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Cleric healsFollow

#1 Feb 21 2011 at 3:10 PM Rating: Good
I have played EQ1 for years but I am new to EQII and I am curious how in the duece clerics heal in this game with max heals of 2600/3400ish? My toon is only lvl 28 and has over 2k hp... just doesnt make any sense to me.
#2 Feb 21 2011 at 8:41 PM Rating: Good
whispor wrote:
I have played EQ1 for years but I am new to EQII and I am curious how in the duece clerics heal in this game with max heals of 2600/3400ish? My toon is only lvl 28 and has over 2k hp... just doesnt make any sense to me.

I don't play a temp but I do play healers (druids mostly) and I don't really understand your question. Temps are considered among the top healers in the game, needed in every raid and welcome in any group. So lets take a hypothetical situation...

Lets say you are solo healing for a group and the tank has 15 or 20k of health total. He pulls a mob and as the encounter begins you drop a 2K heal on him as he takes 3k of damage. He is down about 1K but this is no big deal (since it amounts to about 5% of his total HP) so you start to drop another heal on him as the encounter continues and since he has taken additional damage in the interim and dropped down about another grand, your 2nd heal for 1800 almost brings him back to full. The dance continues till the mob dies and you top him off at 100% health after which he can pull another target and the cycle can begin again.

There are lots of other factors involved (like the tank wearing plate armor and having much better avoidance than you or I do) but in my example I wanted to keep things simple. Were you looking to drop a single heal on the tank for each encounter? (as in D&D)

In most raid situations the MT group will have 2 or even 3 healers in it. (We often used to carry one of each - shaman, cleric & druid in the MT group) so you'll never need to solo heal in a situation where a mob can dish out more than 10 or 20K of damage in a single swing. and rarely does a single group come up against a target who can dish out more damage than the tank has HP.

Did any of this help clear things up for you?
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#3 Feb 28 2011 at 7:45 AM Rating: Decent
Yea I see what you are saying, and I understand that. Like I said I am new to the game so I haven't yet seen what the higher lvls are like but right now around lvl 30 if I can't survive an encounter on my own my wife can hardly keep me alive with the low heal amounts (anywhere from 150 to 300hp) coupled with the heal recast time. The main thing that gets me is being used to EQ1 when clerics had complete heal at lvl 39 for 7500 hp and with aa's their high lvl heals often hit for 20k plus. Our mains on EQ1 are in a mid tier raiding guild and I just can't see how 2 and 3k heals at max lvl can keep someone alive on a hard raid were the mobs hit for anywhere up to 10k a pop or more. Again though, I haven't seen max lvls yet so I don't know how this game will compare to EQ1 but considering it is an offshoot I cant imagine it being to different in terms of gameplay, hence my confusion when I saw max heal amounts on the spell list near 3k...

Edited, Feb 28th 2011 11:45am by whispor
#4 Feb 28 2011 at 1:17 PM Rating: Good
I don't think Clerics get a complete heal in EQ2 but I could be wrong (someone who plays a temp will need to ring in here)

However, there are some other considerations here that can make the situation more complex so lets go a little deeper...
In EQ2, (unlike EQ Live) each spell (or combat art) you earn is available in several levels of quality. From lowest to highest these are:

apprentice - awarded when you level
journeyman - created by crafters from common materials
adept - dropped by MoBs or purchased off the broker
master - created by crafters from rare materials
grandmaster - upgraded from master through research

Each ascending level will heal for more (or do more damage) In fact, the difference between say apprentice and adept can be impressive and the difference between apprentice and master can be shocking!

So the mismatch you're seeing could be because your tank is already running with high health while your healer is healing with a lower quality level of spell. This would cause the healer to have to work harder to keep you standing and would likely cause more frequent deaths.

On the other hand, if your combat arts and/or armor level is below par, you will have lower health as well as less avoidance and the healer will have to work harder to keep you standing resulting in more frequent deaths.

Bottom line here is that you will both need to keep an eye on spell/combat art, armor and weapon quality in order to maximize your abilities and limit damage.

Does that help to make things a little clearer?


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"Well, my days of not taking you seriously are certainly coming to a middle."
~ Mal Reynolds
#5 Mar 05 2011 at 12:25 PM Rating: Decent
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Well it works very differently in this game. Direct heals you have only two. One small and one large. You have one group heal that is direct. You are what would be called a reactive healer. Your main heal is the reactive it will trigger five times until you extend it out with AAs. You can lay down a group reactive and single target. Once you have that down place repent which is a ward of sorts. And push the direct heals until you teachers runs out and refresh it. This is the pattern. You will get a lot of life savers as a Templar. And some stuff from eq one like divine arbitration. You also have two reactives that are life savers. One single one group they heal for a fair amount but are insta cast. You will also be able to give the tank your health, and you have a HoT that heals pretty good, it use to stun you but not anymore. Also cures are very different in this game. Group and single target. And you have some dots that can go on the mob that will heal pretty well.

Glory is decent and can offer heals between 10 and 15% or so of a long fight. Your ability to buff HP and the stone skin which is a great buff a long with your spells makes you very effective when used properly. As a temp you will be in the MT group almost all the time in raids. Feel free to look me up on Guk. Gauzepad is my characters name. Be more then happy to chT it up if you have any questions. I have been playing a temp since launch.
#6 Mar 07 2011 at 9:33 PM Rating: Good
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101 posts
OldBlueDragon wrote:


However, there are some other considerations here that can make the situation more complex so lets go a little deeper...
In EQ2, (unlike EQ Live) each spell (or combat art) you earn is available in several levels of quality. From lowest to highest these are:

apprentice - awarded when you level
journeyman - created by crafters from common materials
adept - dropped by MoBs or purchased off the broker
master - created by crafters from rare materials
grandmaster - upgraded from master through research

Each ascending level will heal for more (or do more damage) In fact, the difference between say apprentice and adept can be impressive and the difference between apprentice and master can be shocking!



Wanted to correct some info in the post I've quoted.

The actual levels of effectiveness are as follows:

Apprentice = awarded upon level
Journeyman = created by tradeskillers using common harvests and purchased fuel; can be purchased from broker; also available using new research sytem
Adept = dropped by mobs and can be purchased from broker; also available using new research system
Expert = created by tradskillers using common harvests and a RARE harvest along with purchased fuel; can be purchased from broker or consigned; also available using new research system
Master = possible mob drop; CANNOT be made by tradeskillers; can be purchased from broker; also available using new research system
Grandmaster = only available via class attributes as you level

I find the new research system incredibly helpful, especially if you can afford to skip Journeyman level and loot or buy Adept upgrades and begin research at Expert level.
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