Aeore Healer guide: Algiz Healer, Goddess of Destruction

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Aeore Healer class guide for Lineage 2 Goddess of Destruction: how to go through Awakening, which skills to take, what to wear and where to level. "There is only support; everything else is just a way to level it" (c) somebody

Contents

Chapter 1. Getting started. Races and classes

I'll start with how we can become an Aeore Healer. There are 2 ways:

direct Awakening from the healer classes: Cardinal (Bishop), Eva's Saint (EE) or Shillien Saint (SE); Awakening from any class with a Stone of Destiny, which was given to all characters 76+ when GoD was installed on the Russian official servers. In this case you get the Cardinal's skill set (yes, if you were an SH or AV, you'll be an ex-Cardinal, not an SE)

In the end, all healers differ from each other in only two things: their previous healer class and their race. The difference between the classes will become clear as you study the skills.

In GoD, races have two main differences besides appearance: stat distribution and racial skills. Note: with an "indirect Awakening" through a Stone of Destiny from another class, you get the stats and racial skills of your race, while only the 2 and 3 class skills will match the Cardinal. As for stats, we're specifically interested in 4:

INT (M. Atk.); WIT (casting speed, M. Evasion, M. Accuracy, M. Critical Rate); MEN (M. Def., MP, concentration); CON (HP, CP, weight limit, shield block chance).

DEX no longer affects running speed, and we never needed STR anyway.

Next, you need to understand one principle: the total of the magic stats (INT, WIT, MEN) is 235 for every race. It's only a matter of distribution. And here's a subtlety: the effect of MEN on M. Def. is relatively tiny. For example, if you cut WIT by 10, you'll feel a big drop in casting speed, while 10 MEN will hit your M. Def. relatively lightly. It follows that the best option is the minimum amount of MEN. A round of applause for the dark elves: 73. CON is also worth taking into account, and the greens are on top here: 43. Now let's look at the races in more detail:

Humans: INT 79 WIT 78 MEN 78 CON 41 Racial skill: - Removes poison/bleed/hold/stun effects and makes the character immune to these effects for 10 seconds. Uses: saves you from the double-cast stun and from the archer's stun at the Olympiad, and helps a lot against dagger stuns\poisons.

Elves: INT 74 WIT 84 MEN 77 CON 38 Racial skill: - Increases P. Evasion and M. Evasion by 30 for 15 seconds. Not the best skill either, but it's something. Not UE, of course, but they do miss. Usable in daily PvP and at the Olympiad against any class.

Dark Elves: INT 85 WIT 77 MEN 73 CON 37 Racial skill: - Cancels all negative effects, increases the character's Speed for 5 seconds, and the character cannot be targeted. Now that's a great skill. With it you can get out of any control (except mass knock-up), get a chance to rebuff in daily PvP, shake off an assist, completely drop monster aggro, and it has many other uses. Remember that you can't target yourself either, but if you were already targeted before using the skill, you can keep healing yourself while "untargeted". One of the best skills for a healer and for many other classes. - Increases damage from physical and magic critical hits by 208. A passive. Neat.

Next come the "non-core" races, which are fewer and fewer, but they're still around and will keep awakening into healers.

Orcs INT 77 WIT 74 MEN 84 CON 43 Racial skill: - When HP drops below 20%, taking damage triggers an invulnerability effect for 5 seconds. After it triggers, the skill won't trigger again for 5 minutes. A brutal skill. The object of furious butthurt for DD classes and Olympiad opponents. It really does save you. Plus all kinds of newbies use this skill to buy time to find Party Recall on the panel.

Dwarves INT 82 WIT 72 MEN 81 CON 42 Racial skills: - When attacking, for 5 seconds reflects 50% of damage back to the enemy and restores 92 HP. every second. Nothing to add here. Not bad. - Knocks down surrounding enemies for 3 seconds. A mass knockdown similar to the Tyrant's\dagger's. Good skills, very useful at the Olympiad against many classes. Very "unusual" for healers; apparently the Koreans came up with them first and only later did it turn out that dwarves could heal.

Kamael INT 82 WIT 78 MEN 85 CON 38 Racial skills: - a buff for 20 seconds that blocks the first 2 debuffs. Not one of the best skills, clearly not for a healer. - a combat transformation with good stats for 5 minutes. Also not for healing, but with a 150 bow you can deal a bit of damage in instances xD - a passive that gives 5% Clarity. Clarity isn't as critical in these chronicles as it used to be, but it still matters a lot.

So, having looked at the races, I should draw some conclusions or answer the main question: whom to pick to dominate? It's not that simple. A healer is a complex mechanism: in daily PvP it needs one thing, at the Olympiad another; in a melee party one thing, in a mage party another; against a melee party one thing, against a mage party another. It's hard to answer questions like that, but I'll try to paint the fullest picture, and the questions will go away by themselves. We'll come back to which stat matters more for us, INT or WIT, and how to deal with it. But that's much later; for now we've only just become a healer. So:

Awakening: a link to the quest description is easy to find (for example); I'll only add that "minimal" buffs and gear are enough to complete the quest. After completing it, you end up on a square with 8 statues symbolizing the classes. Walk up, talk, awaken. Note: all the enchantment of your old skills is lost, and all skills taken via Skill Link (7 skills of other healer classes) will disappear. You'll get compensation for the enchantment in the form of essence, but it won't cover the enchanting costs (so it isn't worth enchanting skills on the 3rd class just for that). If some book skills weren't learned on the 3rd class (Sublime\Wizard's Will, etc.), no big deal, it won't affect anything. Now don't rush. Open the skill panel, look, read, think. Let's figure it out:


Everything new is well-forgotten old (c) somebody

Chapter 2. Skills

It's important to understand one thing: you'll always have time to learn a skill, you can do it anywhere, anytime, at any level, but you'll never be able to "forget" one and get the old one back, so the main thing is not to rush. Next we'll go through all the details. I won't post descriptions from knowledge bases; I'll describe the skills "as they are" (slang names in brackets). You can always look up the exact numbers somewhere on l2central.info.


Active: - Light of Rebirth (battle): our new battle heal. Heals HP and CP as one bar. Learn it, put it in a macro, use it. (The macro looks like /useskill Light of Rebirth; it's used to reduce the reuse time. Some say it's pointless, but a simple test will prove it to you. Either way you lose nothing.) Offtopic: Funnily enough, in the original the skill is called Panic Heal - Light of Healing (major): our new major heal. Look at it and forget it. Not used. In theory it may make sense to keep the old major; needs confirming in practice. - Brilliant Heal (group heal): the new group heal. Like the battle heal, it heals both HP and CP. Important: those who played Bishops before GoD remember that Major Group Heal was the most powerful heal; enchanted for power, it healed mages for half their HP. Now it's the weakest, with a reuse of ~2 seconds. It's mainly used as CP regen; if they're hitting HP, you won't save anyone with it. You still need to spam it, but the effect is completely different now. - Light of Balance (balance): the new balance, reuse only 10 seconds under Wizard's Harmony (9 with Istina's). Important: besides the balance itself, it casts a party buff that heals 333 HP per second for 15 sec. In GoD skills like this can crit; the crit effect is an instant heal equal to 10 ticks, i.e. 10x333 HP at once, and then another 15x333 HP over 15 seconds. Such a crit heals through Celestial and crits\doesn't crit separately for each member. It doesn't heal CP. Offtopic: For beginner healers: balance is our main heal, which in fact isn't a "heal", so it "heals" through Medusa, stone, any Celestial and any debuffs. Save it and don't waste it - Chain of Rebirth (chain): the new chain. Heals one target for 40% and then less and less for the other 9 targets. How the skill works is a mystery. One thing is clear: it doesn't always heal 40% to the target you chose. It doesn't always even heal your party. It heals unflagged war enemies and NPCs. The main heal for leveling; in PvP it's also very useful because of the instant cast and huge range, but again, don't rely on it alone, there's no telling whom it'll heal. Cast it on the focused target between battle heals; the casting time allows it. When leveling, heal the tank with it, and the cats and the enchanter get topped up along the way. - Force of Will: the new prayer. An unusual targeted skill: you cast it on a target and get a 15-second buff both on the target (boosts incoming healing by 10% and more as the level grows) and on yourself (increases your outgoing healing power by 100). Casting the buff 3 times raises its level to 3, which gives 200 HP. The skill also has a HoT effect (heal of time) that crits like balance and heals through Celestial on a crit. Offtopic: The skill is USEFUL. So put it on an easy-to-reach key and use it constantly in PvP. Some say it's convenient to put in a macro after the battle heal. I can't recommend it, it's not very convenient for me, but it's worth a try. - Fairy of Life (fairy): an unusual skill. A buff for 60 sec, reuse 15 sec. Summons a cubic that heals the target a little by a % of its HP and also restores a bit of HP when the target takes damage. Cast it on the tank when leveling and on whoever you like in PvP; don't count on it, but at times it saves. - Light of Purification (cleanse): this is our new cleanse. Short reuse, learn it. It still doesn't cleanse hero skills. It doesn't cleanse the Celestial debuff, some raid debuffs or the death penalty. Offtopic: Speaking of the death penalty. The death penalty is cleansed like this: when any level of the penalty expires, a debuff one level lower is applied automatically. If you're dead at that moment (i.e. face down on the floor), the debuff will expire and the new one won't be applied, and you can calmly get up without the penalty. - Brilliant Purification (mass cleanse): this is the party cleanse. Learned at level 94. Besides cleansing, it gives the whole party immunity to debuffs for 7 seconds. The reuse is around 30 seconds. A very useful skill worth aiming for. Offtopic: In theory the cleanse removes all debuffs and gives immunity to them for 7 seconds. So the party can't have any debuffs. But that's not always the case. Sometimes the party gets the mass cleanse and a mass aggro at the same time. That is, the debuff hangs for 4 of the 7 seconds of the cleanse, which is paradoxical but happens. I think this happens when the mass aggro cast starts before the cleanse lands on the party and ends right after, so it isn't cleansed but gets through the immunity, since apparently whether it "lands" is calculated at the start of the cast (same with damage, read the description of Celestials). Anyway, the "why" doesn't matter; what matters is how to avoid it: if you've agreed with the other healers to give cleanses one after another (using cleanses in daily PvP is covered below), give them with a little "overlap" to avoid the mishap described above.

- Merciful Resurrection (res): a res, duh) 30 seconds reuse (FIXED), restores 100% from level 2. Instant cast. Offtopic: Once upon a time you could run around with the old class res; now that's irrelevant - Merciful Resurrection - Mass (mass res): a mass res, reuse 10 minutes (fixed), restores 100% of exp to party members, and from level 96 to clan members. It also replaces the Bishop's old mass res, which has only a minute and a half reuse but doesn't res the party. But this one is debatable: if you're in a command channel and your levels are below 97, the old mass res is useful in PvP; after that, getting up from it is rather painful, but if you've leveled to 97 with the old res, relearning it then is the height of stupidity; it's easier to remove it from the panel for a couple of levels. The skill sooooo carries at sieges and TW, where you don't lose %. - Light of Recovery (recharge): a recharge. Crap, of course, but there's no choice. Learn it. Doesn't crit =\. Works with the old Mana Gain. - Light of Recovery - Mass (mass recharge): this is the mass recharge. Reuse a bit over 2 minutes, recharges slightly more than the regular one. Note: for SE and EE this skill replaces the old level 80 skill. But like the regular recharge, the old mass recharge becomes useless as you level, so you'll have to learn this one; better than nothing. - Merit (dash): a wonderful skill. Dash. Now just Dash. - Deep Heal: UD with a strong healing bonus effect, or the other way round. It gives Group Heal back its former power and nicely raises your defense xD - Crystal Regeneration (stone): the usual Turn to Stone with a small regen for 10 seconds. Remember: in it you can't receive debuffs, heals, recharges or buffs, but balance and Sublime get through. Can be removed with Alt. - Emblem of Salvation (feather): just a feather. Learn it - Instant Return (PR): just PR. Everyone learns it except EEs. EEs keep the old one + Return - Deep Sleep (sleep): a solo sleep with an after-effect. Practically never lands in PvP. Valakas and Octavis' Earring raise the chance to land it. - Panther's Mass Sleep (mass sleep): a plain mass sleep. Very useful in PvE; in PvP it's usable against summoners. - Celestial Protection - Mass (party Celestial): a party Celestial. Unlike the enchanter's, its effect isn't interrupted by anything, you can do whatever you want; it lets through balance, buffs and mage pushes, but not heals, recharges or debuffs. When it ends, it leaves an uncleansable debuff for 60 seconds that prevents casting a solo\party Celestial on the target. The debuff, like the Celestial, can crit for x2 duration, so keep an eye on it. Important: the Celestial effect only works against hits that started after it appeared on the target; keep this in mind, corpses in Celestials are not rare. The reuse is fixed. Offtopic: There's a funny phenomenon where the target doesn't get the debuff. One case is when the target dies RIGHT after the Celestial ends and doesn't have time to catch the debuff. Also, quite often an archer doesn't get the debuff, without dying. We haven't yet figured out why. - Celestial Protection (Celestial): a solo Celestial. Same effect as the party one, only solo, only on "your own", all the same, with the debuff (you can't give a party Celestial through it either). Note: it replaces the old Bishop Celestial. That one can be cast through the debuff, and it can be cast on a war enemy via Ctrl, interrupting their LF, for example. All in all also a useful skill; don't rush to relearn it. - Mark of Lumi (Lumi): this is Lumi, our main debuff. Lasts a minute, constantly drains HP and cuts P. Def. and M. Def. Use it when leveling, in PvP and at the Olympiad. Like balance, Lumi crits, i.e. on a crit it deals damage equal to 10 ticks. This damage goes through both stone and Celestial, remember that. And don't forget that debuffs can be reflected. - Dark Vampire (backfire): backfire (increases MP consumption of skills) + cuts casting\attack speed. Useful at the Olympiad, sometimes useful in daily PvP against DDs and healers. - Dark Devour (heal cut): a heal cut (reduces the HP the target recovers). You can also cast it on the assist. Its main use, like the previous debuff, is the Olympiad, more on that later. It also cuts percentage heals. At first you can keep the old analog, it has no reuse and lasts longer, but over time it'll stop landing properly. - Dark Blast: the main solo nuke. Just deals damage. Like all other healer nukes, it has a "de-aggro" effect. Important: it replaces the Inquisitor's old solo nuke, but its reuse was cut heavily, so for now it's useless. Offtopic: Remember once and for all: none of the healer's nukes, even if they say "dark" 10 times in the name, have an attribute. Your summon doesn't inherit the weapon's attribute either, so a healer doesn't need an attribute in the weapon. Later, at levels 98-99, nukes can be enchanted for light or dark, but those branches are a mistake; only the duel enchant gives you maximum efficiency - Dark Force (palm): a weaker nuke with a knockback effect. Important: unlike mage pushes, this skill pushes with a debuff, so it won't push a target in a Celestial or under MI; the new debuff landing system also applies to it, so don't count on it landing 3-4 times in a row. The knockback interrupts casting. - Dark Rain: an AoE nuke around yourself. Great for knocking people out of hide; keep it always at hand - Dark Circle: a stronger targeted AoE with a long reuse. - Erase Obstacle (erase): the new erase (dismisses summons), mass. Rarely lands on targets with the new mental resist. - Summon Tree of Life (tree): summons a tree that gives a party cleanse + group heal after 7 seconds. The party range isn't big, around 300-400, but it can cleanse you alone from a fairly long distance of 900+. Summon it in PvP so it's always up. It stands for 30 sec and disappears, doesn't use shots, and doesn't use its own cleanse when "forced" from skills. - Summon Lumi: summons a servitor that hits weakly with melee attacks. Used at the Olympiad, in clan battles and some other situations; on raids it's used to knock the trigger off summons, and if you buff it with Berserker it can even knock off SS with a crit for some classes. When summoned, it applies a debuff that cuts outgoing healing power by about 15%, so use it wisely. The owner's attack attribute doesn't affect the summon's damage. - Release Life (Sublime, BoE): full HP\CP\MP for the whole party. Reuse 10 minutes, fixed. Doesn't get through Celestial. - Reset: a level 97 skill. Refreshes the duration of debuffs on the target. Its main use is refreshing hero debuffs and the Celestial debuff in PvP, and various hexes\DoTs in instances. - Merciful Heal: a level 95 toggle (on\off). Increases casting speed by 30% and MP consumption by 30%. More on how the skill works and how to use it with different gear later. At level 99 it gives 50% casting speed for the same MP cost. It turns off on death, so don't forget to turn it on after a res. - our little buffs: they don't level further, they're like the enchanter's and get replaced by them - Saha's Resistance (shock resist): unlike the enchanter's, our buff gives stun protection. Rebuff yourself and the party as needed. - Saha's Blessing (drum): this is our drum. This one is more interesting. It doesn't level and will always cut 15% of running speed. And SS does NOT fall off in it. Note: this skill replaces the POWs of SE and EE, which can be enchanted for speed; on top of that the dark elf POW gives another 20% HP and 20% M. Critical Damage, for which mages will love you very much, but the old POWs don't cut crit damage. If you're an SE or EE, don't learn this skill; you'll judge its usefulness yourself later. The downsides of the POWs: no 30% crit protection, and you can't rebuff it at the Olympiad on enemies with an Olympiad drum containing SS. But more on that a bit later too. Passive: Everything seems clear here; I'll just touch on a couple of points: - Robe Mastery. Now you need to learn and enchant it; earlier there were other options. Offtopic: An interesting observation: the passive is supposedly for robes, but it works even on a naked character. That is, it gives you M. Def., P. Def. and INT even in heavy armor. So it's worth enchanting even if you don't use a robe - this skill has a debuff reflection effect. Rumor has it that enchanting it for power (you can enchant it from level 1) increases the reflection chance. It's practically impossible to verify, but you can enchant it for peace of mind. Sub skills: - reuse\Clarity 3%. Take it and max it first - M. Critical Rate +30. Take it and max it second or third, depending on what matters more to you right now, the Olympiad or daily PvP. This skill is more needed for the Olympiad; for daily PvP, start with the next one - P.\M. Def. +90. The skill is so-so, but it's the only somewhat useful one of the rest.

So, having studied the skills, we can already single out the differences between the classes: Bishop: can keep the old mass res, has the old clan cleanse, can keep the old Celestial (a big plus at the Olympiad). EE: has the old mass recharge, useful up to a certain point, and can keep and enchant POW, which gives it great running speed at the Olympiad. Return+PR as a bonus. SE: same as EE, except its POW is much cooler: 20% HP and 20% M. Critical Damage make it useful not only for the healer at the Olympiad but also for the party when leveling and in PvP. But beware of the old cancels, they remove it. On top of the fact that dark elves are one of the best races for a healer, I think everyone will agree that, overall, wisely awakened SEs are the best healers at this stage, at least for the Olympiad.


Hello, I've got my diploma. What do I do next? (c) a message to the rector on the university website

Chapter 3. Character development

So, having become a healer and learned and kept the skills we need, we have to start doing 4 things: leveling, earning adena, and gearing up the character. In this guide we'll skip paid leveling, farming adena on alts and similar "non-standard" ways to progress, although even a newbie should keep many of them in mind. We'll also skip the impact of a constant party, since everything can change depending on the lineup and the war situation. Actually there's nothing to describe here: the content is rather poor, so we'll fill in this point just for the record.


