Post by Memo on Sept 20, 2009 15:13:06 GMT -5
Here's my healer build!
This is at level 61. My build is mainly healer/buffer, but I have enough attacks to be a DD as well. When I'm in parties, it's heals/buffs first, and when I have time, I'll DD.
Heavenly Light (68)
====================
5/5 Enhanced Energy
1/1 Enhanced Party Energy
5/5 Amplify Climate Damage*
1/1 Peacemaking*
5/5 Study the Witcheryer of Light
5/5 Healing
2/2 Intermediate Healing
2/2 Advanced Healing
5/5 Lightning
5/5 Thunder Bomb*
5/5 Thunder Bolt*
5/5 Instant Healing
2/2 Instant Intermediate Healing
2/2 Instant Advanced Healing
2/2 Superlative Healing
5/5 Recovery
2/2 Intermediate Recovery
2/2 Advanced Recovery
2/2 Enhanced Recovery
1/1 Self Healing Spell
1/1 Party Healing Spell*
3/3 Healing Mastery
-notes-
First of all, I recommend maxing your healing spells before worrying about any buffs (except maybe Haste).
Party Healing Spell - Get this spell no matter what. Try as hard as you can NOT to use it. If you don't have to use it, then you're doing something right! I rarely ever use this spell, but it's VERY important to have just in case. The only situations I would use it in is if a few people in the party are getting very low on health, and there's too long of a cooldown on my normal healing spells, or if someone is so close to dead I don't have a choice but to use it. Again, try NOT to use this spell, as it has a cooldown of 10 minutes. Remember, the self healing spell runs on the same cooldown, so it's best not to even have the self healing spell on a hotkey while in a party.
Peacemaking - GET THIS SPELL! You will need it. It has saved my life HUNDREDS of times. If you pull aggro from healing, and you use this spell, there's a 95% chance of the enemy going back to attack whoever's tanking. There is no reason not to have this spell, it's only 1 point.
Thunder Bomb - I love this skill. A lot. It's by far the strongest attack skill in HL (the 20% from T-Bolt doesn't count >.>). It's really not that important for a healer, since most of the time you're healing, not attacking. It has a long cooldown, too. If you aren't planning on doing much DD, this skill's not worth getting.
Thunderbolt - Even if you aren't planning on doing any DD, this skill is worth getting. It does 20% of the enemy's REMAINING hp (not their max hp). It only works ONCE per enemy, though. So if you use it a 2nd time, it'll just do the base damage. Apparently, it messes with exp, so don't use it too often, only when you need to.
Amplify Climate Damage - This skill is only if you're planning on DDing as well as healing. It makes lightning/thunder bomb/thunderbolt/storm of destruction stronger. So if you're focusing only on healing and buffing, skip this skill.
---Skills I don't have, and why I don't have them---
Protection of Holy Light - This skill only works with attack spells. Not quite sure why it's in HL... Anyway, it's not really worth having unless you don't have peacemaking. Protection is passive, so your aggro will be lowered 30% forever, but peacemaking will get rid of all aggro once you steal it. Since this one only works on attacks, and peacemaking works on any skills, I'd say peacemaking is better. Plus this one is 2 points, peacemaking is one.
Resurrect - Honestly, this spell isn't needed. The only real use for it is getting life saver quicker. Now that I have that title, I don't need this spell. People shouldn't be dying every 30 seconds anyway, so using a revive scroll should work just as well.
Party Resurrect - This one is useful in the Forgotten Canyon days, but not so much in the later elite maps. In the later maps, if more than one person dies, it's usually time for everyone to quickly log out rather than revive everyone. You should be fine with just regular resurrect or revive scrolls.
Dispel - Since they changed what this skill does, it's basically only for PVP now. Which is totally lame. It gets rid of DOT, like poison and bleed... It USED to get rid of sleep/slow/ice.
Storm Of Destruction - It seems like most healers either have this, or Wind Blade. I prefer Wind Blade over this one just because it can decrease the enemy's move and attack speed.
That's all for Heavenly Light. Now it's time for...
Flooded Land (46)
====================
1/5 Wind Blade
3/5 Bloody Provocation
5/5 Sand Trap
5/5 Patience
1/1 Party Patience
5/5 Haste
1/1 Party Haste
1/1 Ice Shield
1/1 Ice Seal
5/5 Enhanced Melee Effect
5/5 Enhanced Range Effect
5/5 Enhanced Magic Effect
2/2 Magic Concentration
1/1 Rapid Mana Recovery
3/3 Blessed Recovery
1/1 Cover Up
1/1 Mental Cure
-notes-
Party Haste - This is probably the most important buff you can get. If you don't have this buff, you may have trouble getting parties in elite maps. This is a must have for any healer.
