Tree of Savior Forum

What is the issue with healers?

So I am ignorant to the ways of Cleric, all I know is that some healers are awesome and seem to provide cure squares on que and when needed and others almost never cast cure squares.

Enlighten me please as to what I should expect from clerics of different classes and how best to mitigate my death when I am expected to tank.

edit/ update:

Heal tiles have a CD and an overheat of 2

Positioning is important for Priests in regards to healing (Front)

Dievs need tanks/group aware of their statues, Owls can do very good damage

Cleric c2 implies a more support focused cleric

Monster Damage can be Turned off on Heal tiles.

Just my experience, but it really helps me whenever the tank utilizes my Safety Zone (the green square that puts a barrier around you). I try to wait for when the tank pulls aggro then rush under him to cast it, but they seem to move back for whatever reason. It helps mitigate some of the healing needed and gives Heal time to get back up after its two casts.

Now, for my own personal choice, Dievdirby. I try to place my Safety Zone and Heals under my statues to kinda goad the tank to stay under them. Because, where the tank goes, the rest follow. The statues give some nice buffs, and Owl Statue is some great DPS.

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hmm, thank you @archmagel for the quick reply.

As a Tank my job is to reduce movement and face boss away from others, even though many insist on standing behind me when ever I move… smh.

I also try to stand in any squares my healer throws down, the safe zone green one and the goldenish one which I think gives bless damage shrug

one question from your reply is there any way to get more than 2 casts before overheat?

@nazrious only the safe zone which is green is important. If I’m not wrong, I think the golden one you’re talking about is Cure - mostly to damage enemy or heal you from poison. And you’re familiar with Heal tiles, the red one.

I’ve seen a lot of bad healers, so it’s just luck of the draw whether you and your party can synergize properly.

Yesterday I went to Siauli (however you spell it) lv100+ dungeon and twice we got a tank (Rodelero/Peltesta). They don’t need my safety zone, and once in a while I just need to heal them using mass heal, and they’re on the other side from the rest of my team.

I always put down Heal tiles whenever it finishes cooldown, and put them a bit farther out, so when someone gets hurt, they can run off and get some self-serve Heal. Recently I’ve seen some healers start doing this, but most often the healers just starts healing when their own hp gets low, and sometimes when the party’s hp is low, so most of the time the Heal tiles will be in front of them.

Overheat is fixed per skill. That’s why Heals must be managed properly. For example as a Priest, I try to not step on my own Heal tiles unless urgent - I try to heal myself and my team with Mass Heal as much as possible and leave Heal tiles for emergency.

The only recommendation I have for parties is to stick close together so they’re within a Priest’s Blessing/Sacrament/Stone Skin/Revive range and pay attention to where we put our Heal tiles instead of running like headless chicken as if they’re soloing. Those 4 skills I list above plus Mass Heal are not tile-based. They’re aoe and they don’t cover the whole screen. So the rest of the party better stick close together so the Priest can cast it for the whole team.

P.S. Don’t mix up Cure with Heal. Cure is lv1 status ailment removal, Heal is HP. There was one time this guy keep saying cure cure - so I casted cure on him. Err that’s not what he actually wanted.

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Expect a lot of newbies to the cleric class, some of which will ignore their healing potential outright to create a dps cleric.
Others will try to go overboard on healing/support, which isn’t a bad thing from your perspective.

If we get a bit more class specific (try to scroll over a party members class icon, it will show you the classes they took):

Cleric:

  • Heal, simply walk over it to get your healing. Cleric1 healing isn’t that good.
  • Safety zone, you take no dmg in the green circle as long as it’s active. Always nice.
  • Cure is the golden square, it will remove r1 status conditions and as such isn’t that important.
  • Fade is a very powerful party wide zero agro skill, you can cancel it by attacking a enemy. (better for the other allies tbh.)

Priest:

  • Resurrect, if you die just wait for the priest to res you. if he/she doesn’t get killed either ofc.
  • Revive, visually shown as a white cross above your head. Prevents your next death and gives invuln/healing when it does. So don’t panic to much with that on.
  • Mass Heal, a aoe heal that’s only good at skill lvl 10 (thus priest3 only). No real visible cues, but try to stand in front of the priest as that is the easiest spot to be healed with it. (it can miss to the sides/back.)

Dievdirby:

  • Lure enemies towards totems with a visible aura, they tend to inflict a slow or silence debuff.
  • Carve owls cannot reposition themselves, lure mobs in front of the owl totems to quickly kill them.
  • Skills used within the laima statue have a 20% reduced cd.
  • The goddess ausrine statue, goddess with 3 yellow circles next to it, can give invuln if you stand in it’s circles for 1s each and move counter clockwise. (it’s finicky though.)

Druid:

  • If you see a grass effect then stand in it, it’s either a aoe dmg spell or a aoe invuln for your party. Either is good tbh.

Paladin:

  • Barrier can prevent a lot of dmg, so stand in it if possible. (Yellow circle of light shining down.)

Oracle:

  • Forecast shows enemy aoe zones before skills hit, if it doesn’t bug out. Try to avoid the red zones.
  • Counter spell, another yellow dome shaped circle that prevents a ton of magic inside. Best to stand in it if you fight magic mobs. But get out of it if you need healing.

Plague Doctor:

  • If you see a triangle, only step on it with high current health. It will regen dmg taken up to that point.

Kabbalist:

  • Ein Sof, if you see a weird green circle with a eloborate pattern then stand in it asap. (Unless the kabbalist asks you not to, as it can act as a sp recovery tool as well.) It gives a hp boost.
  • Merkabah, if you see giant winged weels try interacting with one. They should carry you to where they roll.

There’s a bit more to it, but the rest is typically managed by your cleric and requires no interaction on your side.

6 Likes

@acolyte thanks for the clarification. I say cure, well because for the majority of MMO heal/cure are interchangeable in that regard.

As for distance of heal squares I normally make note of where they are placed, but what I find detrimental is if they are placed to far. When tanking it is best for squares to be placed behind me so that I don’t end up turning boss into crowd while trying to grab a heal.

How much will mass heal cure and how does it work? does it Regen or is it a straight heal?

Actually this game is a spiritual successor of RO, which Cure and Heal are two separate skills, for poison and HP respectively o_O

Both heal tiles and mass heal calculation works similarly - it’s % of HP + INT/SPR. They’re straight heals. There’s not many regen heals in this game - HP potion, Paladin’s Restoration Aura, and as pointed out above, Plague Doctor’s Healing Factor are some.

As for where you want heal tiles to be placed, again, it depends on your luck. I’ve screamed in chat for other clerics to do their jobs properly but noone listens so I gave up. If you’re lucky they can listen to you. But expects half of the clerics to not know what they’re doing (or more). I’m not talking about lv50 clerics. I’m talking about lv120+ clerics not knowing what they’re doing.

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currently I’m Krivis at circle 3. I’ve only done few runs of chapel dungeon, and was lucky enough to be grouped with fellow clerics.
in addition to what the others have already posted, it seems not many who cleric in dungeons have the support mindset, as apparent with their skills, I’ve seen few who prioritize DPS.
I’ve always chosen a support class in my MMOs so adjusting to healing rotations is easy for me, but I’ve picked up new things in this game as well.
as mentioned, heal is a straight heal, and initially I would set it around the area where most of the party is standing when they need healing. then I learned it’s better to set it a little farther from mobs as it’s also a dps skill. we don’t want to lose squares to a mob! some of the non-clerics would automatically run to the nearest heal square when they need it anyway.
I also keep track of my buffs, I’m not sure though if divine might, for example stacks, I make sure not to cast one when my fellow cleric’s already up.
I sometimes tail the tank so I can cast safety zone near him, as well as other debuffs once he stops pulling mobs, but as previously mentioned, it seems some ignore this buff :smiley:

And Paladins help you upkeep during and after fights, so keep near them if you see giant floating Crosses appear above their heads. If you’re in between fights and the crosses appear, sit your butt down and enjoy rocketing to full everything in a few seconds.

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Thanks for the replies all.

When grouped people barely communicate so hard to get info. I like to play all classes to get an understanding of team play, but right now don’t have the time.

Re heals getting soaked up by monsters: Get remove heal damage. If you’re the only healer in a dungeon, turn it on. It is one of the most useful single attribute levels you can grab as a cleric. It lets you place heal tiles right on your tank if you need to and is just generally great.

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Wow… Could you like tell everyone in game this… seriously.

[quote=“nazrious, post:10, topic:198706, full:true”]I like to play all classes to get an understanding of team play, but right now don’t have the time.
[/quote]I think all of us want to, but the grindfest deter us from it, especially considering for easy leveling you want to explore all maps and get kill count - doing it on every character gets sickening quickly DX

But yeah, feel free to ask cleric questions even if you’re not a cleric. My issues in dungeons aren’t only with clerics. It matters that non-clerics understand what we do too. I get pretty pissed off when people just won’t stay close and let me cast Blessing/Sacrament/Stone Skin/Mass Heal on all of them because they run around like headless chicken.

Of course, as mentioned above.
-> Tank HP is dropping
-> cast safety zone on him so I can get heal tiles ready
-> he runs off because he got scared of dying
… come on…

@Wurmheart I some how missed your lengthy reply, thank you very much for the detail.