Leveling and farming: From level 85 up to and including 90, the best location for us is the Harnak Underground Ruins, floor 2 or 3, in a party. Stand, heal, top up mana, don't come close, and now and then throw Lumi on the fat mobs. Not a life but a fairy tale. As an alternative you can level in the SoA, but random parties can't put out good exp there, so go there for a change of scene and do a quest there; we'll get the main % in Harnak. In your free time visit the solo instance in the SoA; for lack of anything better you can gain a couple of %. At level 91 our exp in Harnak gets cut, and we can go to the fairies or the gardens with various parties; here everything depends on what party you get. After level 93-94 you should already be in a constant party; the leveling spots are the same + Orbis. Orbis is the top leveling spot, but don't level there just for the sake of it. Good leveling in Orbis starts with 96+ DDs on good spots on floors 2 and 3. Luckily we're healers and can go there a bit earlier, but not too early: don't forget that red mobs give you no exp. Don't forget to visit instances: the Earth Wyrm has a quest for an R weapon, the one-time quest in Fortuna also gives you plenty of adena and some gear, and Istina also gives a one-time R95 top+bottom of your choice. Istina is a very good instance for % in general, don't skip it. Offtopic: A little about how the ITEM MALL (or game store) affects exp gain. Runes and Nevit give bonus exp when leveling and in instances, while vitality works only when leveling. Nothing affects exp from quests. To save a bit of money, use any vitality-restoring potion on any alt and put it on some spot where it can get at least 1 EXP. Since vitality is shared across the whole account, by relogging to the alt you can restore 1 pixel of vitality and then use only the cheaper maintenance potions on your main. By the way, one of the most profitable donation investments is Istina. An hour of Nevit and an hour of rune will bring you a nice profit, and you can use them at the end, at Ballista, so you'll still have an hour left for leveling or other instances. Importantly, Nevit doesn't drop off with buffs when you enter an instance

Dual class: A healer is strongly advised to take either a summoner or an enchanter as the dual class. The reason: the passive class talisman for 15% Clarity, which we can get in a fortress\castle\instance while on the dual class, but use while on the main class. We'll especially need it after level 95

Gear: First, let's decide what we need. And what we need is to survive, heal and dominate at the Olympiad. Based on that, we start putting together our gear.

I'll start by saying that R-grade gear isn't very relevant for us: spending money on bound sets and huge sums on attributes isn't worth it. If you're aiming for fast leveling, 900 Vesper\Venera magic set and any R80 weapon with Acumen will be enough. You can easily sell them later for the same money and, from level 90, seriously start collecting Kadeira sets and getting Phantasma weapons; spend the money saved on 5-level crystal runes for 7 days. The time will fly by and you won't need them anymore. Note: for going to the Olympiad with gear above your grade and a crystal rune, Innova bans you for 7 days on petitions. So my advice: at this stage of the servers' development, focus on leveling to 95 as fast as possible, staying away from the Olympiad and wasting money on R gear. If you don't have that option or desire, or you don't plan to use bound gear, here's your gear set up to level 95: - Eternal robe set, unsealed for recovery, gives 2 pieces WIT +2, MEN -1, Casting Spd. +3% 3 pieces MP +202, stun resistance +7 4 pieces MP +0.7 5 pieces Healing efficiency +85, resistance to all four elements +10, Casting Spd. +12%, M. Atk. +15%. or with Acumen SA - Eternal jewelry set (the necklace is given for the dual class quest at sub level 80). But since you're already in R, go to the Olympiad, do the quests and mix your jewelry with Olympiad jewelry (it drops from quest chests), which has much nicer M. Def., comparable to +5 R95 jewelry.

So, we've reached level 95. And several things start to change radically. First, the damage of physical DDs of the same level against you grows a lot. Second, you can already show good results at the Olympiad, but that requires certain gear. And third, we get a wonderful skill, Merciful Heal, which gives us 30% casting speed but also increases MP consumption by 30%. Let's look at this skill and its possibilities in more detail. The game mechanics are such that, unlike physical skills, magic skills spend MP in two steps: 20% at the start of the cast and 80% at the end. And any Clarity and anti-Clarity effects apply only to the 2 part of the mana cost. So in fact MP consumption increases not by 30% but by 24%. How can we use this? Take a weapon with Mana Up (+30% max MP) instead of Acumen and turn on the toggle. It's easy to see that our casting will be 15% faster, and our mana will last 6% longer. Profit? Absolutely. But that's not all: this skill lets us run around in heavy sets at capped casting speed. The talisman from the dual class will cut MP consumption. Even without this toggle, with high WIT we can also use a heavy set. So let's look at the 95+ gear set: - Kadeira heavy set, unsealed for defense, gives 2 pieces CON +3, STR -2, HP +511 3 pieces Chance to receive a critical hit -3.3%, stun resistance +10 4 pieces Damage from received critical hits -281, M. Def. +50 5 pieces P. Def. +96, resistance to all four elements +15, P. Def. + 7% Enchant the chest to +4 and get on top P. Def. +34, physical critical damage received -4,3%

Offtopic: A little-known fact: unsealing the set for attack gives a bonus to "Skill Power". I have no idea whether it affects nukes the same way as the belt does or not. It's hard to test because of the spread

A great set, just great. MUST HAVE. But it alone won't be enough for you.

- Kadeira robe set. You can unseal it for recovery or for mage. Healer unsealing stats: 2 pieces WIT +3, MEN -2, Casting Spd. +3% 3 pieces MP +221, stun resistance +10 4 pieces Recovery MP +0.8, M. Critical Rate +3% 5 pieces Healing efficiency +89, resistance to all four elements +15, Casting Spd. +12%, M. Atk. +15%. When unsealed for mage you get: 2 pieces INT +3, MEN -2, Casting Spd. +3% 3 pieces MP +221, Sleep resistance +10 4 pieces M. Atk. +222, reduces the chance of spell cancellation 5 pieces M. Critical Rate +3%, resistance to all four elements +15, Casting Spd. +12%, M. Atk. +15%.

So, let me try to explain what's what. Since casting speed is no longer a problem for us, the difference between the heavy and robe sets comes down to M. Atk. and P. Def., plus a few small things. So we have to carry these 2 sets with us all the time and change depending on the situation. I'll just say that the heavy set is more versatile; the robe is mostly used at the Olympiad, during calm leveling or in specific PvP only against mages.

