Curious about cleric healing?

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Crystilla
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Curious about cleric healing?

Post by Crystilla »

This post was made by Mykaylla over on one of the cleric Discord channels and with her permission I'm copying it here. She typed this out to answer a question someone had in chat about when to switch away from Light, when doubling up on remedies/renewals were worth it, etc.

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Mykaylla — 01/27/2023 2:34 PM
Basically, when remedy first comes out in Kunark, through to Supernal in PoP era, it has a purpose as a very situational rescue heal, because everyone was relying on CH from Trakanon onwards. In Kunark especially, there was not even divine arbitration yet, and we didn't get a second arbitrate through the epic until Omens.

Omens shakes everything up- Ancient Hallowed Light with an Anguish BP becomes (for era), fast, strong, and efficient. Mana pools increase by quite a lot, and AHL becomes the standard.

DoDH introduces Desperate Renewal, which was sadly not as popular with a lot of the playerbase as it should have been, so you use AHL with Desperate where necessary, and often have two group heals loaded, for mana purposes.

PoR adds group elixir to your spellbar.

TSS introduces Promised Renewal, and you might as well have it on your bar, as it's really just light, desperate, group heal, yaulp, DA, and buffs there at the moment. Sacred Light is fairly pointless in most cases at this stage, because the focus on TSS/TBS BPs is meh, and AHL + Anguish is up to the task.

SoF comes along, and introduces a second renewal- you can officially multibind. Eleventh-Hour joins the party for rescuing people. BP focus changes to updated Anguish focus, so people can use new light.

SoD gives a third renewal. Practice with it now, because next came Underfoot, and especially pre-nerf, oh boy were they needed.

Underfoot comes along. Single target healing is now three renewals, one intervention, and light, with Twelfth or Eleventh for emergencies.

HoT- two interventions, two or three renewals, and light, but don't forget splash. Thirteenth gets a whole lot better- it works on a greater range of health, and had what becomes the standard cleric healing thing of healing for different amounts based on target's HP (which is kind of funny, since it was first on druid and shaman survival/ancestral).

VoA- for the most part, it was the same deal as HoT (with a third intervention), but I did the sacrilegious and dropped Light entirely during VoA for nothing but renewals, interventions, splash, and thirteenth or fourteenth.

RoF- Remedy goes from zero to hero. Renewal gets a big upgrade too. Intervention, group heal, and light all get retuned. Remedy supplants light as the first spell clerics cast. Multibinds are remedy, 1-3 interventions, 1-3 renewals, with possible light at the tail end, depending on the individual. Some bag light at this point, some don't. Ward of Certitude is introduced, which should also be worked in to this.

CotF- Syllable is introduced, so now if healing someone in your group, you have yet another faster-than-light option (pun intended).

TDS- second good remedy hits. Clerics everywhere finally, finally drop light, in favour of two remedies, 1-3 interventions, 1-3 renewals, and ward.

TBM- Undying Life is introduced for another strong, fast, heal.

EoK- nothing new for single heals, as you were.

RoS- third good remedy enters the fray. Some start using three remedies entirely, some use 2-3 remedies, 1-3 renewals, 1-3 interventions.
Boom, a timeline of cleric healing.
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