Game Forum / Role Playing Games / EverQuest / January 2004
Cleric Playing tips
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Chris Stolworthy - 26 Jan 2004 19:20 GMT Hiya all,
Being a new cleric I was wondering what advice you would give to me to help make me one of the "better" clerics out there?
-Chris
Richard Lawson - 26 Jan 2004 20:13 GMT > Being a new cleric I was wondering what advice > you would give to me to help make me one of the > "better" clerics out there? Well, first, head to the EQCleric forum here:
http://eqcleric.gameglow.com/forums/
Lots of useful information about being a "good" cleric. Check the FAQ and read some of the other posts for some good playing tips.
Just some general advice:
Pay attention. Don't multi-task or watch television. Be focused on your party's health and be ready to heal them. If you stay focused all the time and actively respond to requests from your groupmates, you'll already be in the top 20% of clerics serverswide.
Learn how to heal before you do anything else. Once you feel comfortable healing, learn how to do some basic crowd control like rooting off adds. Don't focus too much on learning how to nuke and tank - those are bonus skills, not primary skills. You'll never get into an uber-guild by bragging about your tanking abilities. =)
That's it for general advice; if you have more specific questions, let me know.
 Signature -Richard
Monual Lifegiver Archon of Rodcet Nife Silent Tempest
Marrtuk Knight of Mithaniel Marr
Drinal server
John Henders - 29 Jan 2004 13:54 GMT >Just some general advice:
>Pay attention. Don't multi-task or watch television. Be focused on your >party's health and be ready to heal them. If you stay focused all the time >and actively respond to requests from your groupmates, you'll already be in >the top 20% of clerics serverswide.
>Learn how to heal before you do anything else. Once you feel comfortable >healing, learn how to do some basic crowd control like rooting off adds. >Don't focus too much on learning how to nuke and tank - those are bonus >skills, not primary skills. You'll never get into an uber-guild by bragging >about your tanking abilities. =)
>That's it for general advice; if you have more specific questions, let me >know. All great advice and I'd like to add one more tip if you group with enchanters fairly regularly. Keep your lowest stun memorized, and if you see your chanter having trouble with a mob, hit it with a fast stun. This can often help more than just tossing a heal on the chanter as if it sticks it will give him enough time to cast a mez, and if it's resisted, you may agro it on you, again giving him a chance to mez it.
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SESrin - 29 Jan 2004 15:39 GMT > > Being a new cleric I was wondering what advice > > you would give to me to help make me one of the [quoted text clipped - 34 lines] > > Drinal server You say learn how to heal could you be more specific to the less experience of us - there is more than simply casting a heal spell? please tell
Graeme Faelban - 29 Jan 2004 16:04 GMT "SESrin" <sesnw@btconnect.com> wrote in news:bvb9f8$as3$1 @titan.btinternet.com:
>> > Being a new cleric I was wondering what advice >> > you would give to me to help make me one of the "better" clerics out [quoted text clipped - 26 lines] > experience of us - there is more than simply casting a heal spell? > please tell It's a matter of learning which heal spell to cast on who, and when. Learning when to let someone die in order to save the raid/group. There is plenty more I am sure, but, not being a cleric, I don't know all the details that well.
 Signature On Erollisi Marr in <Sanctuary of Marr> Elder Graeme Faelban, Barbarian Prophet of 65 seasons Tainniel Fleabane, Halfling Warrior of 32 seasons Giluven, Wood Elf Druid of 26 seasons Graeniel, High Elf Enchanter of 25 seasons
Empty - 29 Jan 2004 17:37 GMT > It's a matter of learning which heal spell to cast on who, and when. > Learning when to let someone die in order to save the raid/group. There > is plenty more I am sure, but, not being a cleric, I don't know all the > details that well. Here's how to judge a good heal:
Any heal that brought your target up to 100% is less preferable than one that brings them to 99%. I don't bother topping people up unless they are under 95%, and for melees I usually make that 90%.
