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41 Mending 34 Augmentation is usually preferred, for another resist and yellow spec armor factor, with the only loss being a slow cast heal at 42 mending, which is usually regarded as inferior to the level 41 heal.
 
41 Mending 34 Augmentation is usually preferred, for another resist and yellow spec armor factor, with the only loss being a slow cast heal at 42 mending, which is usually regarded as inferior to the level 41 heal.
   
46 Mending 28 Augmentation is also viable, with benefits including a very strong group heal, group cure disease and better instant heals. A loss is experienced in group celerity and group resists, as well as the concentration buffs: haste and spec armor factor.
+
46 Mending 28 Augmentation is also viable, with benefits including a very strong group heal, group cure disease and better instant heals. A loss is experienced with blue group celerity and group resists, as well as the concentration buffs: haste and spec armor factor.
   
 
33 Mending 44 Augmentation is not encountered much anymore, mostly because Aug Healers are regarded as support, and the Cure Nearsight at 40 Mending is deemed essential. Prior to the patch giving that spell in the Mending line, this spec was very common.
 
33 Mending 44 Augmentation is not encountered much anymore, mostly because Aug Healers are regarded as support, and the Cure Nearsight at 40 Mending is deemed essential. Prior to the patch giving that spell in the Mending line, this spec was very common.

Revision as of 20:51, 28 December 2011

Healer
Healer class icon
Followers of Eir, the Norse goddess of healing, Healers aid their comrades in battle with a variety of healing and buffing magic as well as very powerful crowd controlling spells. Despite their strong ability to heal, mesmerize, and stun those who come before them, they have little to no offensive abilities. Healers are blessed with their strong spell-working, yet are only capable of swinging a hammer at their enemies if they come too closely. As a Healer, one must learn to stand in the back of the battle and watch from the edge while the warriors of the realm rush in for blood and vengeance for wrongful acts against their forefathers. Ahh, but there are some Healers that make the rush with their realm-mates... primarily stunning the enemy with their amazing good looks and charm.

Attributes & Races

Norse 60 + 45 70 + 23 70 + 15 50506060602% Crush3% Slash5% Cold
Dwarf 60 + 45 80 + 23 60 + 15 50506060602% Slash3% Thrust5% Body
Frostalf 75 + 45 55 + 23 55 + 15 55606060602% Slash3% Thrust5% Spirit

Abilities & Specialization

409s Sprint

Magic
Mending
Augmentation
Pacification

Armor
104s Cloth
105s Leather
163s Studded
106s Chain

Weapon
209s Staves
214s Hammers
226s Shield (Small)

Master Levels
2610s Perfecter
2628s Sojourner

Sub Classes
0s Mystic
0s Rogue
0s Viking

496s Alchemy
498s Armorcraft
485s Basic Crafting
489s Fletching
488s Spellcrafting
492s Tailoring
499s Weaponcraft
497s Siegecraft

Tactics

Healers have 3 types of crowd control spells:

Mezz, Stun, Root. 2 of these are "area effect".

3 types of healing :

Single heal, Group heal, Spread heal.

2 types of melee enchantment spells : Haste as "concentration based" buff, Celerity as "timed buff" (20 seconds) and spec line Armor factor.

When Celerity is "group buff" that doesn't need target to cast on and works on everyone who is in your group within 1500 range, Haste is concentration based spell that is not limited in time and once cast will stay on ally unless healer/ally dies. Both Celerity and Haste "stack" (can be used together).

Highest Haste delve is 20% melee speed (red)

Lowest Celerity delve is 24% melee speed (green)


8v8 tactics

The Pac Healer is usually on interrupt duty and crowd control (CC) and backup heals. When fighting against a caster group, that is the primary role of the Pac. The Aug healer is on primary heals and rebuffing, with backup interrupts (Amnesia) and backup CC (baseline mesmerise). When fighting a tank group, the Pac should be casting the instant haste debuff on a tank as often as the reuse timer allows.

Smallman tactics

Usually a smallman has one healer, tri spec'd or Thinking Man's Spec. They are supposed to be doing pretty much everything, with keeping celerity up, CC and interrupts, healing, ressurecting, rebuffing, and haste debuffing. When fighting casters, the most effecient way to kill them is to keep them locked down with CC/interrupts until the DPS in the group gets around to them. When casting mesmerise on a target, if planning on interrupting only or if enemies are nearby, use AE mezz. Else, use single target mezz.

Multi-Group tactics

Pac healer - mezz, interrupts, heals, rezzes. Aug healer - Heals, celerity, rezzes, rebuffs, AE Amnesia.


PVE

RVR

"Pac Healer":

36 Pacification 40 Mending for effecient heals and instant AoE mesmerise. This specialization is good for a Pac Healer in a full group, in an 8v8 setup or as part of multiple groups.

"Aug Healer"

42 Mending 33 aug for 12% body resist and mid-level celerity.

41 Mending 34 Augmentation is usually preferred, for another resist and yellow spec armor factor, with the only loss being a slow cast heal at 42 mending, which is usually regarded as inferior to the level 41 heal.

46 Mending 28 Augmentation is also viable, with benefits including a very strong group heal, group cure disease and better instant heals. A loss is experienced with blue group celerity and group resists, as well as the concentration buffs: haste and spec armor factor.

33 Mending 44 Augmentation is not encountered much anymore, mostly because Aug Healers are regarded as support, and the Cure Nearsight at 40 Mending is deemed essential. Prior to the patch giving that spell in the Mending line, this spec was very common.

"Tri-Spec Healer"

38 Pacification 33 Mending 19 Augmentation for insta AE stun in pac line, celerity, capped base dex (with composite 32+ aug spec and 25% buff bonus.)

"'Thinking man's Spec' Healer"

41 Mending 30 Pac 18 Augmentation. This is meant for more 8v8 focused fights or smallmans, where the healer is pushed forward and concentrating on interrupts and crowd control. By using single target mesmerise isntead of the area effect mesmerise, duration is increased. While pushed forwards with the tanks, the healer can still cast celerity with 18 Augmentation for tanks that may be out of range of a healer further back. And 41 Mending is used to cure nearsight, resurrect, and single target heal.

"Lazy healer"

50 mending 20aug - The Group Cure All and the Cure All spells have a very slow cast time and are not used enough to really warrent this spec. The heals are usually regarded as overkill, with the highest level spreadheal not being effecient enough to warrant use. We do not discourage trying this spec, but please consider 46 Mending 28 Augmentation as well.


There are break points for specializations at level 50. Break points are points one should strive for, and unless reached are usually considered wasted.

Pacification: 30, 36, 38

Mending: 33, 40, 41, 46

Augmentation: 18, 34, 44

Going above 38 pac, above 46 Mending, or above 44 Augmentation is usually considered bad form, and lessens group utility as a healer.

Realm Abilities

Symbol vote yes2 Primary Realm Abilities Symbol vote yes2 Neutral Secondary Realm Abilities Neutral Symbol vote no2 Useless Realm Abilities Symbol vote no2

Ras Augmented Dexterity
Ras Mastery of Focus
Ras Wild Healing

Ras Augmented Acuity
Ras Augmented Constitution
Ras Augmented Quickness
Ras Avoidance of Magic
Ras Long Wind
Ras Mastery of Healing
Ras Serenity
Ras Toughness
Ras Wild Power

Ras Augmented Strength
Ras Ethereal Bond
Ras Lifter
Ras Mastery of Magery
Ras Mastery of Pain
Ras Veil Recovery

3015s Barrier of Fortitude
3035s Divine Intervention
3006s Mastery of Concentration
3018s Perfect Recovery
3010s Purge

3008s Mystic Crystal Lore

3001s Adrenaline Rush
3000s First Aid
3009s Raging Power
3002s Second Wind
3007s The Empty Mind

Realm Rank 5 Ability

A 1 minute duration buff which will heal you for a random amount (min 30%) if a deathblow would have been landed on you. It also procs a 5 second spell and damage immunity from player characters and pets only. If the 1 minute timer expires, the 5 second spell and damage immunity is triggered.

Useful Artifacts

Weapon

  • Staff of the God - the snare /use is usually considered over powered. It is usually used in the 2h slot, and not brought out often. However, since it's still equiped, it is still usable with the hammer and shield out.

Armor

  • Crown of Zahur - the /use2 pulse is nice, unless the only form of speed in the group is you.

Jewelry

  • Egg of Youth - The insta rez is very useful, in 8mans and moreso in battlegroups. It will rez up to 8 people.
  • Bracer of Zo'arkat - This is one of the most useful artifacts in the game, which is why 90% of seer/caster templates use it. The /use summons three pets, which attack your target. The /use2 is a point-blank area-of-effect (pbae) fumble, affecting both casters and melee in the area. It is less effective on casters.
  • Jacina's Sash - This artifact's biggest boon is the 10% arcane siphon attached to it.
  • Crocodile Tear Ring - The level 5 ability is roughly equivalent to 3% resist in every damage type. It also gives back endurance and power, helping slightly with power management.

Other Useful Items

Weapons

  • Frigid Soul Quencher
  • Rune Saga Etched Shield

Jewelry

  • Dragontooth Bracelet
  • Construct Forged Ring


Mythirian

  • Greater Mythirian of Power