View Full Version : What am I doing wrong?Bad templar needs healed.
Odium
09-15-2006, 10:43 AM
<div></div><div></div>My "main" is a 65 Necro. so as far as the game goes Im pretty well versed. I wanted to try a healer class and I didnt care too much for DPS, etc. I wanted the best healer from a pure healing perspective - and I didnt want a Fury because they are everwhere. I also wanted a class that could wear fancier armor - I know, silly reason to pick a class but I do get tired of robes <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /> Anyway. my little Templar is LVL 23 but Im finding it hard to be effective. I find the cast timers are so long that from the time I see the need for a heal to the time it actualy goes off the tank has dropped another didgit or so in life, making it all the harder to keep him / her alive. I also find myself running out of power very quickly. I was able to pick up some good armor with WIS stats and thanks to my Necro, we procured an Adept III or two so Its not that the character needs stuff - he could be better, but I'd say he is about average in terms of stuff and spells, etc. Seems to me you'd almost have to guess when a heal is needed and cast it proactivly since if you wait yoru almost too late. I use my reactives well I think, but sometimes I find that all my main heals are still on a reuse counter and I have nothing to heal with - exept maybe the group AOE - which doesn't really heal that well comparativly. I do ok in a small group but give me a group of 4 - 6 and all too often I see people hit the dirt. Either the heals take too long to "re-load" or they are all on the same timer, something. Ive been struggling with this for 5 or so lvls and Im at the point where Im thinking about rolling a different healer class. I play my templar much as I do my Necro - perhaps its a strategy issue. I usualy stand within casting range of the tank but hopefully outside MOB AOE range. In groups I never use any offensive spells to conserve power (except the one that reduces MOB mitigation) and I focus only on healing, I never enter melee. But The Templar wears plate armor! so should I be in there whacking away at the mob too? Is the Templar really a back-up healer and thats why they wear plate? And interupts!...sheesh thats irritating. Ive got better in focus so its not quite as bad but even so, seems a bit extreem - no? any thoughts? <div></div><p>Message Edited by Treozen on <span class="date_text">09-14-2006</span> <span class="time_text">11:50 PM</span></p><p>Message Edited by Treozen on <span class=date_text>09-14-2006</span> <span class=time_text>11:51 PM</span>
CrazyMoogle
09-15-2006, 04:50 PM
<div></div><div></div>Your comment about being proactive is on the money. You just have to get a feel for it and know that you need to cast your reactives before the health gets low, not after. The reason you're running out of power is probably because you're spamming your direct heals to try to catch up after the health has gotten too low. Get the reactive(s) on there earlier in the fight...basically speaking, if the tank has more than simply proximity aggro established you should generally be ok to hit them with reactives.The class can be frustrating when you're learning to be PROactive with your REactive heals <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" />But you'll get it.<div></div><p>Message Edited by CrazyMoogle on <span class=date_text>09-15-2006</span> <span class=time_text>08:52 AM</span>
Paddyo
09-15-2006, 07:04 PM
<P>The good thing about a reactive heal is it just sits there waiting for damage to come. It can fire 8 times, but will stay up for its duration if its not used. So when the tank pulls and has established aggro, throw the reactive. the direct heals are for the big hits, let the reactive do the dirty work.</P> <P>I have a necro alt, and have the reverse problem you do. I have trouble waiting on the mend bones line to play itself out. Same on my fury....The heals will heal so much per tick. but im used to reactives working based off damage taken as opposed to spells healing a set amount in a set time frame.</P> <P>Paddyo</P> <P>Templar of The Inquisition</P> <P>Antonia Bayle </P>
<P>Also, make sure that your friends aren't taking lots of spell damage (you might have to pick different targets to fight.) The reactives aren't as effective for that in my experience. If your tank takes lots of spell damage, you will have to cast lots of direct heals and you will run out of power. Over the next couple of tiers, you will get things that can help you out a lot.</P> <P>One templar I was grouped with out in the Thundering Steppes told me that his reactives weren't going off and I was thinking "but we are fighting giants!" It appeared from the combat text that the tank was taking more spell damage and less melee from the heroic giants in the trenches. I found it funny, that we went over and fought the qnolls near where Stiletto spawns and his reactives went off much more reliably, even against the diviners. (I was the ranger, so I didn't have to do anything but kill things, hehe.)</P>