Any CHeal is preferable when you A) have time for it and B) Cannot heal the target to full with regular spells for less than 400 mana.
Celestial healings can save you in a shitstorm. If multiple mobs are coming in, try dropping one on the MT. This delays the time when you have to CHeal, and buys your tank time to get aggro back. Additionally, Cele's tend to be pretty mana-efficient (the first one, IIRC, is sucky, but they get *much* better.)
Your two lines of DD heals are the *worst* spells you can cast, in most situations. I use Remedy to top up casters. The thing that line has going for it is range and speed. Other "instant" heals are great for the times when you realize CHeal won't hit- interrupt the spell and cast the instant heal.
The MA is your first concern, followed by yourself, followed by the chanter/shaman. Remember to weigh this with the threat for that given character- an add on the tank is nowhere near as bad as an add on the chanter.
HTH!
~Empty
 Signature 'You're not friends. You'll never be friends. You'll be in love till it kills you both. You'll fight, and you'll shag, and you'll hate each other till it makes you quiver, but you'll never be friends. Love isn't brains, children, it's blood... blood screaming inside you to work its will. I may be love's bitch, but at least I'm man enough to admit it.' Spike
Adam Russell - 29 Jan 2004 16:44 GMT > > > Being a new cleric I was wondering what advice > > > you would give to me to help make me one of the [quoted text clipped - 47 lines] > experience of us - there is more than simply casting a heal spell? > please tell Off the top of my head there's: 1 when to heal 2 what heal to use 3 who to heal first
Aruvqan - 29 Jan 2004 23:27 GMT excellent advice, also...we are a plate class, with a decent AC we can take a thump or 2 in a pinch so you need to learn to trust your tank to get it off you. position is good, try to be close enough to heal but out of ae range whenever possible but sometimes you just cant and you have to suck up some damage. if your back is against a wall you may not get the knockback/interrupt as much *but* make sure it is not a place where you can get through the wall agro. when your raid or group leader tells you to stay *off* the wall, they usually know what they are talking about! and again, th elowest level root is you best friend on many occasions, fast and low mana. i keep it and the lowest stun memmed all the time.
i would also recommend staying away from paludal, i know it has a good zem, but you will not learn good grouping skills there imho. you might if possible find a lower level guild, group with them in one of hte old world zones where the mobs are more available..if you must do paludal, do shiknars and owlbears instead of phlargs and bandits.
> Just some general advice: > [quoted text clipped - 11 lines] > That's it for general advice; if you have more specific questions, let me > know.
 Signature ~~~~~~~~~~~~~~~~~~~~ Aruvqan, nicknamed Margali http://www.geocities.com/aruvqann/index.html No matter where you go, there you are.
Empty - 26 Jan 2004 20:15 GMT > Being a new cleric I was wondering what advice you would give to me to > help make me one of the "better" clerics out there? Since level one, Divine Aura has not left my spellbar, EVER. This can come in VERY handy. Say the puller brings adds, or a train happens. The MT is dropping fast- my CHeal hits when he is very low. All the adds decide they want Cleric for dinner.
By using Divine Aura, I become invulnerable for a max of 18 seconds for little mana and a fast cast. During that 18 seconds, the mobs leave me alone, going back to the tank or whoever. This gives the tank a bit of time to regain aggro.
If I need to heal before then, I click off the DA icon.
I judge that I use it once ever 3-4 sessions, but I have never felt that it was a waste of a spell slot.
Also, heal over time is your friend. I use my cele's in a lot of situations- healing a shammy after an unloved slow landed on the mob, for example. These have an excellent mana/hp ratio, and produce a lot less aggro than their one-blast equivalents. By all means, slap down a fast cast for a chanter or something, but secondary melees can usually be cele'd. This spell is also useful when you need to cast cheal but it will not land in time- slap a cele down then start the cheal- the cele can buy you some time to get that complete heal off.