There's also a way to save a bit by collecting and attributing the sets gradually. First collect the robe set and attribute the boots and gloves to the max, luckily prices for 150+ and 150- have almost evened out. Buy\get from a quest the heavy top+bottom and wear them as needed with the robe boots and gloves. In this combo set we get the P. Def., CON and HP bonus from the heavy pieces together with +3% casting speed and +3 INT\WIT from the gloves and boots, depending on the unsealing. But you shouldn't run around like this all the time: the full heavy set gives you a noticeably bigger boost. Offtopic: Rereading this paragraph some time later, I could argue with myself. It's better to start with heavy; the robe is very specific now and has very few uses

Next, let's deal with weapons. As we've already found out, Acumen makes no sense. But that's not entirely true: we still need Acumen at the Olympiad, combined with high M. Atk. So ideally you should get two weapons: - a Phantasma two-hander with Acumen SA - a Phantasma magic sword with Mana Up SA (Note: the Phantasma caster ("broom") has no Mana Up SA, that's just a translation error; it has Acumen SA)

We take the first weapon to the Olympiad and use the second the rest of the time. No need to add an attribute. Again, you can save money and get the second option

- a magic blunt with Acumen SA (traditionally cheaper than a sword, but you can make an Acumen sword too) - an AM with Mana Up just for leveling, which also saves on shots. You can make a low R with Mana Up and use non-blessed shots from the auction.

Run around with the Acumen weapon everywhere and use the arcane one for leveling. The first option is preferable, but the second won't cause you much trouble either, and it's much cheaper.

A weapon with HP is also worth considering, but only from Apocalypse and up, for example: - an Apocalypse Slasher with HP, 226 M. Atk. bare. Not usable at the Olympiad; in daily PvP you can use it after Mana Up when your MP drops below 70%, but don't forget to switch back to Mana Up before Sublime to save MP. This sword especially helps in PvP in the mobs, when it's very important not to get one-shot by the rushes of scouts and throwers.

Offtopic: A small observation about how M. Atk. affects healing power. Tests show that boosting M. Atk. with buffs has a tiny effect on healing; the main difference comes from the weapon's bare M. Atk., and the rest can be ignored.

There are also options with dual SA; they seem a bit theoretical to me, but they have their place.

As for jewelry, it's simple: - Kadeira set, enchant it, mix it with Olympiad jewelry

It's time to think about getting our first and most important epic: - Istina's Necklace (dropped by Istina). 10% to skill reuse, 3% reflect, great M. Def.

This is really the one epic we need: at the Olympiad, in daily PvP, even leveling is easier with it, so it's worth the effort. We won't consider the other epics. Of course, a blessed Valakas is supposedly a bit better, but.... Either way, if any Istina or Octavis epic comes your way, you can wear it at least for the huge M. Def. Octavis' Earring, if you get one, gives a nice boost to sleep chance. The Earth Wyrm Ring is useful to us too.

As for shields and sigils: a sigil gives a permanent P. Def. bonus, while a shield only blocks. But it blocks, I'd note, very often, especially with clan skills and especially under Guardian's Harmony, and under Wizard's Harmony you can put an EE double on the shield. A shield is a very useful thing, especially against archers; don't underestimate it.

A healer can't get by with just one headgear either; we need lots of things for different situations. Let's look: - Angel Halo 5% M. Def. Needed at the Olympiad, in clan battles, against mages in daily PvP and in mass PvP. - Angel Halo 5% P. Def. Needed in daily PvP against fighters. - Demon Circlet 10% M. Atk. Needed for open Olympiad fights. A rather pricey item; you can just borrow it from a mage in your command channel) - Cat Ears +3 WIT. May help some races boost casting speed, but if you do everything wisely, we don't need them

For belts, I recommend going straight for the Belt with a Perfect Magic Ornament R95 for defense in PvP. At the Olympiad the same belt for Skill Power may come in handy; you can collect one or borrow it from a DD in your party.

Take any R or R95 bracelet; you can get one from Octavis' quest, for example. There's no difference except how it looks in the inventory.

I think that's all on gear. Now let's look at how to use all this properly.


The point of the ostrich policy isn't to bury your head in the sand, but to show your backside.

Chapter 4. PvP

Now I'll try to outline my view of PvP as a healer, the main goals and the means to achieve them. A healer's main role as a support is to make life for your DDs as dry and comfortable as possible: keep them alive, keep them from being targeted, let them deal good damage and carry the PvP. The secondary role is to make life a little harder for the enemy party when possible.

A lot in this comes with experience and only with experience. Very good advice: record your own fraps or ask the DDs for PvP fraps, analyze the behavior of enemy parties, analyze the damage dealt by different classes and individual players, analyze the damage to your party members. The main thing you should achieve this way is a full understanding of what's happening, while keeping your attention on 7 HP bars and taking in a minimum of other visual information. A healer needs maximum knowledge of the content: you must know what to expect from whom and figure out how to avoid it. But that's all lofty talk; let's move on to more concrete things. If healing is simple (heal with Battle Heal and chain, cast Force of Will, spam Group Heal, keep up Balance and you'll be happy), debuffs are much more complicated. It's important not only to know the most dangerous debuffs, but also to react quickly to the consequences of a debuff appearing on a target. A vivid example: you see the Shadow Step debuff on a mage, a backstab is coming. So, I suggest looking in more detail only at the main debuffs and using them to trace the most typical behavior of these classes and possible countermeasures. Mages: not a very dangerous debuff, it cuts the attribute. They usually start nuking with this skill. Just keep in mind that this target has been picked as the mages' assist, and be ready for it to be pushed far away soon. - suspension for 3-5 seconds. As a rule, everyone who can is hitting this target, poking at the yellow square. Cleanse immediately and be ready to heal the target up. - a mass knock-up for 10 seconds. Cleanse this too, but it doesn't necessarily mean the target is being assisted. - this is what the double-cast mini-stun looks like. It lasts very briefly, but it nastily interrupts casts.

What else can be said about PvP with mages: they'll constantly interrupt your casts with holes and pushes, so be very careful using skills like Sublime. If you yourself get focused by mages, it'll be very hard to keep doing anything: you'll be constantly pushed back and your casts will be interrupted, even under MI or Celestial. Offtopic: Another unpleasant thing is mages with the old cancel, which removes Noblesse, and quite effectively. Don't put Noblesse on panel 4; keep it always at hand, and don't be lazy about casting it on everyone who gets assisted. Tests show that the chance to remove Noblesse is the same or almost the same whether it's the 1th or the last buff, so don't be afraid to keep recasting it

Archers: RT, cleanse it and immediately get ready to heal the target up. An instant cleanse is vital - stun, rarely lands, lasts long. Cleanse it

There are a couple of things in PvP with archers: they have a long cast of the 3th eye, which we can interrupt if the target isn't in a Celestial. Do it with the palm if you happen to catch the animation out of the corner of your eye. Also, 97+ archers have hide, which they use to get rebuffed after dying without Noblesse. That's where our targetless AoE skill comes in handy. When an archer falls without buffs, stand over their corpse and be ready to knock them out of hide. A heavy set helps a lot against an archer assist) Offtopic: The combination of the 3th eye and a rhapsody on an archer leads to very sad consequences, especially for robe sets. Never underestimate archers

Tyrants: lowers P. Def. Cleanse depending on the situation; it lasts long and won't drop off by itself) - a mass debuff of the 97 Tyrant that lowers P. Def. - a debuff after the Tyrant's leap, slows for 5 seconds, mass. It also "hints" at the target chosen for the assist. - a mass stun for 1-2 seconds. Nasty, interrupts casts =\

Not the most dangerous class as a DD, but quite good as a debuffer. If a Tyrant and several other physical DDs are on you at once, beware of its knockdowns and stuns: it'll interrupt everything, pile on debuffs and won't let you cast anything properly. Don't underestimate it.

