Healer RA's

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vangonaj
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Postby vangonaj » Apr 19, 2010 15:37

All helaers that i know and mine too, have mcl2 and sere2.

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Whitelights
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Postby Whitelights » Apr 19, 2010 19:33

focusheals safe's alot...remove the spreadheals 8O and groupheals 8O from Q bar,..

if u have to use all ur mana to heal people , ur playstyle of the whole group needs to be adjusted. :P

Healing up should be for after the fight ! 8)

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Hedra
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Postby Hedra » Apr 19, 2010 20:49

Best solution : don't heal and get rez rps :D

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Neju
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Postby Neju » Apr 19, 2010 21:42

Whitelights wrote:focusheals safe's alot...remove the spreadheals 8O and groupheals 8O from Q bar,..

if u have to use all ur mana to heal people , ur playstyle of the whole group needs to be adjusted. :P

Healing up should be for after the fight ! 8)


ye taking healing tips from midplayers :lol:
I two-shot Zerkers

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Luydor
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Postby Luydor » Apr 20, 2010 11:04

Heho,

You should look how is you playstyle and then dicide which RAs you get, its also important in which groups you play.

The important RAs for healers should be:

Purge
DI
Serenity
MCL
Aug Dex

The Basic RAs should be:

Purge I
DI I
Serenity II
MCL I

It depend on your playstyle and on the groups you are play with, specially on the other healers you play with.

If you often play in random groups as Main CCler you should go for something like that:

Purge II
DI II
Serenity II
MCL I
PR I
MoC I
Aug Dex III

Purge II for fast mezz purge and MoC for demezzing the other Suopporters. In random groups it sometimes happend that both healer stand in one aoe mezz.

DI for against focus dmg and so you have a little bit time to make CC.

Aug Dex III for faster castering

PR if some died is very useful. Sometimes so play say, don´t get PR, better to get RAs to keep the group alive. But they aren´t right. One PR should also up in good groups. You don´t have the times often to wait for 50% Mana and the casting time off the rezz is also very high and then they have sickness. But you should train to healing the ppl after PR.

As main Healer the RAs should be a little bit different:

Purge I
DI II
Serenity II
MCL II
PR I
MoC I

Purge I is enough for an Aug Healer most times, you just should go for more mana and more RAs to keep the groups alive. Also PR and MoC are here very useful, specially if you play in random groups.

If you are a little bit higher in RR for Random groups a good spec should be like this:

For offensive healer:

Purge III
DI II
Serenity III
Aug Dex III
PR I
MoC I

For defensive healer:

Purge I
DI II
BoF III
MCL II
Serenity III
PR I
MoC I

If you often run with the nearly the same healers:

For offensive healer:

Purge III
DI II
Auf Dex IV
Serenity III
PR I

For defensive healer:

Purge I
DI II
MCL II
Serenity III
BoF III
Aug Dex III

As you see, much depend on you playstyle and the player you play with.
For playing with random groups you should get more RAs to help the group ( DI II, BoF III ) and correct mistakes ( MoC, PR ) if you know the healer you play with some RAs only needed on one of the healers ( PR ) or you don´t need them, because you don´t make mistakes so often ( MoC ) and one of the healer have normaly enough mana to rezz ( PR ).
Purge is need on nearly every healer against CC and Nearsight.
ManaRAs all need because you heals and CC are sometimes very expensive. Sometimes you have to heal nearly 1000 dmg in 2 - 5 Second so you need to make very expensive spec heals and then you should be oom.
Aug Dex is very useful to be fast then the enemys caster and you act faster then your char is casting.
DI is very good to get time. Sometimes you need to cure mezzes or something like that, but a caster for example get much dmg, so you can up DI and cure mezz.
For offensive healer its sometimes better to get high serenity then high MCL because CC keeps you in combat.

greetz Luydor
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Gianko
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Postby Gianko » Apr 21, 2010 15:22

Luydor wrote:Heho,

You should look how is you playstyle and then dicide which RAs you get, its also important in which groups you play.

The important RAs for healers should be:

Purge
DI
Serenity
MCL
Aug Dex

The Basic RAs should be:

Purge I
DI I
Serenity II
MCL I

It depend on your playstyle and on the groups you are play with, specially on the other healers you play with.

If you often play in random groups as Main CCler you should go for something like that:

Purge II
DI II
Serenity II
MCL I
PR I
MoC I
Aug Dex III

Purge II for fast mezz purge and MoC for demezzing the other Suopporters. In random groups it sometimes happend that both healer stand in one aoe mezz.

DI for against focus dmg and so you have a little bit time to make CC.

Aug Dex III for faster castering

PR if some died is very useful. Sometimes so play say, don´t get PR, better to get RAs to keep the group alive. But they aren´t right. One PR should also up in good groups. You don´t have the times often to wait for 50% Mana and the casting time off the rezz is also very high and then they have sickness. But you should train to healing the ppl after PR.

As main Healer the RAs should be a little bit different:

Purge I
DI II
Serenity II
MCL II
PR I
MoC I

Purge I is enough for an Aug Healer most times, you just should go for more mana and more RAs to keep the groups alive. Also PR and MoC are here very useful, specially if you play in random groups.