Your first major investment should be a mount. I prefer drogmors, as their head is not in my face. To get off in a hurry (say, to interrupt a spell) use /dism. The mount means you don't have to sit to med, which means that you med through the one or two ticks your cheal spans, and you med after- never having to worry about sit aggro.
Your next investments should be focus effects. In my opinion the most important is a mana efficiency focus effect, followed by extended enhancement, then casting haste. Spending less mana on a spell is the same as regenerating more mana per tick.
After these are accomplished, increase your mana pool with +WIS and +MANA items.
Flowing thought items are nice- get them if you can.
Hope that helps!
~Empty
 Signature 'You're not friends. You'll never be friends. You'll be in love till it kills you both. You'll fight, and you'll shag, and you'll hate each other till it makes you quiver, but you'll never be friends. Love isn't brains, children, it's blood... blood screaming inside you to work its will. I may be love's bitch, but at least I'm man enough to admit it.' Spike
Ray Rocker - 26 Jan 2004 21:06 GMT >Hiya all, > > Being a new cleric I was wondering what advice you would give to me to >help make me one of the "better" clerics out there? Make yourself an "Assist" hotkey (/assist). Now you can target a mob and, with one key press, switch to the player it is beating on. In most cases the player with aggro will also have the mob targeted, so this same key will toggle your focus back and forth between the mob and the player which it's currently attacking.
Also, make a hotkey to /target the MA (main assist) in your group -- usually the tank. This requires that you edit the social at the start of each group to add the MA's name after /target, but it's worth it.
Now with two keystrokes you can target the MA and then the mob he's working on. This way you don't attack the wrong mob in a multi-pull and tick off your crowd controller by breaking mez.
-- Ray Rocker rocker@datasync.com
Rastus - 26 Jan 2004 22:55 GMT >>"Cleric Playing tips" Just don't roleplay a Rabbi cleric or the 'tips" you have to play tend to be unhygenic. besides, if your thinking of playing with it then perhaps roleplaying a Catholic Cleric would be more your style...
Now - is there anyone I forgot to offend?
: ) Graefaxe - 28 Jan 2004 20:28 GMT : >>"Cleric Playing tips" : [quoted text clipped - 5 lines] : : : ) Muslims, Buddhists, Hindii, Shinto, Zoroastrianists and any number of Christian denominations, not to mention all the Native American, African and South American religions.
Gen - 28 Jan 2004 21:16 GMT > : >>"Cleric Playing tips" > : [quoted text clipped - 10 lines] > Christian denominations, not to mention all the Native American, African and > South American religions. All of whom are offended at being left out
Jennaii - 26 Jan 2004 23:51 GMT >Hiya all, > > Being a new cleric I was wondering what advice you would give to me to >help make me one of the "better" clerics out there? > >-Chris I *google copied* this advise from Splendid One's response to *my* cleric question regarding healing at level 53. (It may be high for you now though...I hope Splendid One doesn't mind the quote!!!!!) :
At your level, I had four heals memmed: Cheal, Remedy, Divine Light, and Celestial Healing.
Cheal I used on the MT, tried never to use anything else on him, and hoped never to have to cast any of the other spells at all. All damage should go to main tank and I shouldn't waste time and mana casting the small heals on him.
BUT situationally, his damage rate would be too high, or he could use topped off before a pull.. so I'd drop Celestial on him. This works kind of like a slow, and has the advantage of not all being wasted when a Cheal lands; the remaining tics of celestial continue to drop down assuming he's still taking damage.
I'd try to use nothing but celestial on other injured people. When someone gains aggro and manages to lose it, there's generally no rush about healing them up, and celestial is the most mana efficient spell to patch them up unless their injuries are so large as to warrant a CHeal, and most people that injured who aren't MT really need a rez, not a heal. Even as a patch heal, celestial would often be the heal of choice as its cast time isn't bad and once it lands its the equivalent of spamming a GHeal on them every tic; depending on what's killing them this usually was plenty to keep them alive, and once aggro was lost would finish out by repairing the damage taken before it landed.
