This article was written by the player
Prisoner,
and was posted on Oct 16, 2008.
It was last updated by
Shadowfax
on May 26, 2014.
A Guide to Healing in Alter Aeon - Introduction
Being a healer can be as easy as simply deciding to heal the tank in a group, but
you can improve your ability to heal and take better care of your group by paying
close attention to different and learning the consequences of certain spells
and types of equipment. This guide tries to explain some of these things, and
will hopefully help you become a better group healer.
For clarity, this article focuses on the cleric class. Although it is
possible for mages and druids to heal via brewing, clerics can cast instantaneous spells
to restore hit points and movement, which no other class can do.
The Healer Equipment Set
The ideal healing set focuses on two things: mana and mana regeneration. There
is an excellent
guide
in the
Alter Aeon Articles archive
that details how to gear for mana regeneration while sleeping, but for healing
in groups it is more important to gear toward having as much mana as possible while
maintaining a high resting regen rate.
The first step toward having a high mana is to max out int and wis, then focus on
+mana items. One thing to realize is that beyond maxing your mana regeneration,
cast level is unnecessary for healing.
The target regeneration to aim for before you start healing in earnest is 50 per
tick while sitting, not sleeping. This allows you to heal the tank one more
time for every tick spent in combat.
Buff and Protective Spells
Often it is the healer's job to pay attention to the spells that a tank has on him
or her. Each spell gives the tank some survivability and decreases the total mana
you'll have to use in combat. Many tanks, while they have trouble healing themselves
in combat, can often pick up their own buff spells out of combat, as long as you
pay attention to what they need and when.
Some of the most commonly used protective spells are:
Cleric Spells:
- Bless: Saving spell and +hitroll
- Armor: +20 armor class
- Sanctuary: Damage reduced based on caster's cleric level
- Faith shield: Damage reduced based on target's cleric level
- Slow poison: Saving poison
- Curse ward: Protect against enemy cleric curses
Note that even though technically '
faith shield' and
'
slow poison' cannot be cast
on others, they can be
groupcast.
Mage Spells:
- Displacement: +40 armor class
- Crystal coat: Saving normal plus elemental saves
If your mage level is high enough, you should try to keep these buffs going in most combat
situations.
The spells '
sanctuary' and
'
crystal coat' have relatively short durations and high mana
costs, so it is important to pay close attention to them. In general, you should try to
set things up so that these spells don't fall during combat, or so that
if they do, you and the group are prepared for it.
Healing in Combat
The key to healing in combat is mana conservation. One of the most important things
to know is how much each of your spells cost. You want to keep enough in reserve
for that extra heal, or in an emergency, '
group recall'. The
spells that you will use (in rough order of how often) are:
- Heal: 50 mana
- Area Refresh: 28 mana
- Crystal coat: 55 mana
- Sanctuary: 75 mana
- Group Recall: 50 mana
- Breath of Life: 25+ mana
- Area Heal: 100 mana
- Rejuvenate: 35 mana
'
Crystal coat' and '
sanctuary',
unless you're grouped with more than one healer, are typically
the only buff spells that are important enough to use mana on in combat (and
even those are only meaningful if your tank is taking a lot of damage.)
The key decision in combat is always which spell to use in order to keep your
group alive. If combat is going badly and the tank is almost dead, using
'
group recall'
instead of '
heal'
with your last 50 mana is often the best decision. Group recalling
when others think you were going to win the fight will often make your group angry.
Knowing what to use when comes only with experience and familiarity with your group
members and leaders, but, if you are unsure, you should default to recalling.
Remember that the '
heal' spell adds about 110 hit points.
Once people are missing
more than 110, you're going to get a fully effective heal. If you cast before that
point, some of your mana will be wasted. Also, save '
breath of
life' for group members that are severely injured.
An excellent tool for healers is the
'
monitor vitality' command, which lets
you closely watch another group member's health by broadcasting it to your own prompt.
Lastly, when you are waiting to heal other, use the
'
hphurt'
command frequently.
It will show you the stats of everyone in the group that needs healing, and gives
more information than the '
monitor' command.
Attitude
Everyone blames the healer. Part of the job of being a healer is being a scapegoat.
Often it is the healer's fault, but the only way to learn which decision to make
in a tough situation is through experience and practice. Persistence, patience,
and more than anything else, keeping your cool, are the most important part of
healing. This is discussed more in the second page of this article.
NEXT -
Introduction to Healing in Groups, Page 2
BACK -
Alter Aeon Article Index