Daggers: this is (more or less) what the new CW looks like, i.e. the debuff increases critical damage on the target. As a rule, it precedes a series of powerful abilities. An extremely dangerous debuff that must be cleansed instantly, on par with RT - and this is their anchor, i.e. paralysis. - and this is the debuff from the leap behind the back, it stuns. It drops off quickly, but know this: the target is about to get hit hard.

As a rule, the only remaining robe wearers, the mages, take really serious damage from dagger abilities. And you can't help them, so try to teach them to blink. Offtopic: Recent PvPs have shown that daggers are a rather buggy class right now, with their fake deaths and hides, in the sense that sometimes you just can't see them, and sometimes you can see them in hide but can't target them. Anyway, a relog helps

Summoners: these are the summoner marks. In daily PvP summoners prefer to detonate them right away, dealing noticeable damage. Be ready for it, a very "telling" debuff. The slow after the panthers' leap. It means the target is about to be chewed on =\ - cage and mass cage. The target can't do anything, but it doesn't take damage either, except from "ticking" debuffs already on it + the cage itself deals a little damage. - a mass knock-up similar to the mages'.

Summoners generally come in two kinds: those who pump their cats' P. Atk. and mage summoners. The first deal huge damage with their cats, but they're easy to kite: use our dash and throw a mass sleep on the summons. If both are on cooldown, run anyway; you can't stand still even in heavy armor. I've only seen mage summoners on video; in theory you can't kite them at all, and they deal mostly AoE magic damage.

Enchanters: non-dangerous IS debuffs. They lower M.\P. Atk. Unpleasant, but tolerable. They drop off quickly - more dangerous debuffs. They cut P.\M. Def. heavily and are usually cast on the DD assist. They last 4-5 seconds, but you should still cleanse them, and quickly. - the clock, aka suspension. Basically increases skill reuse. Be careful with this debuff: cleanse it first from yourself and the other healers, and don't use the mass cleanse to remove it from yourself. Try not to use balance and other skills with non-fixed reuse under it. - Medusa. The target is in no danger, but it shouldn't just stand idle either) - turns the target into some little critter. Usually cast on targets that aren't in focus; cleanse it right away. The last two skills are often used to control healers; you should quickly cleanse them off each other

Tanks: solo and mass aggro. Seems clear enough. Lasts 4-5 sec. Offtopic: By the way, it's not that simple. If you already have the tank targeted when you get aggro, it basically doesn't affect you. That is, you can calmly change target while aggroed. Keep this in mind; tanks especially like to throw aggro on you on top of a mass aggro, thereby "failing" it. So don't "take aggro at its word" =) - the fat one, cast "point-blank". Lasts 4-5 sec. - cuts incoming healing by 90%. This dangerous debuff doesn't show up among debuffs but for some reason goes straight into buffs. You won't see it, but you must keep in mind that a target the tank is on will get it every time it's off cooldown. - lasts 10 seconds, cuts P. Def. by 10% and increases critical damage on the target by 10%. Rarely lands

You already know the healer debuffs, so I won't list them. Cleanse any of them right away.

Next, let's talk a bit about your actions in PvP. As a rule, an average party has two healers, and the enemy party has 1 tank. Tanks usually like to go after the healers. Here's what matters: if you see the tank really sitting on the second healer, you need to CONSTANTLY cleanse them of the solo aggro and the fat one. Later, once mass cleanses arrive, the problem mostly goes away, but until then 1 tank can almost completely neutralize 1 healer. At the same time, try not to get caught together in 1 mass aggro; keep your distance. Summon the tree every 20-25 sec or whenever it gets killed.

At 94+ levels dealing with a tank gets much easier; remember that you need to give the mass cleanse not to remove a mass aggro but to prevent it. This matters not so much for you as for the DDs: even a one-second target change during a fast pick is already a failed assist. Use your mass cleanses with "overlap", i.e. back to back. For your DDs to be effective, they need to assist and kill several targets as quickly as possible without any interference. For that, use combos - ++++, after which teach your enchanters to immediately put Angel's Hands on you. That way you'll hardly see 1 debuff on yourself during the PvP. During such a combo it's the perfect time to use a rhapsody, and weave the enchanter's Nocturne of Madness (it lasts only 10 sec) into this sequence, which lets you give 4 mass cleanses in a row if you give the 1st right as the nocturne starts and the second near its end; but remember, the nocturne and rhapsody don't stack. It makes sense to spend Angel's Hands on a DD only if the tank is "hanging" on that DD, and only if you're sure you'll manage anyway; remember, dead DDs don't deal damage. Also keep in mind that maximum damage to the enemy party is dealt when their party Celestials and mass cleanses are already on cooldown, so it's sometimes better to use such a combo later than the opponent, starting the PvP with Angel's Hands on you or the other healer while the enemy uses Celestial and mass cleanse. Party UD can be used in two ways: to survive the period between "cleanse and Celestial" combos under debuffs, or as a boost, together with mass cleanses before or after the Celestial; then you'll have more time to throw debuffs on the DD assist and no chance of losing a DD. It makes sense to combine party UD with the nocturne; its fast reuse will come in handy. Remember the tank's damage-taking skill: have them give it on your command to the focused target, or teach the tank to keep an eye on HP.

Oh, about debuffs: try to put Mark of Lumi on every assist of your party; it's quick: right-click a DD and 1 press, it won't take more than a second. With good M. Atk., when all debuffs are on cooldown and the party is safe, you can nuke too, but only into the assist; don't knock out the enemy's SS for nothing. Use the palm on an enemy right after their res: it knocks off Noblesse with a very good chance.