In emergencies, Remedy was my heal of choice. Its not as large a heal as some, of course, but its blindingly fast; with BOF and a spell haste III item (or mage summoned one) even more so (3 second cast time is -just- at the limit for those two effects). Casting something slower on fragile robes often means wasting mana as the spell fails to land on their dead bodies. This is also a good spell for the "backup healer", who might have to land something in order to help a tank live long enough for a slightly late Cheal; by the time you realize the CHeal is going to be late there's often no time for anything else. Surprise benefit of this line (and one I didn't realize until quite late) is its range: substantially longer than other heals; I often used this to heal FD'd monks who were badly injured and lying doggo out in the pulling area.
Divine Light, though, I cast least of all. Slow casting, so not really good in emergencies, mana inefficient compared to CHeal or Celestial, which are the heals of choice if its not an emergency, I kept it memmed for those situations where unexpected damage was coming in on someone in big unhealthy chunks, and a Cheal would be too slow, a Celestial too slow in its effects, a remedy far too small to be worth casting; big chunky inefficient healing spammed out hoping things would be brought under control. Last Ditch Effort, usually followed shortly by a death.
I do recall working out the details for a Divine Light chain heal, as opposed to the usual CHeal chain; the idea was that Cheal chains are inherantly chunky; landing a very large heal at substantial intervals (the more clerics in the chain the smaller the interval). We were facing a mob which had spiky damage output, and kept losing MT's because he'd get lucky on the RNG and put two spikes in between Cheals; by using a DL chain we could more than double the rate at which heals landed. In the end it proved impractical for most applications, but even long after this, we often put people on spamming patch heals to supplement a chain for the same sort of reason, and using the same sort of moderately fast casting, large heal spells.
Superior heal was replaced Divine Light unless I'm remembering incorrectly; even keeping 4 heals up at all times was cumbersome, I can't think of a reason to hang on to SHeal (which was already in the "least used" category) at this point.
Splendid One, 56 Gnomage, Firiona Vie Bergh Brelltender, 65 cleric, Morel Thule
"This time: gonna do it RIGHT!" -- Bob Seger Jennaii
dstep - 27 Jan 2004 00:17 GMT >Hiya all, > > Being a new cleric I was wondering what advice you would give to me to >help make me one of the "better" clerics out there? > >-Chris Heal, then sit the rest of the time. Don't be a dopey cleric who beats on the mob as well. If sitting most of a fight and standing to get a heal off is not your idea of fun, be another class.
Also, correct people when there is another healer in the group and they say "Ok, one of us nukes and the other heals." This equals death. Say, no we are both healers so we both heal.
Make an alias short cut that says something like
Lesser heal on <t>
then casts the spell.
Mine is something like,
Healed <t> <r> with Chloroblast
with my druid, I forget the exact way that <t> is done, but that does something like thier name and race so its kind of obvious.
The alias is to make it clear to the other healer you are healing. Like my druid might be casting a heal but see the cleric saying they are complete healing the person. Then I calculate and if its going to be close AT ALL, my druid heals them once anyway. Chlorblast is WAY faster than complete heal.
Even if a cleric is the main healer, my druid will still only put dots on the mob and maybe damage shield the tank. Then I also sit until I'm doing it again or healing. So a cleric should NEVER be nuking, even if there are two or more. Having two or more clerics, then being oom and still having someone die just makes you feel like an idiot. Then idiot number one always says, "well, I was supposed to be nuking so it wasn't my fault!"
the wharf rat - 27 Jan 2004 18:26 GMT >Don't be a dopey cleric who beats on the mob as well. Well, I melee my cleric all the time. With yaulp, the pet, and the summoned hammer the targets go down noticeably faster with my help and I don't lose much mana regeneration versus just sitting. If I get low I go sit down, or if things get hectic (overpulls etc.) and there's a chance I might miss a heal I back up, but otherwise I think it'd be a shame to give up 5-700 per battle in melee damage. I also nuke and stun as long as I have sufficient mana for healing, especially on those nasty cleric mobs :-)
In fact, I volunteer for crowd control if we dont have a mezzer: pull the add with a nuke then root park it. I use a right-click root so no mana issues. It gives me something to do besides sitstandheal and I can take the hits better than the druids...