Odium
09-15-2006, 09:23 PM
<P>Thanks for all the responses - At least it looks like I'm not doing anything wrong as much as it is just getting used to healing. I took a read through the other healer class forums to get some ideas of what they are like - turns out almost nobody that heals, in any capacity, is entirle happy lol. I was also healing a Mentored 60 Paladin (mentored to 22) perhaps that made it harder, I figured it woudl be easier given their mitigation, etc. </P> <P> </P> <P>I'll stick it out and see if I cant get my Templar to work for me. </P>
<DIV>lol, it was probably easier for him to keep aggro anyway!</DIV>
BloodyDragon
09-16-2006, 02:51 AM
<P>When I play my templar I always use both of the reactives and the Mark line. It's all a matter of timing, but I'll usually cast the single target reactive on the tank just as he is pulling. He will usually have agro before it hits him, so I don't worry too much about getting agro first. I follow it up with the Mark line, which gives a chance to heal any person that deals melee damage to the target. I will also follow that up with my group reactive. This takes 5sec to cast, but the tank can use all of the spell. They will stack too. If the tank is getting hit really hard, I will use the fast casting, direct heal between any of those.</P> <P>The singel target reactive will proc five times. The group reactive will proc up to nine times. The tank can use all nine of those procs. That's fourteen heals with just two spells cast. I will also throw up the fate line on the target so that heals the group after the mob dies. This is good for group encounters. That's a lot of heals on the tank and I sometimes find myself not even using my direct heals. If I do use them, it is usually on someone else in the group that peels the mob or pulls another encounter. Most of the time when I do use the direct heal, it will be close to the end of a long fight.</P> <P>The key to remember is to always have your reactives up. When they get used up, cast them again. If all else fails, never be afraid to use your instant cast reactive. Even though it has a 15min reuse timer it has been a lifesaver many times.</P>
Cowdenic
09-17-2006, 08:05 AM
<P>For heroic or epic content, my prepull actions are always the same, now realize you wont get one of these spells until later but that doesnt really matter.</P> <P>Before the pull I open with group reactive, during the pull i cast solo reactive. Then I cast all 3 of our real debuffs, spurn, mark and prayer line. I then refresh the single target reactive on tank, then move into melee range refreshing spells as needed, otherwise, i am nuking between melee shots.</P> <P>For this to work your tank needs to pull with a taunt, if you have a lazy, bodypulling tank, you will have agro almost instantly.</P> <P>Also remember, if you have a bad tank nothing beats /drop /cast odyssey <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></P> <P>edited to add name of 3rd line.</P><p>Message Edited by Cowdenicus on <span class=date_text>09-16-2006</span> <span class=time_text>09:07 PM</span>
Jackula
09-18-2006, 06:07 AM
<div><blockquote><hr>Cowdenicus wrote:<div></div> <div>... if you have a lazy, bodypulling tank, you will have agro almost instantly...</div><p><span class="date_text"></span><span class="time_text"></span></p><hr></blockquote>I agree with the above except for the quote. Bodypulling is often essential now due to social agro changes. A good body pull can ensure you only have one agro mob encounter to deal with. A bad body pull or taunt or ranged attack can bring you the whole room full of mob encounters. Being a good body puller is <i>more</i> work, not less.Aside from that, the replies are spot on. When dealing with multi mob encounters I can't rave enough about using the debuff that heals the group when the mob dies. It's a nice topper upper for your whole group so you can stay focused on the MT.</div>
Cowdenic
09-18-2006, 01:14 PM
<BR> <BLOCKQUOTE> <HR> countjackula wrote:<BR> <DIV><BR> <BLOCKQUOTE> <HR> Cowdenicus wrote:<BR> <DIV><BR>... if you have a lazy, bodypulling tank, you will have agro almost instantly...</DIV> <P><SPAN class=date_text></SPAN><SPAN class=time_text></SPAN><BR></P> <HR> </BLOCKQUOTE>I agree with the above except for the quote. Bodypulling is often essential now due to social agro changes. A good body pull can ensure you only have one agro mob encounter to deal with. A bad body pull or taunt or ranged attack can bring you the whole room full of mob encounters. Being a good body puller is <I>more</I> work, not less.<BR><BR>Aside from that, the replies are spot on. When dealing with multi mob encounters I can't rave enough about using the debuff that heals the group when the mob dies. It's a nice topper upper for your whole group so you can stay focused on the MT.<BR></DIV><BR> <HR> </BLOCKQUOTE> <P><BR>assuming your tank is equipped properly and knows when to change stances and you have a good group, you should be able as a full group to handle multiple heroic encounters at once. Just my thoughts.</P>
