower they tend to go after the more heavily armored I think. Plus the fact that I was able to cast from range I was able to stay farther back.
  • Member
    December 22, 2016

    Dragonborn1721 said:

    Healers are always going to be a bit of an issue because enemies hate fighting followers, why do that when the Dragonborn is right there. I know most people tend to run the Shield and Heal type of Cleric/Healer because that can let them pretty much sit still 80% of the time and if they get hit their going to be blocking it anyway, of course that doesn't blend at all with the Archer type your running here, so it might not work as well.

    Well, throwing Alteration into the mix generally works well for me. With Alteration you can kind of bunker down and take shots from most enemies (Bosses are an issue still) and then work more on taking pot-shots/healing your Tank. Ash Runes seem like they'd work fairly well in making sure that the enemies that do come near you aren't going to be a threat and you can move away from them, help your follower take out the enemy he's facing and then he should naturally attack the Ash Runed enemies, meaning he's their closest threat.

    Basically anything that can break aggro for even 10 seconds would be a good option, if you get where enemies can't see you with a pot of Invisibilty they should attack your follower, letting you quickly come back in action without having enemies attack you. 

    Other then that I really can't think of anything, I think a Pure Healer or Cleric Archer are both relatively difficult characters to play because of how Skyrim deals with aggression, if it was just the closest target it might be differnet but they seem to be out to get you rather than any summons or followers you use. So I think it's simply all about crowd control and aggro measures to keep enemies away from you (or in my cases you away from them).

    Thanks for the detailed answer. Alteration/Ash Runes seems like a good path to go, I'll try it. I'll keep tweaking it.

    John LeBlanc said: I did a cleric build that was strictly a healer with very minimal offense. Once you buff up your follower they tend to go after the more heavily armored I think. Plus the fact that I was able to cast from range I was able to stay farther back.

    Yes, keeping distance is definitely a must to stay out of aggro.

     

  • December 22, 2016
    Hmm. Holy Archer. When it comes to support archers I think it's better to go down the crowd control path rather than primarily focus on healing and buffing. I did that with Greenskin, non-magic path. So poisons of fear and paralyzation delivered by crossbow plus Aetherium Shield (awesome tool) for CCing undead and such. But very powerful tool was Shadow Warrior perk. Pretty much everytime I used that all enemies shifted their attention on Erik. If you go down the magic path than Illusion and Alteration can easily replace Alchemy and Aetherium shield. Just my piece. :)
  • Member
    December 22, 2016

    Karver the Lorc said: Hmm. Holy Archer. When it comes to support archers I think it's better to go down the crowd control path rather than primarily focus on healing and buffing. I did that with Greenskin, non-magic path. So poisons of fear and paralyzation delivered by crossbow plus Aetherium Shield (awesome tool) for CCing undead and such. But very powerful tool was Shadow Warrior perk. Pretty much everytime I used that all enemies shifted their attention on Erik. If you go down the magic path than Illusion and Alteration can easily replace Alchemy and Aetherium shield. Just my piece. :)

    Yeah, definitely illusion spells. I prefer them to alteration's paralyze and ash rune spells. 

  • Member
    January 16, 2017

    I noticed something odd. When I enchanted an item with 2/5 in Enchanter, it was worth more than when I added an enchanting potion.

  • Member
    January 16, 2017
    Check the potency of the enchantment. It's likely that the boost granted by the potion made the enchantment more powerful, and thus more valuable to sell.
  • Member
    January 17, 2017

    The enchanted item without the potion was worth over 600 gold, but adding the potion (same soul size) lowered the value to around 580.

  • January 17, 2017

    mitch blatt said:

    The enchanted item without the potion was worth over 600 gold, but adding the potion (same soul size) lowered the value to around 580.

    Mitch, there are a lot of factors that go into determining the value of an enchanted item (soul size, gem used, item quality, enchantment type, perks, lesser powers, etc.) I imagine some background power might of expired between the the two and that is whats causing the difference.  Also the order you created the two items might also be the factor.  For instance if you created a ring with Enchanter 2/5 and the Enchanter potion and ended up with the 580 price, then created a ring with just he Enchanter 2/5 and you get the 600 price even though you don't have the potions effects the probably culprit causing the difference it that your enchanting skill increased, even if you don't take any perks an item created with 30 Enchanting skill will have a greater value than one created with 25 Enchanting skill.  Also Enchanter potions are very weak and add very little to the overall effect.