OK i have completed the game with 2 different char now and want to try a PURE HEALER from scratch !
Anyone get ant pointers/good ideas ??
Cheers in advance
O im not into farming/soloing so dont post any of these ideas !
Pure healer !
m1970c
Effigy
Well, are you planning this for PvE or PvP?
I don't have experience as a PvE healer, but I usually play one in PvP. Here's the basic layout I like to use for arenas, haven't tried tombs yet but it's on my "To Do" list.
Mo/N (just select the Fi Boon Healer premade and modify it)
Healing Prayers 12+1+1
Divine Favor 10+1
Blood Magic 8
Protection Prayer 2+1
Offering of Blood {E}
Orrison of Healing
Dwayna's Kiss or Heal Other (I use DK)
Healing Touch
Healing Breeze
Mend Ailment
Healing Seed
Balthazar's Spirit
You want to cast Balth Spirit on yourself at the start of the match, which will give you 1 energy everytime you get hit (and you'll generally be getting hit a lot). Use Orrison and Dwayna's Kiss/Heal Other for healing party member. Orrison and Touch for self-healing. Hit OoB whenever you're down 10 energy or more from your max. Throw Seed and/or Breeze on friends who are taking heavy fire. Breeze is good for counteracting degen too. I often use it on myself if I'm getting hit so I can get healed while running. Mend Ailments to remove conditions, but don't waste you're energy if you're up against of constant-conditions build like Rangers with poison, etc.
Dwayna's Kiss vs. Heal Other is personal preference. DK has half the energy cost and the same recast, but HO will heal for a higher amount more consistently. The thing is, DK gives better heals depending on how many enchantments/hexes are on the target, and both of these are very common. It's not unusual for DK to heal for 100+ hp, before the Divine Favor bonus. Even if your target has no hexes or enchantments, DK still gives healing comparable to Orrison, albiet a little less. I prefer it overall, but you may want to experiment.
Even if you're planning to do PvE, most of the same rules apply. However, in that case you'd definitely want to fit a res in there. You could probably drop Balth Spirit for PvE since you won't want to be tanking if you can avoid it.
I don't have experience as a PvE healer, but I usually play one in PvP. Here's the basic layout I like to use for arenas, haven't tried tombs yet but it's on my "To Do" list.
Mo/N (just select the Fi Boon Healer premade and modify it)
Healing Prayers 12+1+1
Divine Favor 10+1
Blood Magic 8
Protection Prayer 2+1
Offering of Blood {E}
Orrison of Healing
Dwayna's Kiss or Heal Other (I use DK)
Healing Touch
Healing Breeze
Mend Ailment
Healing Seed
Balthazar's Spirit
You want to cast Balth Spirit on yourself at the start of the match, which will give you 1 energy everytime you get hit (and you'll generally be getting hit a lot). Use Orrison and Dwayna's Kiss/Heal Other for healing party member. Orrison and Touch for self-healing. Hit OoB whenever you're down 10 energy or more from your max. Throw Seed and/or Breeze on friends who are taking heavy fire. Breeze is good for counteracting degen too. I often use it on myself if I'm getting hit so I can get healed while running. Mend Ailments to remove conditions, but don't waste you're energy if you're up against of constant-conditions build like Rangers with poison, etc.
Dwayna's Kiss vs. Heal Other is personal preference. DK has half the energy cost and the same recast, but HO will heal for a higher amount more consistently. The thing is, DK gives better heals depending on how many enchantments/hexes are on the target, and both of these are very common. It's not unusual for DK to heal for 100+ hp, before the Divine Favor bonus. Even if your target has no hexes or enchantments, DK still gives healing comparable to Orrison, albiet a little less. I prefer it overall, but you may want to experiment.
Even if you're planning to do PvE, most of the same rules apply. However, in that case you'd definitely want to fit a res in there. You could probably drop Balth Spirit for PvE since you won't want to be tanking if you can avoid it.
m1970c
OK i will be doing PvE and am looking at a ele/mon build
Jamski
I thought you said "Pure Healer" That means Monk primary. Not even a good argument for using Ele primary for a healer.
It doesn't matter how much total energy you have. Its meaningless. What matters is energy management, and E/Mo is a bit short on viable options for energy management. Ok there's Ether Renewal, but to be honest this is a poor option for a healing build. Simplest way to manage energy for a healer is to cast less healing spells!
It doesn't matter how much total energy you have. Its meaningless. What matters is energy management, and E/Mo is a bit short on viable options for energy management. Ok there's Ether Renewal, but to be honest this is a poor option for a healing build. Simplest way to manage energy for a healer is to cast less healing spells!
Yukito Kunisaki
Don't go pure healer. "Saving" extra atb points for more effective heals is just plain noobish and inefficient.
I LOVE combatting Pure classes in comp and team arena [dear God why Team Arena?!]
They're weak as hell. Why? They're half a class. A class which can't cover enough bases to keep itself sustained. Half-assed, half-class.
You bring all healing skills? I'll disrupting/swift chop you dead. You bring a stance/ward to protect yourself? Ah, now we're talking...
I'm against my healer bringing Sup. Runes due to the fact that he needs all the hp he can get. One shouldn't lessen their hp if they're getting shot at by the entire enemy team. No matter what...
A good idea would be to follow this setup if you want a versatile healer with high efficiency...
10+2 Healing/Protection Prayers
9+1 Divine Favor
7+1 Healing/Protection/Smiting Prayers [your other duty]
10 Secondary Class (best it being defensive or energy manager)
This is similar to my old build of 12/10/10/8 on my W/N but augmented for healing.
I LOVE combatting Pure classes in comp and team arena [dear God why Team Arena?!]
They're weak as hell. Why? They're half a class. A class which can't cover enough bases to keep itself sustained. Half-assed, half-class.
You bring all healing skills? I'll disrupting/swift chop you dead. You bring a stance/ward to protect yourself? Ah, now we're talking...
I'm against my healer bringing Sup. Runes due to the fact that he needs all the hp he can get. One shouldn't lessen their hp if they're getting shot at by the entire enemy team. No matter what...
A good idea would be to follow this setup if you want a versatile healer with high efficiency...
10+2 Healing/Protection Prayers
9+1 Divine Favor
7+1 Healing/Protection/Smiting Prayers [your other duty]
10 Secondary Class (best it being defensive or energy manager)
This is similar to my old build of 12/10/10/8 on my W/N but augmented for healing.