Jackula
09-18-2006, 02:49 PM
I guess it's group and level situational. I know I couldn't keep the MT or the group up last night when the MT arrow pulled and ended up pulling 4 groups of social mobs, each of which consisted of one yellow ^^^ and 3-4 yellow downs <img src="/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" alt="SMILEY" />. Too many mobs hitting him = mana sponge and too many mob encounters for him to lock down with taunts = AE casting mages getting hit too. We wiped.With good body pulls we could have easily chewed through all of those groups one or even two at a time. By my sig you can see my main is a Guardian, but I do play a Templar as one of my alts. I guess I'm a tad sensitive. Don't assume your MT is being lazy if they body pull. Sometimes it's vital and it definitely takes more work to do well.And yes, proactive healing is the best approach. If a fight starts to go badly those direct heal recast timers feel very long.<div></div>
Truffor
09-19-2006, 03:29 AM
On a body pull, don't precast anything, no damage shield, no reactive, no ward... Just wait for the tank, cast your stun, solo reactive, little direct heal if needed. <div></div>
rtoub
09-20-2006, 03:47 AM
Lazy and body pulling are two different things. When combined they spell big trouble.:smileyvery-happy:
EQPrime
09-20-2006, 11:42 PM
<BR> <BLOCKQUOTE> <HR> Cowdenicus wrote:<BR> <BR> <BLOCKQUOTE> <HR> countjackula wrote:<BR> <DIV><BR> <BLOCKQUOTE> <HR> Cowdenicus wrote:<BR> <DIV><BR>... if you have a lazy, bodypulling tank, you will have agro almost instantly...</DIV> <P><SPAN class=date_text></SPAN><SPAN class=time_text></SPAN><BR></P> <HR> </BLOCKQUOTE>I agree with the above except for the quote. Bodypulling is often essential now due to social agro changes. A good body pull can ensure you only have one agro mob encounter to deal with. A bad body pull or taunt or ranged attack can bring you the whole room full of mob encounters. Being a good body puller is <I>more</I> work, not less.<BR><BR>Aside from that, the replies are spot on. When dealing with multi mob encounters I can't rave enough about using the debuff that heals the group when the mob dies. It's a nice topper upper for your whole group so you can stay focused on the MT.<BR></DIV><BR> <HR> </BLOCKQUOTE> <P><BR>assuming your tank is equipped properly and knows when to change stances and you have a good group, you should be able as a full group to handle multiple heroic encounters at once. Just my thoughts.</P><BR> <HR> </BLOCKQUOTE><BR>Taunt pulling is the lazy way and if the tank taunt pulls and grabs 3 or 4 heroic encounters due to social aggro those reactives you stuck on him before the pull are going to send all the adds to you. The best way to do it is to time your first reactive to go off right after the tank taunts. If you really want to be safe, wait until you see the mob's face flash red from the taunt effect before casting the reactive.
Cowdenic
09-21-2006, 01:22 PM
<BR> <BLOCKQUOTE> <HR> EQPrime wrote:<BR> <BR> <BLOCKQUOTE> <HR> Cowdenicus wrote:<BR> <BR> <BLOCKQUOTE> <HR> countjackula wrote:<BR> <DIV><BR> <BLOCKQUOTE> <HR> Cowdenicus wrote:<BR> <DIV><BR>... if you have a lazy, bodypulling tank, you will have agro almost instantly...</DIV> <P><SPAN class=date_text></SPAN><SPAN class=time_text></SPAN><BR></P> <HR> </BLOCKQUOTE>I agree with the above except for the quote. Bodypulling is often essential now due to social agro changes. A good body pull can ensure you only have one agro mob encounter to deal with. A bad body pull or taunt or ranged attack can bring you the whole room full of mob encounters. Being a good body puller is <I>more</I> work, not less.<BR><BR>Aside from that, the replies are spot on. When dealing with multi mob encounters I can't rave enough about using the debuff that heals the group when the mob dies. It's a nice topper upper for your whole group so you can stay focused on the MT.<BR></DIV><BR> <HR> </BLOCKQUOTE> <P><BR>assuming your tank is equipped properly and knows when to change stances and you have a good group, you should be able as a full group to handle multiple heroic encounters at once. Just my thoughts.</P><BR> <HR> </BLOCKQUOTE><BR>Taunt pulling is the lazy way and if the tank taunt pulls and grabs 3 or 4 heroic encounters due to social aggro those reactives you stuck on him before the pull are going to send all the adds to you. The best way to do it is to time your first reactive to go off right after the tank taunts. If you really want to be safe, wait until you see the mob's face flash red from the taunt effect before casting the reactive.<BR> <HR> </BLOCKQUOTE><BR>actually, when grinding with guild groups, we would never ever face just one heroic encounter. Seriously if you have only one heroic encounter = boring. Of course we also one grp epic x2's soooooooo
Cappadoci
10-17-2006, 02:49 AM
