Alyanthe's Healer Guide [90%]
Nov 9, 2012 8:36:11 GMT -5
Post by Alyanthe on Nov 9, 2012 8:36:11 GMT -5
Hello!
This will be a detailed guide about healing clerics, with all sorts of mind-numbing technicalities.
NOTE: These are mainly built upon my own experience and this logic may vary from individual to individual.
Cleric Summary:
Main stat: Intelligence
Main hand weapon: Staff
Main armor type: Cloth
Best level to switch to cleric (Book of oblivion): 30
Main abilities by use:
Circle of healing: Place in the middle of all the action.
Notes: Anyone standing on this receives 10% more healing.
Heal: Your main heal.
Best keep this ready by casting the spell but not clicking.
Revitalize: This is your personal heal.
Notes: This skill should be used by you as your own personal healing ability.
Crystal of Life: This is a conditional ability, place it somewhere in the area, make a new one whenever someone picks it up.
Notes: Increased massively by Circle of Healing.
Salvation: This is your biggest heal, heals the whole group.
Notes: Increased by Possession and Circle of Healing
Possession: This DOES increase your healing. As such it must always be used.
EP - or - Energy Points:
This is your main resource, it is increased by two stats: +x Energy or +x Intelligence.
Energy regenerates slowly .
There are four ways to accelerate the regeneration:
[/li][li]Item effects [Staff/item set]
[/li][li]Combat-drinks
[/li][li]Blessing: Concentration
[/li][li]Energy crystal [provided by Sorcerers][/color]
Energy size vs Intelligence:
Each point of Intelligence provides 5 Energy.
10 int = 50 Energy
100 int = 500 Energy
EP tricks:
[/li][li]Use combat-drinks whenever you're safe.
Notes: Has to be in a 5 second safety window.
[/li][li]Use Blessing: Concentration when you reach 70% Energy.
[/li][li]Cast your cheapest heal and hope that a restorative set-effect/weapon effect procs.
[/li][li]Don't cast Heal on one person at a time.
[/li][li]When everyone's rather damaged and spread out and you have Salvation ready: use it.
[/li][li]Keeping people inside the Circle of Healing, will increase the healing they receive, making you cast less heals.
Skillpoint tips:
It is really a matter of your own preference how you build your cleric
However here are a few notes from my experience:
[/li][li]-Nimble healer skill would have no use in my arsenal, I've never seen the need for a reduced cast time; due to always having my heal pre-cast.[/color]
[/li][li]-Combat resurrection can be left with 1 point into it, as the resurrected person will NEVER have aggro.[/color]
[/li][li]IMPORTANT: Each time you're about to upgrade Heal skill, make sure you place the old version somewhere on your action bars. The skills DO NOT get updated to the highest level - when you use the skillpoint.
Reason: This will allow you to heal seemingly at times when you have no energy, and if you find highest Heal's EP cost too high, you can always revert.
Hardcore-*cough*... Devotion corner...
Use action bar flips to switch to damage spells, if you have chosen to have some (shift + number).
----------------------------------
At level 35 - 10 POINTS OF INTELLIGENCE provide:
[/li][li]1 point to all resistances.
[/li][li]10 points to min/max Magical Damage.
[/li][li]4 points to min/max Physical Damage.
[/li][li]100 points to your health.[/color]
----------------------------------
Every 15 points in Magic Critical Rate will increase your magic critical by 1%.
----------------------------------
Energy regenerates at a rate of 60 energy per 5 seconds, without delay. You could keep counting from 1 - 5 to expect regeneration ticks.
----------------------------------
In combat your energy regenerates at a rate of 24 every 5 seconds! BE AWARE OF THIS.
Skill Analysis:
There's a mistake in the above image... The AOE heal is not in any way EP generative.
This will be a detailed guide about healing clerics, with all sorts of mind-numbing technicalities.
NOTE: These are mainly built upon my own experience and this logic may vary from individual to individual.
Cleric Summary:
Main stat: Intelligence
Main hand weapon: Staff
Main armor type: Cloth
Best level to switch to cleric (Book of oblivion): 30
Main abilities by use:
Circle of healing: Place in the middle of all the action.
Notes: Anyone standing on this receives 10% more healing.
Heal: Your main heal.
Best keep this ready by casting the spell but not clicking.
Revitalize: This is your personal heal.
Notes: This skill should be used by you as your own personal healing ability.
Crystal of Life: This is a conditional ability, place it somewhere in the area, make a new one whenever someone picks it up.
Notes: Increased massively by Circle of Healing.
Salvation: This is your biggest heal, heals the whole group.
Notes: Increased by Possession and Circle of Healing
Possession: This DOES increase your healing. As such it must always be used.
EP - or - Energy Points:
This is your main resource, it is increased by two stats: +x Energy or +x Intelligence.
Energy regenerates slowly .
There are four ways to accelerate the regeneration:
[/li][li]Item effects [Staff/item set]
[/li][li]Combat-drinks
[/li][li]Blessing: Concentration
[/li][li]Energy crystal [provided by Sorcerers][/color]
Energy size vs Intelligence:
Each point of Intelligence provides 5 Energy.
10 int = 50 Energy
100 int = 500 Energy
EP tricks:
[/li][li]Use combat-drinks whenever you're safe.
Notes: Has to be in a 5 second safety window.
[/li][li]Use Blessing: Concentration when you reach 70% Energy.
[/li][li]Cast your cheapest heal and hope that a restorative set-effect/weapon effect procs.
[/li][li]Don't cast Heal on one person at a time.
[/li][li]When everyone's rather damaged and spread out and you have Salvation ready: use it.
[/li][li]Keeping people inside the Circle of Healing, will increase the healing they receive, making you cast less heals.
Skillpoint tips:
It is really a matter of your own preference how you build your cleric
However here are a few notes from my experience:
[/li][li]-Nimble healer skill would have no use in my arsenal, I've never seen the need for a reduced cast time; due to always having my heal pre-cast.[/color]
[/li][li]-Combat resurrection can be left with 1 point into it, as the resurrected person will NEVER have aggro.[/color]
[/li][li]IMPORTANT: Each time you're about to upgrade Heal skill, make sure you place the old version somewhere on your action bars. The skills DO NOT get updated to the highest level - when you use the skillpoint.
Reason: This will allow you to heal seemingly at times when you have no energy, and if you find highest Heal's EP cost too high, you can always revert.
Hardcore-*cough*... Devotion corner...
Use action bar flips to switch to damage spells, if you have chosen to have some (shift + number).
----------------------------------
At level 35 - 10 POINTS OF INTELLIGENCE provide:
[/li][li]1 point to all resistances.
[/li][li]10 points to min/max Magical Damage.
[/li][li]4 points to min/max Physical Damage.
[/li][li]100 points to your health.[/color]
----------------------------------
Every 15 points in Magic Critical Rate will increase your magic critical by 1%.
----------------------------------
Energy regenerates at a rate of 60 energy per 5 seconds, without delay. You could keep counting from 1 - 5 to expect regeneration ticks.
----------------------------------
In combat your energy regenerates at a rate of 24 every 5 seconds! BE AWARE OF THIS.
Skill Analysis:
There's a mistake in the above image... The AOE heal is not in any way EP generative.