Healing guide!
3 posters
Healing guide!
Hello!
I’ve been playing in end game content with both healer myself and having others healing me in groups and the lack of understanding of the healer classes is mind numbing. I do understand the issue behind it, healing in Tera is quite different from other games. While keeping up the party is our role we actually have a bigger role as well, no matter if you are priest or mystic, that is to support.
What differs a good healer from a bad healer in Tera is the ability to support the party. Keeping everyone alive is not all that hard, and with a decent party the group damage will be fairly low, even in hardmodes. Therefor supporting the team all you can is very important, especially for Priest to keep up with the Mystic groups.
PvP is another different story and I will cover that later on.
Priests:
Many Priests I’ve grouped with usually cast their heals and stand around doing nothing, and I question myself often: “Why is he only standing around like that, isn’t this action combat game?”
Priests feel useless because Mystic is the preferred healer because of all the buffs they can bring but that is not entirely the case, while priests can’t increase the group damage as much they can however come pretty close.
With a glyph build like this (PvE ) The priest will have many abilities to keep up the group damage: http://www.teraguru.ru/glyphcalc.html#pr60:0010000000100001000000001100100000000000000100110000000011000001010
Increasing the healing output is not worth it in any way. Priests already have excessive healing and hence can focus all out on support abilities.
With this build you have:
- Almost 100% upkeep on Energy Stars
- By keeping Mana Charge on cooldown everytime you will supply mana to your party
- With Tripple Nemesis you will be able to keep an endurance debuff on the boss that stacks with the lancer and warrior debuffs, It’s rouglyabout 8% dmg increase for everyone.
- Arise is one of the best spells a Priest has and with this build you will make it even stronger adding more utility to the group.
By doing all of this as a priest in addition to keeping everyone alive you will notice a more fun gameplay and more engaging and also your group dps will increase significantly and you will be competing with a mystic in group utility and offensive buffing capability. Keeping mana charge on cool down is vital for your own mana regen but also for your partys mana regen! Without the master glyph it’s roughly 19mp5 /sec making it as good as the passive aura of the mystic, but with the master glyph it will be fantastic.
Mystic
While the mystic has more obvious abilities to use its ranked as a 5 star class to play and for end game that starts to show quite well. Mystics don’t even come close to the capability of healing of a priest, and we also have a weaker lock on heal, and that makes us want more + healing on our gear than say a priest. If possible we want about 3 + healing modifiers on our weapon, don’t be afraid though! Our heals are more than enough to keep anyone alive even in hardmodes as long as the people you play with are somewhat decent with dodge and block.
Healing everything as a mystic isn’t hard, you could easily run around spamming your lock on heal to not let anyone die, but is it efficient? Simple answer is no.
The key to playing a mystic is to all the time adjusting to the situation, you constantly need to read the fight and the bosses to see what’s going on.
A good mystic will always:
- Keep Titanic favor up on everyone in the group (this is only possible with master glyph) but with good positioning you can easily hit all the DPS without the glyph, keep observing where everyone is standing and most of the time they will stay pretty close to each other to get the buff.
- Using your mana motes efficient is the key to upping the dps of the party. You always need to gather the mana motes in certain places, like around the sorcerer and about 6 meters behind the melee dps, that way they don’t have to run around to get the motes, because that won’t be worth it anyway, you lose too much dps running around picking motes where you could instead use basic attack to gain mana and that is what you don’t want to do with a mystic in the group.
- Always staying close to the group (about 20m) so they benefit from the auras at all times.
- Managing his mana, the worst thing that can happen to a mystic is running on low mana, if that happens the group dps will fall down because mana motes won’t be out and auras will fall off. Trying to stay out of combat is the key to this and using infused mana charm. DPS as mystic in instances is not worth it as much as it is for a priest because the mystic constantly need to provide mana motes to the group and that in itself is time consuming to do it properly.
A typical PVE glyph build for mystic would look something like this: http://www.teraguru.ru/glyphcalc.html#el60:000100001000010000000110000000000101010110000000000100000000010001001
Crystals & Charms
When it comes to crystals, healers are rather lucky, we don't really need to spend thousands of golds to buy those expensive crit crystals the crystals that are recommended to use are the following:
Red: 1x Swift (Runspeed) & 3x Brilliant (Mana regen)
Blue: 1x Swift (Runspeed) & 3x Bam defence or HP increase
For Charms the only one we really benefit from is Infused Charm always try to keep one of you in end game instances and while doing instances when you level is not a bad idea either! They are a flat mana regen buff and you buy them at the Speciality Store.
(I will update this post with illustrative pictures about the mystic and how to place the motes in the future)
I’ve been playing in end game content with both healer myself and having others healing me in groups and the lack of understanding of the healer classes is mind numbing. I do understand the issue behind it, healing in Tera is quite different from other games. While keeping up the party is our role we actually have a bigger role as well, no matter if you are priest or mystic, that is to support.
What differs a good healer from a bad healer in Tera is the ability to support the party. Keeping everyone alive is not all that hard, and with a decent party the group damage will be fairly low, even in hardmodes. Therefor supporting the team all you can is very important, especially for Priest to keep up with the Mystic groups.
