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Power IssuesFollow

#1 Feb 07 2005 at 4:57 PM Rating: Decent
Quick question just to make sure i am not doing anything wrong.

22 Defiler, AQ3 done, have 722 power, All spells are either APP4 or Adept 1.

Problem I am having is that I run out of power on every single battle just about before the mob is dead. Even in FG. I slow, debuff then heal only the MT unless someone is really getting beat on. If they just get hit a couple of times I let them regen.
I try to use Adlala's? and Minor arch healing but find myself having to use Totemic and Minor healing at the end because I am out of power. I use spectral ward on the MT and make sure to watch to make sure slow does not fall off.

Any suggestions or are other people having the same problem?

Tekase 22 Defiler Innothule.
#2 Feb 07 2005 at 6:03 PM Rating: Decent
This may not help much as I'm an inquisitor and not a defiler.

As a lvl 21 inquisitor i have 633 Power and i rarely run out of power unless theres alot of adds, i usually toss on one or two debuffs at the start the only use my lvl 20 BoV spell on the MT unless someone takes alot of damage i'll toss in an arch healing the a BoV, for the most part i never get below 50% power, only time i do is if the mages and scouts pull too much aggro and i need to do a group BoV then arch heals if needed.
As for equipment i have full pristine carbonite vanguard armor, and some decant accesories, i dont have my wis as high as i could get it with gear, but i prefer the stats on what i have, i solo alot so the added AC and stats of my armour help out alot, but i have lower power and wis than other healers of my level, but most of that i party with like how i'm setup, if i pull too much aggro i can ALOT more hits than ny papermache counter parts.

I havnt played as a defiler so this may or may not help.

Try to keep the ward on your tank at all times, the are much more mana efficiant than heals. Usually casting it before the tank goes to pull will helpout as he is sheilded while he pulls so you dont accidentaly pull aggro healing him as he returns.
As for debuffs, i dont know many of them, but the slow will help out alot, but unless there is another healer try not to debuff to much, usually one or two is ok, then refresh only if needed (still along way to go) but most grouped mobs die to fast for most debuffs to actully help any.

hopefully this has helped in some way or another.
#3 Feb 08 2005 at 12:10 PM Rating: Decent
What type of drink do you use?

Are the only healer in the group? If so, then I can see why you would run out of mana quickly.

If the tank has over half his hp's and the mob(s) are almost dead, save your mana and let him regen it back.
#4 Feb 08 2005 at 2:43 PM Rating: Decent
I always ward before pulls and slow with wailing haze adept 1. I use I think its called delectable jum jum tea or something like that. and yes I am usually the only healer in my group. My best heal does 311 only and takes 79 power to cast.

Perhaps Defilers just arent meant to be main healers.

#5 Feb 10 2005 at 12:47 AM Rating: Decent
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82 posts
well coupla things, defilers are good healers, but not so much so when the MT is relying on armor such as SK's/Paladins/berserkers/guardian, but if your tank is a properly setup monk or brawler i have seen defilers only using up 10-25% of their power per fight(on most, get the occasonly ***** fight where u might burn 50% or so). see if u can get in a pt setup as such an see how you do then. now if u are gonna hafta do armored tanks make sure they are using a shield and have quality equip on including accessories.

umm.. sorry to say that Jum Jum stuff is realy below your level now tho, try gettin something better. see if you can get a craftsman to make you "the zombie" drink it lasts a lil over 4hr an is pretty darn good. if not, try for an antonica coffee(creamed if possible) they dont last aslong but should be sold alot cheaper than "the zombie" as it is much simplier to make
#6 Feb 10 2005 at 6:54 PM Rating: Decent
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138 posts
I have a 31 defiler and I experienced some of the pain you are going through right now. However I think I have a few tips that might help.

First, yes you should try and upgrade the type of drink you are using but it is not absolutely necessary. Second, continue to Ward before the fight. Only debuff is you are fighting tough single mobs, or really tough grouped mobs. By single and grouped I mean is there 1 of them or 3 not just their con. If you are fighting a 3 mob pull of blue cons with no arrows do not debuff. However if you are fighting a 2 mob pull, yellow con, with 1 arrow or 2 arrows each deffinately debuff both of them. Expect to burn power as the pulls get harder.

Now, a healing technique. Let ward break and do not recast immediately. Allow your tanks HPs to turn yellow and then cast your largest heal. If I'm not mistaken it should be the half sec cast time one. This should place him pretty close to full HP. Then recast your ward. If your tank is the only 1 getting hit this should give you approx 10 seconds of you standing there with nothing to do. The better your drink the more power you can recover in that time. Also, ask other group members to help out using any stuns and debuffs they may have.

Stay away from using DoT's and lower level heals if at all possible because these just eat power and aren't worth the effect. Pretty much your spell casting should be ward (for pull), debuff, heal, ward, pause, heal, ward and maybe 1 last heal.

