- Joined
- Dec 26, 2003
- Messages
- 9,353
I did wonder at one stage if healing wasnt a bit too weak in AoC but recent experience has taught me otherwise - its a blast!
So - basic tools - 1 lesser Heal over time - this one has the advantage that it affects the whole group even when they are scattered around within a pretty long range of the healer - this ones my bread and butter - I keep this one up pretty much constantly during any combats - it has really low mana cost so can be constantly renewed.
2. greater heal over time - this one is more powerfull and lasts longer than the lesser hot - it has one big disadvantage tho - the cone of effect!
in practice i get behind the group as its not a very wide angle cone - for this reason I would reccomend to everyone who groups with a healer to all stay together - if you need to pull mobs do so but where possible bunch up or you will only receive about 1/3 of the Heal over time potential and quite possibly die!
3. Burst heal - one big heal - main disadvantage is the 1 minute cooldown before the same group members can benefit again - for this reason save it till you really must use it
Generally I cast 1 and 2 before every fight then let rip with spells or melee - the HoTs do generate mild aggro which can be quickly removed by other players attacking the mob - if your fighting a tough boss maybe not a good idea to let rip with damage and the HoTs unless you have a good taunter
So - basic tools - 1 lesser Heal over time - this one has the advantage that it affects the whole group even when they are scattered around within a pretty long range of the healer - this ones my bread and butter - I keep this one up pretty much constantly during any combats - it has really low mana cost so can be constantly renewed.
2. greater heal over time - this one is more powerfull and lasts longer than the lesser hot - it has one big disadvantage tho - the cone of effect!
in practice i get behind the group as its not a very wide angle cone - for this reason I would reccomend to everyone who groups with a healer to all stay together - if you need to pull mobs do so but where possible bunch up or you will only receive about 1/3 of the Heal over time potential and quite possibly die!
3. Burst heal - one big heal - main disadvantage is the 1 minute cooldown before the same group members can benefit again - for this reason save it till you really must use it
Generally I cast 1 and 2 before every fight then let rip with spells or melee - the HoTs do generate mild aggro which can be quickly removed by other players attacking the mob - if your fighting a tough boss maybe not a good idea to let rip with damage and the HoTs unless you have a good taunter