However skilled a healer you are, there are moments when even you can't help anymore. One of them is a rhapsody in the enemy party when it's on archers and summoners. Here it's important to spot it quickly and call for the enchanter's Celestial, which must be cast instantly. Build a reflex: the call for the enchanter Celestial sounds, hands up. Even if someone dies, it's no big deal. In a mage party the rhapsody isn't so scary (but again, it depends on the situation; if there are SHs with AP and Echo, or you have fighters with old CD rings under Berserker, better give the Celestial), but there the old cancels are scarier. Don't be lazy about recasting Noblesse on focused targets more often, and constantly check your own Noblesse. Teach your party members to say IMMEDIATELY if they fall without Noblesse. On your side, think right away about how they can be rebuffed (solo or party Celestial, enchanter Celestial (but better save it for the rhapsody), party UD, hide, DE racial skill, bow flash, etc.). If there are no options for a rebuff yet, save the res; as a rule, without the boosts listed above you won't manage to rebuff anyone.

As for resses, it's worth mentioning that the order must be ironclad. No double resses are acceptable. Discuss it in advance and repeat the calls during PvP. It makes sense to have a small stack of blessed res scrolls. There are situations where either you raise the target right now, or in 10 seconds there's no point in raising them: you've lost.

I also want to share my observations on how 7x7 PvP goes in GoD: as a rule, a party is in one of 2 states: either attacking or defending. When you have Celestial\cleanse\rhapsody\party UD\Arcane Power\3th eye and so on, you can attack effectively. When you're under mass aggro and the enemy, on the contrary, feels comfortable, the whole party should focus on surviving until your key skills come off cooldown. There's no point throwing Lumi, aggroing healers or debuffing with the enchanter while your players are falling and the party is covered in debuffs. Let the tank switch attention to DDs, and the enchanter watch Noblesse and buffs more closely and heal a bit. The key is to survive the enemy attack with minimal losses and counterattack successfully. Draw your party's attention to this and act in concert.

Well, all in all, everything described in this chapter is my personal experience both as a healer and as a party leader. There may well be more effective tactics and more efficient combos. But on the whole this works, it's been tested. The main thing is not to be afraid to experiment, and remember that everything comes with experience, and once again with experience.


Even if you've been eaten, you have two ways out.

Chapter 5. Olympiad

Offtopic: I should note right away that writing a full-fledged Olympiad guide is a very laborious and thankless job. Tactics and methods appear and change all the time, and opponents differ from server to server. I decided to put here only the basic information newbies need; you can dig up a more detailed study of the mechanics and various tactics in a dedicated forum thread.

We'll look at levels 95+, since before that it's not very interesting. The healer is one of the main farming classes, but farming with it still isn't as easy as it might seem from the outside. What to pay attention to first:

preparing for the Olympiad as a healer is a matter of pouring liquid between two vessels: your survivability and your damage. You have two sets: a robe for M. Atk. and heavy for P. Def.; you have 2 harmonies: Wizard's for M. Atk., M. Def., skill reuse, running and casting speed, and Guardian's for P. Def. and shield block; you may have a set of various circlets, belts for attack\defense, a two-hander or one-handed weapons with a shield\sigil. You can't always say for sure which set and harmony to buff against a given class; it all depends on the specific players, their tactics, and also on your own behavior. Basically, between equally skilled opponents it's very hard to actually kill you in the arena; it can happen as a result of your mistake, a good deal of luck for the enemy, a big level difference, or if you chose a bad build of set, harmony and other things; but almost anyone can out-damage you over the fight. That's usually what they exploit. So if you're just starting out at the Olympiad, I advise you to focus on survivability first, and only then, assessing your safety margin and how much damage you're missing to finish off the enemy within the 5 minutes allotted, shift your build toward more DPS. Talismans: You have 5 slots. Personally I use the following set of talismans:

Sub talisman for 15% Clarity; Passive talisman for M. Critical Rate; Yellow talisman for damage transfer (sold by the Reputation Manager, e.g. in Aden to the left of the Olympiad pillar). This talisman transfers 10% of the damage we take to our summon, be it the tree or Lumi. Passive talisman for P. Def.\M. Def. (take the one that gives %); Passive talisman for M. Atk.

Besides that, before a fight you can always use one of the old talismans for P. Def.\M. Def.\M. Critical Rate and immediately replace it with 1 of the passive ones. If you don't need Clarity or can't get that talisman, replace it with any other one you find useful. Also, if they're trying to kite you, the Yellow Talismans of speed (in the shop) and acceleration (for epaulettes) are useful. Don't forget the Blue Talisman of Invincibility; it can be useful at times. LF and Max Clarity are rarely usable, but sometimes needed, so you should definitely keep a couple in your inventory; the main thing is to charge them in advance if you feel you'll run out of MP before the end of the fight.

About life stones: an active reflect is currently the most necessary LS for a healer. A passive reflect in the main weapon is an outright luxury that gives a huge boost but costs an unreal amount of money (or 2kk, if you're lucky). A nuke in the weapon is useful, but not worth spending money on. A passive VM in the main weapon is nice, but also expensive. Active VM and Refresh can be useful in some situations when it's important to raise DPS against a running enemy. Celestial in the weapon is also quite useful at times.

Buffs: Jump into the arena and immediately buff yourself with the Poem of Organ and the drum from the NPC. If you're a bit slow, you can enter the arena with a weapon set to conversion, then you won't need to hurry. The drum must be buffed from the NPC, because our drum doesn't give SS, and SS can be useful for your summon. Offtopic: There's an opinion that if someone knocks out SS on the summoner, i.e. you, it will pop on Lumi but won't work for it, so the useful SS is the one that pops on the summon itself after it takes damage. My modest tests basically confirm this. Offtopic: The trick with drums is this: at the start of the fight, buff our drum on our opponent via Ctrl if they have the NPC one, thereby depriving them of SS. The same applies to SE POWs, which should be replaced with our drum, and their attempts to rebuff should be stopped. Before entering the arena, open the list of fights, and after entering and getting the first two buffs, check your opponent; if the name is unfamiliar, use the site l2on.net to find their class and approximate level. Next, buff the right harmony and put all your buffs on yourself, including Noblesse, put on the right set, belt, circlet and weapon, and charge the talismans. Offtopic: There's a small trick with putting Berserker harmony on Lumi. Summon Lumi, buff Berserker from the NPC, then use Crystal Regeneration, remove the stone from yourself with a left click while holding ALT (but don't remove it from Lumi) and buff Wizard's harmony. Unfortunately, if Lumi dies, the new one will have your buff.

Next I'll describe only the MAIN things worth knowing in fights against different classes. The behavior of the same classes can differ a lot: some will try to kill you, others will deal damage and run. So I'll just describe the main features of the classes.

