Close
Showing results 1 to 10 of 12

Threaded View

  1. #2
    Member
    Join Date
    Sep 2008
    Location
    Calgary, AB and Vancouver, BC
    Posts
    7638
    Blog Entries
    2

    Default

    Well you have four choices, as healer for your team.
    - Druid
    - Paladin
    - Priest (Disc or Holy)
    - Shaman

    And three general ways you can use the team.
    - PvE
    - World PvP/Battlegrounds
    - Arena

    For heroics/10-man raids, the Paladin is probably the worst choice because of lacking mobility when healing and aoe/party heals.
    Any other aspect of PvE, and any of the healers is likely as good as any of the others.

    In BG's, I can see an argument for any of the healers working fairly well.
    In Arena, the Paladin has the strongest case, but the Priest has good points too.
    You know in Arena, or against smart opponents in BG's, your healer will be focused whether to be killed or chain CC'd.... and the Druid/Shaman basically have no immunity effects, while the Priest has a 50% reduction against burst and the Paladin has the bubble.



    DRUID
    Defenses
    - Leather Armor, No Shield
    - Start the arena match in stealth, probably not the first target... less useful in BG's, unless your team is willing to move very slowly.
    - Solo, you can pillar hump... but probably not while playing four DK who are managing cooldowns.
    - You can powershift in any form to break any root or snare.
    - No immunity type clicks, when focused.
    Healing
    - Several instant cast HOTs which are nice, but also requiring a ramp up time which can be a weakness against target swaps.
    - Very strong healing while moving.
    - Wild Growth is good AoE healing, for any clumped group such as your DK's
    - Treeform is large boost to healing power, on a cooldown.
    Buffs
    - MotW = Resist Everything + 5% extra Stamina.
    Offense
    - Root a melee
    - DOT a rogue to keep them in combat


    PALADIN
    Defenses
    - Plate Armor, Shield... with Resilience this is 80% physical mitigation.
    - Bubble makes you the worst target on the team to go for, most compositions won't have the bubble breaker... and that is wasted DPS time, while the DK's put out serious hurt.
    - Beacon of Light and Protector of the Innocent provides substantial passive healing, while healing someone else.
    - Divine Protection offers 20% mitigation, basically half the time.
    - Resistance Aura is substantial protection against Frost, Fire and Shadow damage.
    Healing
    - With cooldowns, nothing matches your healing through-put.
    - Very simple to macro an utterly mindless healing chain on your focus target.
    - No AoE heal.
    - The "Big Button" is a massive boost, all off of the GCD (Aura Mastery, Divine Favor, Divine Protection, Guardian of Ancient Kings)
    - Aura Mastery + Concentration Aura = guaranteed heals without interruption.
    Buffs
    - Kings = Resist Everything + 5% extra Stamina.
    Offense
    - Hammer to Stun/Interrupt something


    PRIEST
    Two Specs
    - Disc, once geared provides powerful shields/mitigation.
    - Holy, has strong AoE heals and provides healing after death, while gearing up.
    Defenses
    - Cloth Armor, No Shield
    - Inner Focus is something for defense... probably close to Leather levels.
    - Power Word: Shield, especially for Disc.
    - Pain Suppression is not a Pally Bubble, but it is 50% reduced damage.
    - Fear Ward, vs one fear.
    - Psychic Scream, forcing one trinket or giving you time to heal unimpeded.
    Healing
    - An unmatched array of healing powers.
    - Disc with Shields, Pain Suppression and Healing is the closest to matching the through-put of a Paladin.
    - Lots of AoE heals and heals while moving.
    Buffs
    - PW: Fortitude is extra Health
    - Shadow Resistance.
    Offense
    - Mass Dispel... to guarantee the initial kill target does not survive because of Bubble/Iceblock/Etc.
    - SW: Pain, to keep a Rogue in combat.


    SHAMAN
    Defenses
    - Chain Armor, Shield; 2nd best passively against melee.
    - Earth Shield is not insignificant.
    - Grounding Totem vs a nasty spell.
    - Tremor Totem is the equivalent of a single extra trinket (vs Fear/Charm/Sleep) that is raid-wide, so hitting the entire group even if you're in different groups in a BG.
    - Earthbind as a snare.
    - No immunity effect if focused.
    Healing
    - Fairly strong healing, but not as much throughput as others.
    - Some AoE heals; chain healing works, but isn't as strong as it used to be.
    - Not the most mobile of healers, a little better than a Paladin but far behind a Druid or Priest.
    Buffs
    - Healing Stream provides the equivalent of Resistance Aura, except vs Fire/Frost/Nature instead of Fire/Frost/Shadow.
    - Totems will provide something, but many overlap with DK abilities like Haste or Str/Agi.
    - Underwater Breathing for PvE.
    Offense
    - Hex to CC someone.
    - Wind Shear as an extra interrupt.
    Last edited by Ualaa : 04-18-2011 at 06:18 PM
    EverQuest I: Bard / Enchanter / Druid / Wizard / 2x Magician.
    Diablo III: 4x Crusader & 4x Wizard.

    My Guide to IS Boxer http://www.dual-boxing.com/showthread.php?t=26231 (somewhat dated).
    Streaming in 1080p HD: www.twitch.tv/ualaa
    Twitter: @Ualaa


Posting Rules

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •