Online:Helping Hands

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ON-icon-skill-Earthen Heart-Helping Hands.png Helping Hands
Line Earthen Heart
Skill Rank Line Rank
Rank I 1 39
Rank II 2 50
Helping Hands I: When you cast an Earthen Heart ability with a cost, you restore 1120 Stamina. This effect cannot activate when using a Stamina costing ability, must cost more than the restored value, and can occur once every 2 seconds.
Helping Hands II: When you cast an Earthen Heart ability with a cost, you restore 1120 Stamina. This effect cannot activate when using a Stamina costing ability and must cost more than the restored value.

Helping Hands will restore Stamina each time you use any non-Stamina costing Earthen Heart ability that costs more than the restored value.


Patch Notes[edit]

  • This passive ability now restores Stamina based on your character level instead of your Max Stamina.
  • This passive no longer triggers off Stamina costing Earthen Heart abilities, namely being Stonefist and Stone Giant.
    • Developer Comment: While the numbers previously balanced themselves out with the higher cost on Stonefist but the return of this passive, it made using the ability early or when low on resources overly penalizing. We've opted to simply reduce the cost to a normal amount and implement an exclusion so it doesn't interact with this passive, resulting in less polarizing experiences with the ability.
  • This passive now requires the ability cost of what triggered it to be greater than the restored amount of Stamina, to prevent situations where you could gain more Stamina than you had spent as Magicka.
  • Rank 1 of the ability now shares the same value as Rank 2, but has a cooldown of 2 seconds rather than once every cast.
  • Increased the restored amount of Stamina to 1120, up from 990.
    • Developer Comment: There are currently a myriad of ways to use this passive in unintended ways, allowing for situations where you can essentially get infinite Stamina. Many have cleverly paired cost reduction with Ash Cloud when we changed the ability to cost per tick, and while we appreciated this clever interaction, it's ultimately invalidating the need of Stamina resource management for the class in the tank role. We're adjusting this passive to only work when you've spent more resources than it can generate, and we're slightly bumping up the Stamina restore so this doesn't create a situation of an overall nerf.