@Acolyte I truly expect to be dead, and once I hit red unless there is a green tile B4 that happens I’m likely already on the move/ prepping my escape route, again with out turning the Boss to let him smash everyone else.

the sad fact is I don’t have much faith in any of the auto parties I join and considering how my durabilty can go from full to 0 very quickly deaths are a HUGE no no. Thus I too am guilty of the kite and potion till I feel adequately safe to go back to tanking.

hey I didn’t know this, thanks! I’m still a bit lost with the attributes I think I’ve only upped 2. will go check this out later.

Haha if you have revived buff on dont worry abt dying for abt 5 sec.

[quote=“nazrious, post:14, topic:198706, full:true”]
the sad fact is I don’t have much faith in any of the auto parties I join and considering how my durabilty can go from full to 0 very quickly deaths are a HUGE no no. Thus I too am guilty of the kite and potion till I feel adequately safe to go back to tanking.
[/quote]I don’t trust pug clerics either DX

When you see a Krivis cast a large glowing blue circle step in the damn circle!! :rage:

Same with Safety Wall. I watched our hoplite get creamed over and over by the boss and completely ignored the safety wall that I dropped right next to him.

re: pug clerics, not sure what level you guys are but I don’t trust ANYONE in the level 50 dungeon, it’s a noob trap. In higher level dungeons you can generally tell who the actual support clerics are.

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Krivis: krivis has damage and a bit of support.

The big blue circle is Zelciai. It gives crit chance to those who went in for the buff, and reduce crit resistance of enemies , hence double dipping on the crit goodness (also gives the caster magic amplificatin from attribute, but i believe its only for the cleric who casted it, no more)

The yellow circle with lightning is Zeibas, its only damage, nothing special here.

The bigger bonfire is Aukuras, it improves the natural HP regen and reduce the time needed before each tick of natural regen. Aukuras also has ‘aggro’ of its own.

They can also put a dbuff on one monster and when this monster is killed, it gives a STR and INT buff to all party members around, but this is a Krivis 2 thing, which you wont see often.

Krivis also gives Dainos, which gives more buff slots.

overall, krivis dont provide much defensive support except aukuras for a bit more natural healing.

IMPORTANT TIP ON NATURAL HEALING: natural healing is normally 20 sec. each 20 sec, you recieve a tick of healing according to your hp regen and sp regen stat. If you sit at the half point (10 sec normally, less with aukuras), you also recieve a full tick of regen since sitting provides this each 10 sec instead of each 20 sec, so sit once wach 10 sec to get more hp/sp.

Sadhu: Sadhu is mostly a damage class also. They have this ability called out of body, which makes them send their spirit to attack. The spirit is invincible, it cant be damaged at all, it does small damage and adds a -30% def debuff to monsters (50% chance on hit). Its mostly used when the cleric used all his other good spells.

When in Out Of Body (oob), the cleric’s body is still there, with the spirit linked to it. any hit on the body cancels oob. The cleric can still cast spells, but all spells will come from the BODY, not the SPIRIT, so sadhu placement will usually be either behind, for safe oob, or kinde close to provide support while being under safety zone, or eventually druid’s C2 invicibility. If a sadhu cast fade after casting oob, even if he attacks with his spirit, he wont appear for the full duration of fade, he needs to cast a spell for that.

Astral body explosion will detonate the spirit and knockback all surounding monsters.

Possession is cast from the body, it will root 5 monsters and do many hits on them, so it helps a bit on the cc while providing big damage. As for oob, any hit on the sadhu will cancel this since its a channel.

the rest of sadhu’s kit is not important

review: its mostly a class for no downtime and safe damage after casting the spells. Expect sadhu to use the defensive spells a bit more for them since damage interupt them, but they should still use these spells close to the fight to help the party before doing it for themselves. If you see a sadhu with only cleric 1, then start crying since this is gonna be a dps cleric with almost no support/heal worth mentioning (only 5 healing tiles…)

Both the classes i mentioned are dps classes, mostly, but the best support from cleric comes from cleric 2. These 2 classes should help bring down monsters quite fast anyway, but are not at their best in killing tons of monsters, mostly killing a few really fast, or bringing elites/bosses down fast with all the multihit skills and constant damage from oob.

It will be helpful to let other classes know our spell cooldowns too. The important ones are:

Cleric:

Heal - 22/25 secs cooldown with overheat of 2 castings. The reason of a 25 sec heal instead of a 22 secs is most clerics will attribute into the Heal:Heal Extra attribute which adds an additional 3 seconds to the cooldown.

Safety Zone - 48 secs cooldown.

Priest:

Mass Heal - 30 secs cooldown

That translates roughly around heals every 1/2 a minute and a shield every minute. Try to conserve the heal tiles if you don’t need it that much as others players might need it more.

There are some spells or buffs that increase the healing effect of the heal tiles too, like Paladin’s Restoration buff. If you are together with a paladin, try to step on a heal tile when you have the blue + sign on your head, it increases the healing effect of the heal tile.