Empty - 27 Jan 2004 18:57 GMT > I also nuke and stun as long as > I have sufficient mana for healing, especially on those nasty cleric > mobs :-) Normally in a group I don't melee, but chealers and gaters get my attention. I usually lay down the bash and stun on these guys, timing it to interrupt their casts.
~Empty
 Signature 'You're not friends. You'll never be friends. You'll be in love till it kills you both. You'll fight, and you'll shag, and you'll hate each other till it makes you quiver, but you'll never be friends. Love isn't brains, children, it's blood... blood screaming inside you to work its will. I may be love's bitch, but at least I'm man enough to admit it.' Spike
Kris Crockett - 27 Jan 2004 22:37 GMT > Hiya all, > > Being a new cleric I was wondering what advice you would give to me to > help make me one of the "better" clerics out there? > > -Chris Don't let the puller keep you under 20% mana. You should have plenty to deal with an overpull at all times, even when there's crowd control handy. You, the slower, and the cc should dictate the pull rate, not the puller who's used to his uber buddies. If the puller keeps chain pulling while any critical caster is saying lom, oom, med break etc. use the old "afk bio after this mob" trick. He pulls it, he can kill it. If he promptly wears you out again, let the group know youre done with him, pullers are usually easier to replace than clerics.
Dont be afraid of beastlord or ranger tanks, the ones who cant hack it usually wont volunteer for the job.
Pls Pls OMFG Pls do something in addition to healing if you can hack it. Your class has tons of cool options at its disposal. The clerics I like are the ballsy ones, who do stuff like landing an 8 second stun on the mob as it comes into camp, to give the war something to taunt his agro up with, handy when the chanter would be pulling agro nearly evey mob with tash & slow. DPS is king as long as you dont have to take a med break because of it, nuke when FM, melee if you have yaulp 6 & your best armor. Root mezzes so you dont have to rez the chanter later. Stun & bash healers. Put hp buffs on pets if you have the mana. Dispel DS if you have a spellslot for it. Youve got even more you can do, stretch your class to the limit, youll have more fun.
Annie Benson-Lennaman - 28 Jan 2004 02:27 GMT > Hiya all, > > Being a new cleric I was wondering what advice you would give to me to > help make me one of the "better" clerics out there? I see that you've been given lots of good advice so far, I'd take it to heart.
For my part I will say that the biggest favor you can do yourself is to disabuse yourself of the notion that it is the cleric's job to keep everyone in the group alive. I know you've said nothing to indicate that you feel this way, but from what I've seen so far most young clerics do. I know I most certainly did.
It is your job to do the best you can do to prevent a total party wipeout when things get rough. In most cases, this means healing the main tank, yourself, and the enchanter if you are lucky enough to be grouped with one. If the wizard should happen to get agro, don't blink an eye. You can always rez them back in. The druid goes out of mana and is screaming for a heal? Too bad. When things aren't rough, then by all means, heal the other members of the party if you can do so with jeopardizing the tank, rezzer, or mezzer. If someone gets pissy because they died, let them know where they stand in your list of healing priorities, and stick to your guns. If they don't agree with you, ignore them. They will not make it very far into the game, or they will learn to change their attitude.
If the party does wipe, even if it was your fault that you could and should have prevented it, don't beat yourself up too much. Almost everyone makes mistakes. When the puller makes a mistake they might bring back 3 instead of one. When the mage makes a mistake, they might send their pet against a lulled creature instead of the one that Main Tank has selected as the current target, resulting in adds. When you make a mistake, everyone can die. Do what you can to minimize mistakes, of course, such as not watching tv or or giving your kid brother his very own homemade tattoo while you are also on healing duty in a rough situation.
