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Eq cleric spells
Eq cleric spells










eq cleric spells

This is generally one or more main tanks/offtanks, but can also be DPS players in AE heavy events where parts of the raid are positioned away from the main tank. Healers are assigned to specific players and cast their alliance on those targets. It is your responsibility to pay attention to your target's alliance and ensure it stays up at all times. Only single-target heals above level 96 that have a base heal value of more than 5000 will consume a charge and proc the AE heal. The best way to do this is to locate your Alliance icon in your assigned tank (or player's) buff window and watch for when it fades, then recast it. There is no "fade" message when an Alliance is fully consumed, so paying attention to your Alliances is key to making sure they maintain 100% uptime on your assigned tank. Preferably, Shamans get Alliance priority where possible, but any of the three classes *does* work in a pinch. The Cleric one sits somewhere in between. Compared to the Druid's alliance range of just 28, the Shaman Alliance is vastly superior. We order these like this because the Shaman version has the largest Splash AE, at a range of 60 ft. The three healing alliances are, in order of importance, are: Every time a single target heal is cast on that player from someone who is not the original caster, an AE heal is proc'd and a charge is consumed. Healing alliances are spell that are placed on a player and last for a number of charges (~120). How Healing Alliances Work (the short version): Most of the raid events in the EoK/RoS expansion are extremely Area of Effect damage heavy, in some cases excessively so, and properly managed healing alliances are required to keep a raid alive. Healing Alliances, introduced in the EoK expansion, are the single biggest source of raid-wide AE healing and a necessity on most events in EoK onwards.

eq cleric spells

Doesn't require any quick target changing.This is meant to be a primer on the Empires of Kunark alliances for Priest classes. Holy Retribution - Same as #4, except this is cast on the mob, and the recourse heal hits the mobs target. It casts quickly so make sure you tab fast or the nuke portion is wasted.ĥ. This will heal you, then nuke your target with a decent blast. To use it solo, you need to target yourself (hit tab) cast, and immidiatly target the enemy again (tab once more) so that the whole spell effect works. Holy Intervention - This is a special dual purpose spell.

eq cleric spells

The next tick after it lands on teh mob, it starts infecting nearby mobs as an AE.Ĥ. Some higher versions of this will infect every mob nearby, and you only have to cast it once to DS on the entire group. It will not hurt a monster that misses you, so it won't do any damage while you are invulnerable. It has the double benefit of healing you when you strike, as well as hurting the mob when they strike you. Reverse DS spells - These are not required, but they do help when you start getting the bigger groups of pulls. This helps you push towards that magic line of not having to cast any emergency heals or divine auras.ģ. Also at 89 you get Shining Rampart, which is a fantastic mitigation buff because it has no limit other than its shorter duration, but it also adds another defensive heal proc. Erud's Retort is a nice addition, granting you a heal defensive proc, as well as DSing your target, but you have to cast and cycle quickly back to target before it lands. I also put some focus on several stunning spells, as the recourse of life AA proc is even more mitigation to help you stay alive. If you have extra spell gems from Mnemonic Retention, I highly suggest filling them in with other Divine Aura type spells for emergencies, and hopefully you will always have one ready.Ĭouple of key factors here, the most noticeable being my maxing out extra spell slots. The first Vow spell is at 71, and I cast it then replace it in my lineup, it lasts over an hour.












Eq cleric spells