Ice Shield - This is a very useful spell that (like Party Heal) should rarely be used. You should only use this spell if you know for certain everyone else will be fine without heals for 16 seconds. If you do end up using it, RIGHT AWAY tell everyone else "I'm frozen" so they know to use pots until you're unfrozen. You can use it more often if you're in a party with another healer, since they can focus on healing while you're frozen, plus they should be able to dispel you if they need to.
Ice Seal - Another one you should avoid using as much as possible. No, this isn't just used to freeze people for fun, it has a REAL purpose. If someone's pulling too much aggro, and you can't heal them for whatever reason, you can use this on them, and they'll be immune from attacks for a full minute. Just make sure not to use it on the tank, or you will most likely die. Try not to use this spell much, as it has a cooldown of 20 minutes.
Magic Concentration - This one's very useful if you remember to use it. It cuts your mp consumption by 30%, which will save you a lot on mp potions. Since you have to recast it every 5 minutes, it can be hard to remember to cast it so often.
Cover Up - This can be very very useful for DD's who pull a lot of aggro. It can be very useful, as it decreases threat level by 30%. You just have to remember to recast it every 3 minutes. Just make sure not to use it on someone who has their own aggro reduction skill.
Blessed Recovery - This is definitely one of the most important spells you can get. If this doesn't convince you to get it, there's probably something wrong with you lol. When I use my 13k healing spell without it, I heal about 17k. When I use my healing spell with blessed recovery on, I heal about 31k. That's an ENORMOUS difference. So, yes, get this spell no matter what!!
Rapid Mana Recovery - This one's very useful. It restores 2,000 mp every 2 seconds for 20 seconds. So that means unlimited mp for 20 seconds. I use this during every boss fight, and it helps save on pots a lot. With certain parties, I'm able to solo heal SD, and not use a single MP pot because of this skill.
Sand Trap - At first, I only got this because it's pretty! It's become extremely useful lately, though. At level 5, it has a 95% chance of stunning enemies for 8 seconds. When the Dahlia Hunters (those groups of monsters that randomly run at healers) attack me in SD, I can use this to stun them for a while until the tank or a dd can kill them for me.
Mental Cure - Now that they messed with our skills, you're gonna need this skill. It does most of what dispel used to do, so for bosses like Gilg who can put someone to sleep, you'll have to use this. It's really annoying that it requires 30 points in FL to get... I blame pvp.
Befriend - Don't get this spell... Please, just... Don't get it... It's the most useless skill in the entire game.
So, yeah, that's my current build. It's better to focus on the other two trees before getting anything in HF. If you have ANY questions, feel free to ask me on here or in game!
This is at level 61. My build is mainly healer/buffer, but I have enough attacks to be a DD as well. When I'm in parties, it's heals/buffs first, and when I have time, I'll DD.
Heavenly Light (68)
====================
5/5 Enhanced Energy
1/1 Enhanced Party Energy
5/5 Amplify Climate Damage*
1/1 Peacemaking*
5/5 Study the Witcheryer of Light
5/5 Healing
2/2 Intermediate Healing
2/2 Advanced Healing
5/5 Lightning
5/5 Thunder Bomb*
5/5 Thunder Bolt*
5/5 Instant Healing
2/2 Instant Intermediate Healing
2/2 Instant Advanced Healing
2/2 Superlative Healing
5/5 Recovery
2/2 Intermediate Recovery
2/2 Advanced Recovery
2/2 Enhanced Recovery
1/1 Self Healing Spell
1/1 Party Healing Spell*
3/3 Healing Mastery
-notes-
First of all, I recommend maxing your healing spells before worrying about any buffs (except maybe Haste).
Party Healing Spell - Get this spell no matter what. Try as hard as you can NOT to use it. If you don't have to use it, then you're doing something right! I rarely ever use this spell, but it's VERY important to have just in case. The only situations I would use it in is if a few people in the party are getting very low on health, and there's too long of a cooldown on my normal healing spells, or if someone is so close to dead I don't have a choice but to use it. Again, try NOT to use this spell, as it has a cooldown of 10 minutes. Remember, the self healing spell runs on the same cooldown, so it's best not to even have the self healing spell on a hotkey while in a party.
Peacemaking - GET THIS SPELL! You will need it. It has saved my life HUNDREDS of times. If you pull aggro from healing, and you use this spell, there's a 95% chance of the enemy going back to attack whoever's tanking. There is no reason not to have this spell, it's only 1 point.
Thunder Bomb - I love this skill. A lot. It's by far the strongest attack skill in HL (the 20% from T-Bolt doesn't count >.>). It's really not that important for a healer, since most of the time you're healing, not attacking. It has a long cooldown, too. If you aren't planning on doing much DD, this skill's not worth getting.
Thunderbolt - Even if you aren't planning on doing any DD, this skill is worth getting. It does 20% of the enemy's REMAINING hp (not their max hp). It only works ONCE per enemy, though. So if you use it a 2nd time, it'll just do the base damage. Apparently, it messes with exp, so don't use it too often, only when you need to.
