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Old 06-12-2007, 11:30 AM  
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Default Casting Order! and Tips.

Ok. Here is what I want to accomplish here.<?xml:namespace prefix = o ns = "urn:schemas-microsoft-com:office:office" /><o:p></o:p>
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On Dps classes your DPS is strongly affected by the casting order of your spells. How does casting order affect a healer thou?<o:p></o:p>
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For the most part the easiest way to keep your tank up is to play proactive. I usually keep both group reactive and single target reactive up on the tank. Along with the shaman wards this will usually nullify auto attack damage from the mob and help cushion AoE damage the mob might throw out. When the damage spikes cast grand amelioration to bump the tank back to full during the spike damage. If an AE goes off, hit your group heal. Simple enough? In between keeping reactives refreshed cast your debuffs and a couple nukes if they are all up. <o:p></o:p>
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Things to remember:<o:p></o:p>
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If you don't have your 3 piece set bonus from the EOF fabled templar set remember that even thou the group reactives take twice as long to cast it provides double the heal triggers that your single target.<o:p></o:p>
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Getting hit by a power drain? Aegis of Faith is your friend. Most of the time if your being hit by a power drain or hear "Blanket in 5" on a raid, cast Aegis of Faith and it will absorb not only the HP damage, but the power damage as well, saving lots of mana for your group to dps, heal, etc.<o:p></o:p>
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Heal thru the mob! Most of the time, this is the way to heal. On few encounters should you be manually targeting the tank and spam healing (we will cover that in the next section) If the tank looses agro for whatever reason (not taunting, dps not using hate reducers, even those pesky mem wipes) If you have the tank manually targeted you don't know who it is on and waste that power while the tank isn't being hit. Most of the time the tank will get the agro back in one or 2 solid taunts so if your healing thru the mob and a scout gets agro for a second, sometimes 1 nice heal will mean the difference between life and death. And we all know what happens then the dps dies.....the tank run out of HPs before the mob, and that’s no fun.<o:p></o:p>
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Don't spam heal! What a waste of freaking power that is. Like I said earlier, keep reactives, wards, reverence, healing debuffs up to deal with the auto attack damage. And Pay attention for that spike damage and cast heals as needed don’t 1, 2, 3 heal and run out of power before the mob is at 50%.<o:p></o:p>
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Cure! Cure! Cure! Cast those cures! I highly recommend every healer, raid or casual, to get a click to cure UI. Doesn't have to be anything special, I personally use one that looks like the standard UI. So you’re asking what do these do. Only make you 19 times better at curing. Instead of Targeting the person with the dot, mousing over to find the right cure clicking it, and then retargeting the mob you simply click the cure in the group window, cure casts, debuffs gone, and you're back on target. Do NOT, how can I stress, do not rely on your claymore item, or mana cure to cure ailments. Most of the time the effect is just some damage DoT. But sometimes, and most of you know what I mean if you have ever healed <?xml:namespace prefix = st1 ns = "urn:schemas-microsoft-com:office:smarttags" /><st1:City w:st="on"><st1:place w:st="on">HoF</st1:place></st1:City> at minimum but get those status effects off! Nothing like having the raid leader or group tank shout at you cos you didn’t cure a debilitate or de-level from a vampire. <o:p></o:p>
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Sanctuary is your friend, but sometimes friends abandon you. Keep in mind that Sanctuary is a great spell that provides immunity from the “EFFECTS” of a stun, stifle, root, mez, fear, etc. Ok, Ok, let me make this simpler. If the tank says “inc in 5” you cast sanctuary, the mob agroes on the tank and uses a stun. The stun lands on the tank, the tank is just immune to the effect. This means, if sanctuary falls anytime after and the stun is still on, the tank will be come stunned because they have lost their immunity to the effect. So, just because sanctuary is up, doesn’t mean you can ignore those status effects, they still need to be dealt with, and sanctuary just helps the group to provide fluidness like effect so you can deal with it easier.<o:p></o:p>
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Any comments or a discussion on this is greatly appreciated. Let’s help each other out! I will update the main post with good information and tips discussed.<o:p></o:p>
<o:p></o:p>
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Last edited by Nyax; 06-12-2007 at 02:12 PM.
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Old 06-12-2007, 11:45 AM  
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Default Re: Casting Order! and Tips.

nice post
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Old 06-12-2007, 11:51 AM  
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Default Re: Casting Order! and Tips.

Mark of the Celestial, Involuntary Restoration, amongst other things will provide some pretty sick heal output. Get them on the mobs early, and maintian them.
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Old 06-12-2007, 11:55 AM  
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Default Re: Casting Order! and Tips.