If you are a little bit higher in RR for Random groups a good spec should be like this:

For offensive healer:

Purge III
DI II
Serenity III
Aug Dex III
PR I
MoC I

For defensive healer:

Purge I
DI II
BoF III
MCL II
Serenity III
PR I
MoC I

If you often run with the nearly the same healers:

For offensive healer:

Purge III
DI II
Auf Dex IV
Serenity III
PR I

For defensive healer:

Purge I
DI II
MCL II
Serenity III
BoF III
Aug Dex III

As you see, much depend on you playstyle and the player you play with.
For playing with random groups you should get more RAs to help the group ( DI II, BoF III ) and correct mistakes ( MoC, PR ) if you know the healer you play with some RAs only needed on one of the healers ( PR ) or you don´t need them, because you don´t make mistakes so often ( MoC ) and one of the healer have normaly enough mana to rezz ( PR ).
Purge is need on nearly every healer against CC and Nearsight.
ManaRAs all need because you heals and CC are sometimes very expensive. Sometimes you have to heal nearly 1000 dmg in 2 - 5 Second so you need to make very expensive spec heals and then you should be oom.
Aug Dex is very useful to be fast then the enemys caster and you act faster then your char is casting.
DI is very good to get time. Sometimes you need to cure mezzes or something like that, but a caster for example get much dmg, so you can up DI and cure mezz.
For offensive healer its sometimes better to get high serenity then high MCL because CC keeps you in combat.

greetz Luydor


i agree with many many things but the topic is: "i'm a healer 4L5 ... which ra?"

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Astealoth
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Postby Astealoth » Apr 23, 2010 06:03

another thing to blame on luy :O

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Liss
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Postby Liss » Apr 25, 2010 23:19

So you are tri-spec.

I assume you run in pugs and as main CC'er.


Here is a spec for 4l5.

lw1 (because of buggy end regen on uthgard)
sere2 (always nice, and not to expensive)
dex2 (you will want dex3 sometime, but you are still low rr)

purge1 (you want to take purge2 at low/mid rr, but purge3 you can wait a bit for)
moc1 (you run in pugs, you will need it to demez, and it can be canceled)
mcl1 (mana is always welcome, mcl2 is to prizy for your rr)
rp1 (beats mcl2 as pac, since you need the mana now, not in 10 seconds)
di1 (extra healing, use it as a third insta heal)


For further progress there are many things you can do depending on playstyle. The obvious once beeing to take, pr1, purge2, dex3 or mcl2.

Reason for taking pr1 is that your teammates die a lot, and one PR is not enough.

Reason for taking purge2 is that you feel like 5 sec is to long of a wait, and you feel you can get more stuff done if the purge was instant (here I am :lol: ).

Reason for taking dex3 is that casting feels slow, and you believe you can land more mezzes with dex3. (just forget it, you went 38 pac for 4x instas, just use them, I know way to many high rr healers who never open with castable mez, ever...) (so this should come atleast after instant purge)

Reason for taking mcl2 is that you feel low on power (always supplement with power potions) in most fights, and feel like you are actually out of combat enough to use it (not me :evil: , I often use rp more then mcl during a session, because mcl timer is to slow).

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vangonaj
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Location: Galpen

Postby vangonaj » Apr 25, 2010 23:37

Liss wrote:
rp1 (beats mcl2 as pac, since you need the mana now, not in 10 seconds)



If you need insta mana use mana pot. Spend 5 points in low rr for reg mana every 10 min is waste of points.

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bawww
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Location: Rocky road to Dublin

Postby bawww » Apr 25, 2010 23:45

Liss wrote:moc1 (you run in pugs, you will need it to demez, and it can be canceled)


Good job on advising players to abuse bugs.
Apoc315 wrote:The Theurge play is way more easy than a zerk

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Night
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Postby Night » Apr 25, 2010 23:50

whats abuse if i moc and demezz?

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bawww
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Postby bawww » Apr 26, 2010 00:10

Night wrote:whats abuse if i moc and demezz?


Nothing.
However using MoC, demezzing than canceling moc is another story :wink:
Apoc315 wrote:The Theurge play is way more easy than a zerk

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Liss
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Postby Liss » Apr 26, 2010 00:15

vangonaj wrote:If you need insta mana use mana pot. Spend 5 points in low rr for reg mana every 10 min is waste of points.

You seem to forget that pot have a delay, it is not instant. (you cant pop it, and begin to cast right away).

I take it you want mcl2 instead of rp1 + mcl1 at low rr?
That is basically wasting 5 points for a spell you need to stop to do your job, just to use(something you might not have the option to do).

Also:
mcl + pot = two timers.
mcl + pot + rp = three timers.

(Never said mcl2 is not something to get, just not at low rr, as a pac.)

:!: How come you have only come with obvious statements here? :!:
:!: And no reasoning, or suggestions of yourself? :!:


bawww wrote:Good job on advising players to abuse bugs.

Never was a bug.

You might think of it as a bug since people never used it in OF with 100% 15 sec moc, because there was no reason to, but with 25% and 30 sec there is a reason.

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bawww
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Location: Rocky road to Dublin

Postby bawww » Apr 26, 2010 00:31

Liss wrote:You might think of it as a bug since people never used it in OF with 100% 15 sec moc, because there was no reason to, but with 25% and 30 sec there is a reason.


It is a longtime bug on Uthgard, on live you can't cancel MoC once you activate it.
Apoc315 wrote:The Theurge play is way more easy than a zerk

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Liss
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Postby Liss » Apr 26, 2010 00:37

bawww wrote:It is a longtime bug on Uthgard, on live you can't cancel MoC once you activate it.

You sure?
When did they make that change on live?

I only played upto cata on live, but it was always possible while I was active there.

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