PvP is another different story and I will cover that later on.
Priests:
Many Priests I’ve grouped with usually cast their heals and stand around doing nothing, and I question myself often: “Why is he only standing around like that, isn’t this action combat game?”
Priests feel useless because Mystic is the preferred healer because of all the buffs they can bring but that is not entirely the case, while priests can’t increase the group damage as much they can however come pretty close.
With a glyph build like this (PvE ) The priest will have many abilities to keep up the group damage: http://www.teraguru.ru/glyphcalc.html#pr60:0010000000100001000000001100100000000000000100110000000011000001010
Increasing the healing output is not worth it in any way. Priests already have excessive healing and hence can focus all out on support abilities.
With this build you have:
- Almost 100% upkeep on Energy Stars
- By keeping Mana Charge on cooldown everytime you will supply mana to your party
- With Tripple Nemesis you will be able to keep an endurance debuff on the boss that stacks with the lancer and warrior debuffs, It’s rouglyabout 8% dmg increase for everyone.
- Arise is one of the best spells a Priest has and with this build you will make it even stronger adding more utility to the group.
By doing all of this as a priest in addition to keeping everyone alive you will notice a more fun gameplay and more engaging and also your group dps will increase significantly and you will be competing with a mystic in group utility and offensive buffing capability. Keeping mana charge on cool down is vital for your own mana regen but also for your partys mana regen! Without the master glyph it’s roughly 19mp5 /sec making it as good as the passive aura of the mystic, but with the master glyph it will be fantastic.
Mystic
While the mystic has more obvious abilities to use its ranked as a 5 star class to play and for end game that starts to show quite well. Mystics don’t even come close to the capability of healing of a priest, and we also have a weaker lock on heal, and that makes us want more + healing on our gear than say a priest. If possible we want about 3 + healing modifiers on our weapon, don’t be afraid though! Our heals are more than enough to keep anyone alive even in hardmodes as long as the people you play with are somewhat decent with dodge and block.
Healing everything as a mystic isn’t hard, you could easily run around spamming your lock on heal to not let anyone die, but is it efficient? Simple answer is no.
The key to playing a mystic is to all the time adjusting to the situation, you constantly need to read the fight and the bosses to see what’s going on.
A good mystic will always:
- Keep Titanic favor up on everyone in the group (this is only possible with master glyph) but with good positioning you can easily hit all the DPS without the glyph, keep observing where everyone is standing and most of the time they will stay pretty close to each other to get the buff.
- Using your mana motes efficient is the key to upping the dps of the party. You always need to gather the mana motes in certain places, like around the sorcerer and about 6 meters behind the melee dps, that way they don’t have to run around to get the motes, because that won’t be worth it anyway, you lose too much dps running around picking motes where you could instead use basic attack to gain mana and that is what you don’t want to do with a mystic in the group.
- Always staying close to the group (about 20m) so they benefit from the auras at all times.
- Managing his mana, the worst thing that can happen to a mystic is running on low mana, if that happens the group dps will fall down because mana motes won’t be out and auras will fall off. Trying to stay out of combat is the key to this and using infused mana charm. DPS as mystic in instances is not worth it as much as it is for a priest because the mystic constantly need to provide mana motes to the group and that in itself is time consuming to do it properly.
A typical PVE glyph build for mystic would look something like this: http://www.teraguru.ru/glyphcalc.html#el60:000100001000010000000110000000000101010110000000000100000000010001001
Crystals & Charms
When it comes to crystals, healers are rather lucky, we don't really need to spend thousands of golds to buy those expensive crit crystals the crystals that are recommended to use are the following:
Red: 1x Swift (Runspeed) & 3x Brilliant (Mana regen)
Blue: 1x Swift (Runspeed) & 3x Bam defence or HP increase
For Charms the only one we really benefit from is Infused Charm always try to keep one of you in end game instances and while doing instances when you level is not a bad idea either! They are a flat mana regen buff and you buy them at the Speciality Store.
(I will update this post with illustrative pictures about the mystic and how to place the motes in the future)
Last edited by Acharial on Sat Jun 23, 2012 6:11 pm; edited 3 times in total
Acharial- Posts : 690
Join date : 2011-06-11
Age : 35
Location : Sweden
Re: Healing guide!
Great read again. Thanks!
Chakra- Posts : 296
Join date : 2011-01-28
Location : Netherworlds
Re: Healing guide!
Updated with crystals and charms ^.^
Acharial- Posts : 690
Join date : 2011-06-11
Age : 35
Location : Sweden
Re: Healing guide!
Thanks
I never stand still as a priest, I am constantly running round like a maniac healing / mana charging / energy stars etc.
I did tho focus most my glyphs into mana and healing so i will take a look at that
I never stand still as a priest, I am constantly running round like a maniac healing / mana charging / energy stars etc.
I did tho focus most my glyphs into mana and healing so i will take a look at that
itslifejim- Posts : 163
Join date : 2012-02-04
Age : 43
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