Quote:
Originally Posted by Jarek View Post
Mark of the Celestial, Involuntary Restoration, amongst other things will provide some pretty sick heal output. Get them on the mobs early, and maintian them.
As well as making your number of crit heals outdo everybody else
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Old 06-12-2007, 12:46 PM  
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Default Re: Casting Order! and Tips.

Good post, I'll add a few tips/opinions:

- I like to keep reverence on the MT, helps some, it's duration and recast are the same amount. It also works raid-wide, so can assign that duty to OT templar if multiple templars.

- I usually save the fast casting/recast cleric aa ability for damage spikes to quickly get everyone back up and set. Though for trash, I use it whenever it's up midway in the fight to help dps.

- Focused intercession stacks with the other two intercessions, can output some serious healing power with that one, especially on multiple mob fights (plus is a great spell for ninja afk's, lol). Just gotta be careful with the stun attribute to it, can always cancel if needed though.

- Like Jarek said, mark and involuntary restoration are awsome, keep them along with the other 2 debuffs on mob whole time.

- If you know a curable aoe stun is coming, and sanctuary is down, you can start casting the group arcane/trauma cure. If the stun lands while you're casting, most of the time it will finish what you're currently casting, which would imediately cure the group. If it doesn't land, cancel the casting and recast. That cancel and recast method is good to use with grand restoration too if you're an OT templar and expect MT hp damage spikes, so can have a big heal land right away.

- Alcohol improves your healing/dps'ing abilities (hehe, maybe not, but that's my perception ).
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Old 06-12-2007, 01:45 PM  
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Default Re: Casting Order! and Tips.

another thing I like to do if there are 2 scouts in my group Assassin/Swash and dirge I like to put 2 Glory of Battles up in group... I've had times where they have done 8% of my healing... not too shabby :D
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Old 06-12-2007, 01:59 PM  
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Default Re: Casting Order! and Tips.

Quote:
Originally Posted by Nyax View Post
Don't spam heal! What a waste of freaking power that is.
If you have Barbute of the Ancient One and Mantle of Darkened Hues you could probably get away with spam healing like hell
Our last Cmayong kill I had 97% power remaining at 5% to go... felt I had to use sprint to make it look like I had actually done something

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Sanctuary is your friend, but sometimes friends abandon you. Keep in mind that Sanctuary is a great spell that provides immunity from the “EFFECTS” of a stun, stifle, root, charm, fear, etc. Ok, Ok, let me make this simpler.
Not charm, but Stun, Daze, Stifle, Fear, Mesmerize, and Root.
Some fight's it's good to get jesters for the cast on this btw to lower it to 2 minute recast, which is also the jesters cap immunity time limit.

Last edited by Phrozen; 06-12-2007 at 02:02 PM.
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Old 06-12-2007, 02:05 PM  
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Default Re: Casting Order! and Tips.

Quote:
Originally Posted by Tion View Post
- Alcohol improves your healing/dps'ing abilities (hehe, maybe not, but that's my perception ).
I agree!
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Old 06-12-2007, 02:11 PM  
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Default Re: Casting Order! and Tips.

Quote:
Originally Posted by Phrozen View Post
Not charm, but Stun, Daze, Stifle, Fear, Mesmerize, and Root.
Some fight's it's good to get jesters for the cast on this btw to lower it to 2 minute recast, which is also the jesters cap immunity time limit.
Yeah, i wasn't sure if it was mez or charm. at work, working off of memory.
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Old 06-12-2007, 02:32 PM  
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Default Re: Casting Order! and Tips.

Quote:
Cure! Cure! Cure! Cast those cures! I highly recommend every healer, raid or casual, to get a click to cure UI. Doesn't have to be anything special, I personally use one that looks like the standard UI. So you’re asking what do these do. Only make you 19 times better at curing. Instead of Targeting the person with the dot, mousing over to find the right cure clicking it, and then retargeting the mob you simply click the cure in the group window, cure casts, debuffs gone, and you're back on target. Do NOT, how can I stress, do not rely on your claymore item, or mana cure to cure ailments. Most of the time the effect is just some damage DoT. But sometimes, and most of you know what I mean if you have ever healed <?xml:namespace prefix = st1 ns = "urn:schemas-microsoft-com:office:smarttags" /><st1:City w:st="on"><st1:place w:st="on">HoF</st1:place></st1:City> at minimum but get those status effects off! Nothing like having the raid leader or group tank shout at you cos you didn’t cure a debilitate or de-level from a vampire. <o:p></o:p>
I couldn't agree with you more about curing. A negative effect is just that... Negative. They should all be removed immediately. Why be a retard and spam heal through a DoT when you could cure it off and move on. Even non-damage effects should be removed... Not once have I right clicked something a mob cast on me and read "This does nothing, don't bother curing it - Have Graet Day Thank for Play EQ2" in typical SOE fashion.
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