I've know a couple of young clerics that have re-rolled over these issues, and it saddens me when I hear of it. We really do play one of the bestest, most funnest classes in Norrath.
Just for the record, I still consider myself to be a young cleric also. I'm pretty sure that my currant level is an oversight that will be corrected soon as Someone realizes that I'm not in my 30's.
-- Annie
To join the alt.games.everquest chat channel type /join serverwide.age:age If you want to stayed joined, then after that type /autojoin serverwide.age:age
Currently playing: Teapray-- 51 High Elf Cleric on Firiona Vie
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ME - 28 Jan 2004 03:06 GMT >> Hiya all, >> [quoted text clipped - 12 lines] > that you feel this way, but from what I've seen so far most young > clerics do. I know I most certainly did. As I don't play a cleric, I can't tel you what your "job" is, but I can say that those that DO play have given some good advice. Personally, I (a wizard, btw) would rather take the death than my healer. I can be rezzed for xp or to get back to the fight if need be. If my healer dies, I am probably not far behind! Therefore, if the crelic in my group(s) starts taking hits (or the 'chanter, for that matter), I do what I can to keep them alive...if It means I get killed, then I die. Hopefully I can get teh mob off them long enough for the tank to get them again. (I've long outgrown the anger at getting dead...it's a GAME after all!)
> It is your job to do the best you can do to prevent a total party > wipeout > when things get rough. In most cases, this means healing the main > tank, yourself, and the enchanter if you are lucky enough to be > grouped with one. I agree totally with this.
> If the wizard should happen to get agro, don't > blink an eye. You can always rez them back in. The druid goes out of [quoted text clipped - 5 lines] > with you, ignore them. They will not make it very far into the game, > or they will learn to change their attitude. Again, total agreement. I *DO* get agro from time to time (less often as I progress, thank God!), but it's either from over-nuking (my fault) or the tank(s) getting dead (maybe from wandering adds, maybe from bad luck)-- generally. I even go so far as to tell the cleric beforehand not to wory about me if I get agro, unless I drop below 50% hp...and even then to worry about saving the group before me. And this method HAS gotten me killed before...once. (It must be pointed out that had the cleric turned to heal me, then it woulda been a total wipe...no hard feelings, no harm, no foul.)
> If the party does wipe, even if it was your fault that you could > and should > have prevented it, don't beat yourself up too much. Almost everyone > makes mistakes. > -- > Annie While there are some jerks that will talk trash about the party wiping and the cleric not saving everyone, the majority of the people I have grouped with take it in stride. "Well, at least I'm FOM again" sort of comments. Almost every time I've been in a group that wiped, the cleric felt really bad, while everyone else took it in stride. *I* feel bad for the *CLERIC* when there's a bad situation. Maybe a wipe, maybe onyl partial. It seems the healer takes it personally if they can't prevent it. Well, it happens. Mostly from overpulls, I'd say, or TONS of adds.
I'm rambling, but to finish off, I'd say that if the above situation happens, kick yourself ONCE if you feel you must, then get back in and do what clerics do best....heal, nuke, and keep the bad-pulling-warrior alive while HAVING FUN. Anyway, if someone can't accept a bad situation or a screwup or even admit THE are at fault, don't take it personally...you just learned who NOT to group with again.
________
Miznit, 39 Wizard type Gnome, E'ci
SESrin - 28 Jan 2004 10:17 GMT <big snip>
Great advice, just got my first ever cleric to nine and off to buy spells - now where do I aim those valuable training points (evo,chan, div, abj, alt etc.) when you level and also do we have to work on a particular tradeskill that helps us later?
georg - 28 Jan 2004 12:24 GMT > <big snip> > > Great advice, just got my first ever cleric to nine and off to buy > spells - now where do I aim those valuable training points (evo,chan, > div, abj, alt etc.) when you level and also do we have to work on a > particular tradeskill that helps us later? You do NOT need to spend your training points at every level. Relax on that. You can go ahead and practice them on your own. I would make sure that you have spent a point in Meditation though- it used to not start going up until you did so.