The final tip. If you are the only healer in a group then you should have a lot of damage output or at least an enchanter with you. If this is true then yellow or orange single mob ^^ pulls should die in about 20-25 seconds, maybe 30 tops. You shouldn't have to cast more than 3 wards and 2 heals total in that fight. If you are, then maybe the challenge your group is taking on is to great for the abilities you all have. Not just you as a healer, but your tank and damage people as well. I would suggest finding the next step down from your current target and fight those. It will be much more efficient, safe and rewarding. Also, a lot less frustrating.
#7 Feb 10 2005 at 7:52 PM Rating: Decent
lvl 16 cleric and I rarely run out of power while in a group
#8 Feb 20 2005 at 6:32 PM Rating: Good
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553 posts
Get a scout [for even more Damage and HOs] or a 'chanter in your group. I think the problem here is that your tank is taking too much damage or the party is doing too little.

The thing about drink is it regens power, OUT of combat right?
#9 Feb 22 2005 at 6:33 PM Rating: Decent
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138 posts
Drink also increases the amount of power regen during a fight. I don't have solid numbers to show on this but it is very noticeable. The amount of power regen while locked in combat is considerably slower then when not in combat. However, if you stand idle while locked in combat, the better drink you have the increased power you can regen.

I believe it to be percentage based. Something like, store bought drink allows you to regen 10pwr a tick. Crafted drink, of the same level allows you to regen 40% faster which equals 14pwr a tick. While locked in combat you may regen 2pwr per tick with the store bought and 2.4pwr per tick with the crafted. Again, it's not much while in combat but it might make the difference between having that one extra heal or not.
#10 Mar 17 2005 at 11:37 AM Rating: Decent
Get good drinks and avoid casting direct/blast heals. Also boost your Wisdom up as much as possible. My 29 Warden has 115 in wisdom, and when i solo a white con i usually have around 75% left after the battle. In a group, it all depends on the tank, but its been weeks since i went OOM even with a few adds.
#11 Mar 22 2005 at 2:46 AM Rating: Decent
I went through the same power issues from 20-24. Whenever I was the only healer in the group, I would use up about 60% of my power on average on one pull. When I was backup, and only doing debuffs and DoTs, I'd only use up about 10%. I think it has to do with the fact the healing spells we have are rather weak until 25, thus we find ourselves casting more often than not, therefore causing us to be drained of power faster. When we finally get up higher in the levels, our heals and wards are much stronger, therefore reducing the need to cast them as often.

What I found helps a heck of a lot is to get Degeneration off as soon as you can, especially the Adept versions. This drops the creature's strength and speed and really extends the longevity of the ward. It also drops it's stamina which will drop it's overall HP, making it a lot less work for the tank and your DoTs. This is what I've noticed anyway. My Adept I Degeneration drops strength and stamina by 37 (which is roughly cutting a level 25 mob's HP by about 15%) and a 10% attack speed debuff. Even in a group with a lot of DPS, this is very useful and you can cut through most group mobs like a hot knife through butter.
#12 Mar 25 2005 at 7:39 AM Rating: Decent
1 do you keep your secondry buff ber up its the on the is normaly on the left side of the screen and it shows the maintained buffs/dots/slows/heal over time/wards . this comes in handy for the fact it shows you when your ward drops

2 check the tnaks max hp see how much your big heal will heal for in bubs once the tanks hp drops almsot to the aoumt your big heal lands for then cast it if it hasnt drop that much recast the ward instaed if you can keep the ward up you should not need a heal at all and it can be much more maan freindly

3 in the case of a monk tnak your are even beter off becue the monk will avoid being hit in the frist palce alowing your wrad to last long and easy recating befor he will get hit

4 always pre ward befor the mobs is pulled and if you have 2 wards stac them befor combat even if one is a gruop cast it frist then the silge as the gruop normaly has a lonmg durtion the reson for doing this is by casting befor combat alows you to land boith and you are geinign power back at max speed becuse combat hasnt stared anf you will gain most of the power back by the time the mob has been pulled
5 never for any reson use the drink that you can sommon its wothless after lv 5
if you are lv 20 - 30 you should be using the drink with a lv 30 on it and best to buy palyer made dirk that has hieg satraion you should revice 80 power out of comabt with it and 10 or 12 in combat

one last tip make a hot key like ready to pull so once you cast your re comabt wwards the tnak knwos your ready to go without waist the time on wards


if your secondary buff bar is not up hit alt m to bring up it will also coem in handy for reslwoing wich will also save you from heal as the tnak wont be hit as much i would not worry about any other debuff on regualr mobs besaide the slow


and rember jsut becuse a ward may say it last for 45 sec it doesnt if all its hits are sued up

this is also good for the templar heal over time spells

Edited, Fri Mar 25 07:46:16 2005 by wrecking
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