<DIV><BR> <BLOCKQUOTE> <HR> EQPrime wrote:<BR> <BR> <BLOCKQUOTE> <HR> Cowdenicus wrote:<BR> <BR> <BLOCKQUOTE> <HR> countjackula wrote:<BR> <DIV><BR> <BLOCKQUOTE> <HR> Cowdenicus wrote:<BR> <DIV><BR>... if you have a lazy, bodypulling tank, you will have agro almost instantly...</DIV> <P><SPAN class=date_text></SPAN><SPAN class=time_text></SPAN><BR></P> <HR> </BLOCKQUOTE>I agree with the above except for the quote. Bodypulling is often essential now due to social agro changes. A good body pull can ensure you only have one agro mob encounter to deal with. A bad body pull or taunt or ranged attack can bring you the whole room full of mob encounters. Being a good body puller is <I>more</I> work, not less.<BR><BR>Aside from that, the replies are spot on. When dealing with multi mob encounters I can't rave enough about using the debuff that heals the group when the mob dies. It's a nice topper upper for your whole group so you can stay focused on the MT.<BR></DIV><BR> <HR> </BLOCKQUOTE> <P><BR>assuming your tank is equipped properly and knows when to change stances and you have a good group, you should be able as a full group to handle multiple heroic encounters at once. Just my thoughts.</P><BR> <HR> </BLOCKQUOTE><BR>Taunt pulling is the lazy way and if the tank taunt pulls and grabs 3 or 4 heroic encounters due to social aggro those reactives you stuck on him before the pull are going to send all the adds to you. The best way to do it is to time your first reactive to go off right after the tank taunts. If you really want to be safe, wait until you see the mob's face flash red from the taunt effect before casting the reactive.<BR> <HR> </BLOCKQUOTE><BR>Yes, but if you are fighting mobs 5+ lvls above the tank lvl, the tank just take a HUGE initial damage(usually mobs do CAs on the first hit), and if you don't have single + group reactive up before the pull, he takes a hell lot of damage and you are going to waste a hell lot of power spamming direct heals to keep him up.</DIV> <DIV>The best way is to get a GOOD tank that know how to body pull and taunt right after the initial aggro....or fight white/blue cons... <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" /></DIV>
NummieSh
11-07-2006, 01:10 AM
<P>Key thing to remember is that you have a good arsenal of spells that arent really traditional heal spells. Buffs you place on members in your group and buffs you cast on the mob(s) the group is killing..... and your static buffs!</P> <P>Static buffs I have on the main tank (at your level):</P> <UL> <LI><STRONG>Redoubt</STRONG> lvl 16 <FONT color=#6666ff>(upgrade at 30)</FONT></LI> <LI><STRONG>Daring</STRONG> lvl 19 <FONT color=#6666ff>(upgrade at 33)</FONT></LI> <LI><STRONG>Symbol of Transal</STRONG> lvl 16 <FONT color=#6666ff>(upgrade at 30)</FONT></LI> <LI><STRONG>Protectorate</STRONG> lvl 26 <FONT color=#6666ff>(upgrade at 40)</FONT></LI></UL> <P>These will give your tank more mitigation and more hitpoints.</P> <P>Spells I cast each fight (at your level): </P> <UL> <LI><STRONG>Disgrace </STRONG>lvl 24 <FONT color=#6666ff>(upgrade at 3<img src="/smilies/b2eb59423fbf5fa39342041237025880.gif" border="0" alt="SMILEY" /></FONT> - makes the mobs more squishie for the group to kill faster)</LI> <LI><STRONG>Mark of Pawns</STRONG> lvl 18 <FONT color=#6666ff>(upgrade at 32)</FONT> - small buff on mob that gives chance to heal anyone who hits the mob</LI> <LI><STRONG>Amending Fate</STRONG> lvl 20 <FONT color=#6666ff>(upgrade at 34)</FONT> - heals the entire group when mob dies <U><FONT color=#ff3333>AWESOME</FONT></U> spell... use it often and make sure you have the current version at Adpt3 or higher!!</LI> <LI>Reactive and direct heals as needed..... everyone else already gave the goods on these. Just try out different combos and see what works. Also - remember that at the level youre in now you may be in quite a few pick up groups. Never know when you will get a tank that has paper for armor or if they are decked out with master crafted gear. When you get into your 40s it should start panning out a bit more</LI></UL> <P>As you get into the higher levels with your Temp other spells will become available to you.... like Involuntary heal spells (buff you cast on the mob that procs a small and cure some ailments), Benedictions (buff you put on a group member that acts as a ward preventing damage), Glory buffs (buff you put on a group member that has a chance to cast a group heal). Use all these religously. I didnt when I was floundering around and learning how to play my toon but now I wont go through a major encounter without them.</P> <P>Using all these spells together will make your job WAY easier and youll see that not as much power is used. Often when Im in a group with other healers I will be the only one left with power or be the last one that goes OOP at the end of one of those "cutting it close" encounters. Of course I tend to do very little dps'ing and focus on debuffing/buffing and healing. But thats just me.</P> <P>Good luck! I hope you have a good time with your templar.</P> <P>And if you are up for a challenge...... come on over to Venekor. A PVP templar is even more fun! :smileyhappy:</P> <P> </P>
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