Tradeskills are entirely optional. I recommend waiting on them until you know what you are doing more, and have more money to spend. Feel free to browse http://eqtrader.com and see what is out there.
-georg
Justin H. - 28 Jan 2004 13:56 GMT > Tradeskills are entirely optional. I recommend waiting on them until you > know what you are doing more, and have more money to spend. Feel free to > browse http://eqtrader.com and see what is out there. Good advice, but that would be http://www.eqtraders.com/ :-)
--Inyidd
Tony Evans - 29 Jan 2004 19:17 GMT In alt.games.everquest, Annie Benson-Lennaman <anniebenlen@stopthevoices.yahoo.com> wrote:
>If >the wizard should happen to get agro, don't blink an eye. You can always rez [quoted text clipped - 5 lines] >you, ignore them. They will not make it very far into the game, or they will >learn to change their attitude. And if they start raiding later in their life, they're going to have to get used to be very low down on the healing ladder indeed. If you're in a group with a cleric on a raid, there's a good chance they're on the MT chain heal list. If you're lucky, there's a backup healer in the group, but their role is often to keep the cleric alive first, and everyone else as an afterthought.
People need to get used to managing their aggro, and requiring a little healing as possible (from any source), while putting in as much damage as possible, or you end up with lazy folk who tank the front of mobs when they're not MT, ignore the enrage message and keep going, nuke, get summoned and then nuke again, etc., etc.
 Signature Tony Evans (ICQ : 170850) Recommended Author : Guy Gavriel Kay Pound forehead on keyboard to continue. Homepage : http://www.darkstorm.org/tony
Archerbear - 29 Jan 2004 19:54 GMT > In alt.games.everquest, Annie Benson-Lennaman > <anniebenlen@stopthevoices.yahoo.com> wrote: [quoted text clipped - 21 lines] > they're not MT, ignore the enrage message and keep going, nuke, get > summoned and then nuke again, etc., etc. I'll second this strongly. I play an enchanter, a wizard, and a bard; the enchanter and wizard are raid-capable 65s, the bard getting there at 57.
As an enchanter - if there's only one mob in camp (or two mobs and we are offtanking) don't bother healing me until after the fight. If I'm holding mobs off the party, keep me alive. My Runes should take most of the damage, especially at post-60 where the enchanters have peridot-less runespells.
As a wizard - if I suck so badly as to pull aggro off the MA, I deserve whatever rezz I get. I bought three points of health regen, unless I've got a totally sucky tank that's all the healing I need (AOEs excepted.) I have my epic, which soaks up 800 points of sloppy play on my part; non-epic wizards have runespells they can use. If they complain about the expense, tell 'em to learn to play a wizard and gauge their damage to the MA's taunt.
As a bard - unless I'm puller or crowd-control, ignore me. My health-regen song will do all the healing I need. If I'm pulling, I'd like to be at 80 pct health before I go back out - again, healsong will top me off fine. If I'm CC, see as enchanter - if I'm holding mobs keep me alive, if I'm not ignore me for the MA.
SoulFrost/Rhian/Raivenn
Tony Evans - 30 Jan 2004 16:21 GMT In alt.games.everquest, "Archerbear" <archerbear@notqwest.net> wrote:
>a totally sucky tank that's all the healing I need (AOEs excepted.) I have >my epic, which soaks up 800 points of sloppy play on my part; non-epic >wizards have runespells they can use. If they complain about the expense, >tell 'em to learn to play a wizard and gauge their damage to the MA's taunt. Forceshield - free rune for wizards (and necro's) at 63 (I think it's 63) - so at that level no excuse at all, since it's free (in the pp sense).
 Signature Tony Evans (ICQ : 170850) Recommended Author : David Gemmell He's a potato Jim!, Let's gouge out all of his eyes Meet the wife : http://www.darkstorm.org/grete
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