Classes

Mages: Mages have 3 buffs you need to know and watch for - Wizard Spirit (Arcane Power): increases damage, crits, skill reuse and M. Def., lasts 30 sec - Double Casting (double cast): without going into detail, increases DPS and stuns. 30 sec - Unexpected Obstacle (mana shield): converts part of the damage to MP and blocks part of it. If there's 1 HP left but still mana, the mage will live. 30 sec

These buffs should be countered with Celestial, UD and stone; without them a mage isn't very dangerous. Watch out for knock-ups, always keep the tree alive, watch your buffs: they cancel, not all of them, but some do (they usually like to cancel after a Celestial, so be careful here). There shouldn't be any particular problems

Tyrants: Tyrants are dangerous at the limits. - Berserk: something like Frenzy, especially dangerous with HP below 30%. - Spear of Valor: increases ability damage, like the old fighter Arcane Power. 60 sec

Act the same as with mages: counter\run out the limits, then kill. They can run fast under the rabbit.

Tanks - Ultimate Defense (limited UD): a 30-second UD that reduces any damage to 50-200 damage. Better to run away, but you can hit them a bit if you have nothing to fear. - Knight's Oath (icon): a weaker UD for a minute that increases the tank's M. Def., running speed and damage. - Shield of Faith (party UD): a party UD, 15 sec unenchanted. - Spike Shield (reflect, mirror): reflects 30% of damage and gives a 50% chance to reflect a nuke. Better to nuke this thing from inside a Celestial.

Tanks are harder: they rarely hope to kill a healer and more often try to run out the clock, so we try to deal maximum damage. Sleep the cat, it stuns. Use the aggro bug (described above). Watch the debuffs on the tank: they have a cubic that cleanses them and puts MI on them for a few seconds, it looks like this; after it you can throw debuffs again. Note that the same cubic slowly restores the tank's HP (from the 98th, quite a lot T_T). Beware of the tank's counterattack: sometimes a lucky combination of crits, aggro, stun and the fat one can kill you, so keep your CP healed.

Daggers: Daggers are a very unusual enemy at the Olympiad - Ultimate Evasion (UE): 30 sec of increased evasion with a mirage effect (drops target). Crits often

The main problem with daggers is hide, in which they can sit for up to 80% of the fight. That is, as a rule they try to deal as much damage as possible under UE with clones, after which, depending on luck (whether hide crits or not), they'll either sit in hide until the end of the fight or run around if the arena has obstacles. In fights against daggers and archers, remember: everything they have crits all the time, for duration and reuse. I don't know what to advise specifically against daggers; I've had very few fights. Outrun the clones, survive the dagger's attacks in a Celestial\mass cleanse, try to push them back all the time and throw debuffs. Anyway, I think you'll figure it out. Offtopic: The human racial skill helps a lot against dagger debuffs; it's its best use

Archers - Lightning Shot: greatly increases attack speed. 20 sec - Third Eye: greatly increases critical damage, 60 seconds - Ultimate Evasion (UE): 30 sec of increased evasion, M. Def. and debuff resistance

Archers are similar to daggers, but their hide is worse and only from level 97, which makes them easy prey. These guys deal very high damage, so a heavy set and a shield are highly desirable. The main thing is to survive the skills described above; after that they die easily.

Summoners: A very strong opponent. I can only give a couple of tips. First, summon the tree constantly, because only it will save you from death during a knock-up or from DoTs in a cage. Second, constantly damage the summoner: they're very tanky, they have a healing mark (blue; the faster you remove it, the less HP\MP they'll restore), they balance with their cats, and you may simply not manage to kill them before the end of the fight if you don't deal constant damage. Use the mass sleep on the cats and immediately get ready to interrupt the summoner's cleanse with the palm (it has a long cast, especially with a bow, and then a long reuse). Don't forget to rebuff the drum, and damage the cats with AoE skills: in the end this affects how much HP the summoner restores via balances. If the summoner has reapers and keeps running, killing them will be extremely problematic. Watch your buffs, their cubic cancels. Try to cleanse the marks off yourself as fast as possible and keep full CP if you can. Take out low-HP summons. Anyway, good luck)

Enchanters - Battle Rhapsody: who hasn't seen it) Hits hard, 30 sec - Nocturne of Madness: 10 sec, reuse twice as fast. Usually used at the start with Mana Up, but sometimes mid-fight. If you see it in a fight, better run away for 10 sec, because abilities come off cooldown very fast. At the start of the fight it's also better not to run up, so you don't catch a cancel right away, which then comes off cooldown faster. - Angel's Hands: immunity to debuffs, lasts 11-15 seconds depending on the level.

Enchanters are somewhat like tanks: they can't kill, but they out-damage and heal. Against an enchanter, good damage, fast running and landing the heal cut (Dark Devour) are important. Watch your buffs, they cancel. There's no point explaining more; you'll see for yourself.

Healers (CB): In CB everything is simple: two healers pound each other for 5 minutes, and whoever dealt more damage wins. So the main things that matter are M. Atk., M. Critical Rate, M. Def. and reflect. But there are quite a few subtleties, which I'll list for you:

never summon the tree; use Lumi with Berserker (how to buff Berserker is described at the start of the chapter). don't waste time on debuffs other than Lumi, which you should throw as often as possible, even if it's already on. Normal casting speed lets you give 2 nuke and Lumi per reuse. Cleanse Lumi off yourself as soon as you see it. the choice of circlet (M. Atk. or M. Def.) depends on the opponent and your fighting style. By DPS calculations they're practically equivalent. don't let yourself get pinned in a corner or against a wall; try to pin your opponent. if possible, stand so that you have somewhere to run off to the side to wait out the opponent's Celestial, cleanse or UD. when you're pushed back, don't hold down the nuke and run to the opponent; you have a second for a heal, the fairy or a cleanse; let them run to you and then heal under your nukes. throw Lumi through Celestial (if you're in a Celestial too; otherwise better run away) and stone; the crit still deals damage. don't use the battle heal unless absolutely necessary, don't over-heal under damage; use balance and chain heal, preferably at the moment you've been pushed back and the opponent is running to you. Don't let your opponent take such liberties. For quick actions, a macro targeting the opponent helps a lot, so you won't lose a second picking the target. Refresh the Celestial debuff)


I guess that's all that can be briefly said about the Olympiad. Again, I'll repeat: practice and only practice made a man out of a monkey. Objectivity, as usual, is someone's authoritative subjectivity.

This article was copied from the forum thread GoHa.Ru - Aeore Healer. guide: everything about it. Thanks to everyone who took part in creating and discussing the guide, namely the healer section of GoHa.ru.