Amplify Climate Damage - This skill is only if you're planning on DDing as well as healing. It makes lightning/thunder bomb/thunderbolt/storm of destruction stronger. So if you're focusing only on healing and buffing, skip this skill.
---Skills I don't have, and why I don't have them---
Protection of Holy Light - This skill only works with attack spells. Not quite sure why it's in HL... Anyway, it's not really worth having unless you don't have peacemaking. Protection is passive, so your aggro will be lowered 30% forever, but peacemaking will get rid of all aggro once you steal it. Since this one only works on attacks, and peacemaking works on any skills, I'd say peacemaking is better. Plus this one is 2 points, peacemaking is one.
Resurrect - Honestly, this spell isn't needed. The only real use for it is getting life saver quicker. Now that I have that title, I don't need this spell. People shouldn't be dying every 30 seconds anyway, so using a revive scroll should work just as well.
Party Resurrect - This one is useful in the Forgotten Canyon days, but not so much in the later elite maps. In the later maps, if more than one person dies, it's usually time for everyone to quickly log out rather than revive everyone. You should be fine with just regular resurrect or revive scrolls.
Dispel - Since they changed what this skill does, it's basically only for PVP now. Which is totally lame. It gets rid of DOT, like poison and bleed... It USED to get rid of sleep/slow/ice.
Storm Of Destruction - It seems like most healers either have this, or Wind Blade. I prefer Wind Blade over this one just because it can decrease the enemy's move and attack speed.
That's all for Heavenly Light. Now it's time for...
Flooded Land (46)
====================
1/5 Wind Blade
3/5 Bloody Provocation
5/5 Sand Trap
5/5 Patience
1/1 Party Patience
5/5 Haste
1/1 Party Haste
1/1 Ice Shield
1/1 Ice Seal
5/5 Enhanced Melee Effect
5/5 Enhanced Range Effect
5/5 Enhanced Magic Effect
2/2 Magic Concentration
1/1 Rapid Mana Recovery
3/3 Blessed Recovery
1/1 Cover Up
1/1 Mental Cure
-notes-
Party Haste - This is probably the most important buff you can get. If you don't have this buff, you may have trouble getting parties in elite maps. This is a must have for any healer.
Ice Shield - This is a very useful spell that (like Party Heal) should rarely be used. You should only use this spell if you know for certain everyone else will be fine without heals for 16 seconds. If you do end up using it, RIGHT AWAY tell everyone else "I'm frozen" so they know to use pots until you're unfrozen. You can use it more often if you're in a party with another healer, since they can focus on healing while you're frozen, plus they should be able to dispel you if they need to.
Ice Seal - Another one you should avoid using as much as possible. No, this isn't just used to freeze people for fun, it has a REAL purpose. If someone's pulling too much aggro, and you can't heal them for whatever reason, you can use this on them, and they'll be immune from attacks for a full minute. Just make sure not to use it on the tank, or you will most likely die. Try not to use this spell much, as it has a cooldown of 20 minutes.
Magic Concentration - This one's very useful if you remember to use it. It cuts your mp consumption by 30%, which will save you a lot on mp potions. Since you have to recast it every 5 minutes, it can be hard to remember to cast it so often.
Cover Up - This can be very very useful for DD's who pull a lot of aggro. It can be very useful, as it decreases threat level by 30%. You just have to remember to recast it every 3 minutes. Just make sure not to use it on someone who has their own aggro reduction skill.
Blessed Recovery - This is definitely one of the most important spells you can get. If this doesn't convince you to get it, there's probably something wrong with you lol. When I use my 13k healing spell without it, I heal about 17k. When I use my healing spell with blessed recovery on, I heal about 31k. That's an ENORMOUS difference. So, yes, get this spell no matter what!!
Rapid Mana Recovery - This one's very useful. It restores 2,000 mp every 2 seconds for 20 seconds. So that means unlimited mp for 20 seconds. I use this during every boss fight, and it helps save on pots a lot. With certain parties, I'm able to solo heal SD, and not use a single MP pot because of this skill.
Sand Trap - At first, I only got this because it's pretty! It's become extremely useful lately, though. At level 5, it has a 95% chance of stunning enemies for 8 seconds. When the Dahlia Hunters (those groups of monsters that randomly run at healers) attack me in SD, I can use this to stun them for a while until the tank or a dd can kill them for me.
Mental Cure - Now that they messed with our skills, you're gonna need this skill. It does most of what dispel used to do, so for bosses like Gilg who can put someone to sleep, you'll have to use this. It's really annoying that it requires 30 points in FL to get... I blame pvp.
Befriend - Don't get this spell... Please, just... Don't get it... It's the most useless skill in the entire game.
So, yeah, that's my current build. It's better to focus on the other two trees before getting anything in HF. If you have ANY questions, feel free to ask me on here or in game!