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  #11  
Old 02-02-2014, 04:15 PM
Aborath Aborath is offline
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Thanks Estu. I'm still working out how to be more mana efficient. Right now, I'm healing with Center unless the target is losing HP quickly or is down more than 50%. Then it's time to use Heal. I do keep Divine Aura memorized, but I tend to forget about it more often than not [You must be logged in to view images. Log in or Register.].

On the topic of Lull: is there any reason to use Soothe over Lull? Since Soothe costs 20 more mana for improved duration. But duration is irrelevant after the pull, right?
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  #12  
Old 02-03-2014, 12:40 AM
Danth Danth is offline
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Soothe will work better than Lull if the creatures are closely packed.

In general the hardest part of playing a Cleric is maintaining attention. Some folks find group healing dull as a role. If it suits you, it's a fairly straightforward class. As far as most groups care, the difference between a mediocre Cleric and a good one amounts to how busy the Cleric keeps himself when he has mana to spare. Lazy Clerics just sit there and do nothing when their healing isn't needed. Good Clerics help out with rooting, or damage, or whatnot.

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  #13  
Old 02-03-2014, 10:31 AM
Estu Estu is offline
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Quote:
Originally Posted by Daldaen [You must be logged in to view images. Log in or Register.]
Nice stuff here, but quick fix. He means Divine Aura (level 1 spell). That spell will make you invulnerable to all spells and attacks for 18s (at the cost of you not being able to attack or cast). It is a quick 1s cast but a long 10min recast. You should always keep it up for whatever you are doing though.

Divine Intervention (level 60 spell) is a save on death-blow spell that costs 2 Emeralds as reagents. Primarily useful on raids.
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  #14  
Old 02-05-2014, 11:04 PM
StinkyGreenBud StinkyGreenBud is offline
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Is waiting to heal the tank when he is only below 50% correct? Was told that on my noob cleric. Or does this only apply to lower levels?
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  #15  
Old 02-06-2014, 03:21 AM
Danth Danth is offline
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That only really applies to after level 39 and when you're using Complete Heal. Complete Heal always uses 400 mana but how much it heals for depends entirely on how much health the target has when it lands. Hence a Cleric improves his efficiency by waiting as long as possible before casting it. Prior to using Complete Heal, you achieve full efficiency so long as the heal lands for its full value, which will typically only be a small fraction of the target's total health. For example, in the low 20's a non-twink tank might have about 700-800 hit points, while your best heal only heals for 100.

If you want to absolutely min/max, don't quite ever heal the tank to 100% (this doesn't apply to using Complete Heal) so that natural regen (or better, spell regen if available) can continue working.

Most the time the difficulty from playing a Cleric on Project 1999 comes from the Warcraft-like mindset of the modern player base who wants to keep pulling nonstop whether the healer is at full mana, half mana, or entirely out of mana.

Danth
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