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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. |
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− | 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 |
+ | 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 | |
Attributes & Races
Available Races |
Piety Primary |
Constitution Secondary |
Strength Tertiary | Dex | Qui | Int | Emp | Cha | Resistance 1 |
Resistance 2 |
Resistance 3 |
Resistance 4 |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Norse | 60 + 45 | 70 + 23 | 70 + 15 | 50 | 50 | 60 | 60 | 60 | 2% Crush | 3% Slash | 5% Cold | |
Dwarf | 60 + 45 | 80 + 23 | 60 + 15 | 50 | 50 | 60 | 60 | 60 | 2% Slash | 3% Thrust | 5% Body | |
Frostalf | 75 + 45 | 55 + 23 | 55 + 15 | 55 | 60 | 60 | 60 | 60 | 2% Slash | 3% Thrust | 5% Spirit |
Abilities & Specialization
Abilities | Specializations 1.0x | Equipment | Advanced | Tradeskills |
---|---|---|---|---|
Magic |
Armor |
Master Levels |
Alchemy |
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
Primary Realm Abilities | Secondary Realm Abilities | Useless Realm Abilities |
---|---|---|
Augmented Acuity |
Augmented Strength | |
Barrier of Fortitude |
Adrenaline Rush |
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
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