Playing the Healer
Or
Seventy CCs of HPs Stat!
Of all the classes in Norrath, none has the quiet dignity of the healer. Healers don't destroy monsters with a single swipe of a mighty blade, or blast them into oblivion with a flash of light and a clap of thunder. None the less, no group will get far without a healer to maintainthe group's health. The classes that can play this role are Clerics, Shamans, and Druids. All classes have moderate healing abilities, even the Warrior can bind wounds to half health, but once you get into a real scrap only wisdom based pure casters can keep the tank's HPs up.
Clerics are the greatest healers available.
They get the most impressive heal spells, and the skills to wield them
efficiently. They can ressurect
players that have fallen in battle once the fighting is over, their HP/AC buffs
are second to none, and their strength buff stacks well with other strength
buffs.
Shamans and Druids have solid heal spells, but aren't really geared for
intensive health maintenance. If
you're unable to find a Cleric for your group, try to have two Druids or Shamans
on hand to work in tandum. This way
your group won't suffer from long med breaks, and the danger of going oom at a
crucial moment is reduced. Of
course, there will be many times when your group has multiple healers so be sure
to discuss who will be primary healer and who will play secondary healer before
you enter into battle. If you are
the primary or secondary healer for a group, it's a good idea to offer a warning
as to who you're healing before you cast so other healers don't accidentally
heal someone twice.
Rangers and Paladins can help with the healing somewhat.
A Cleric's big heal spell is
wasted on a caster with relatively low HPs, so have a Ranger or Paladin fill
that need with their lighter heal spells. Another
solution to this issue would be to cast regen on casters to keep them healthy.
When you speak of healing, special consideration must be given to the
Paladin class. Paladins aren't
healers obviously, but they do have a class unique skill 'Lay Hands'.
Basically Lay Hands is a once per game day heal skill that heals for slightly
more than the Paladin's current HPs. Even
with the limited nature of the skill, it is still one of the most powerfull
heals available. It is strictly a
last resort resource. A skilled
Paladin will know when and where to use it.
When you play the healer don't forget your /assist button.
In an intense battle, targeting can become a very troublesome problem.
Find the 'F' key that targets the main tank and use the assist command to
target the monster. Once the
monster's HPs have fallen enought to ensure an agro free heal, just assist again
to target the monster's current target. Now
you're sure to have to right group member in your crosshairs.
Here are some do's and don'ts for the healer:
A) Resist
the temptation to nuke, trains always hit when you least expect them.
B) Keep
the group informed of your mana percentage.
Don't be afraid to ask for a break.
C) If
someone in the group is making bad decisions, it's usually up to the healer to
get rid of them.
D) If you
do get agro'ed for healing someone, don't panic! Keep still so the tank can try to taunt the
monster off you. If you absolutely have to move, take one or two steps
backward. If the monster
is going to turn back to the tank, this is enough room to remove you from
it's hate list.
E) You are
an important part of the group! If
you feel you aren't getting your share of the loot, just
speak your mind. Most players will be happy to accomodate you.
If they don't, leave. They'll
change their minds once you're gone ;)
That's
it for now! Stay tuned for the next
article:
Playing
the Nuke
or
Dropping
the Big One