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Healing with a staff... A guide to the basics and advanced options of Resto staff healing:

Tiarna de na Iolair Corcra
Jairone
Tiarna de na Iolair Corcra
  • GW2: Jairone.6270
  • ESO: @Ytterin
Posted On: 04/25/2014 at 02:10 PM
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First of all, here is a video that shows the basic abilities.  I have included it only as a link... I see no reason why it is necessary, but if you want to see me toss out a few heals and tell you that they are what they are... feel free.  https://www.youtube.com/watch?v=gPwdwywE-og&feature=youtu.be

Second, this guide is for the staff healing builds only.  Templars have their own abilities, which can be discussed elsewhere.

1.  Grand Healing:  This is a ground target aoe effect.  The morphs are:  1 extra second duration -or- restores mana per ally affected.  I highly suggest the mana restore, as each ally is effectively a 10% mana return from the ability.

2.  Regeneration:  A HoT effect.  Targets 2 friendlies nearby.  Lasts about 16 seconds.  Morphs are:  heals for more, with faster ticks -or- lasts longer and gives a direct heal if a player falls under 20%, but the effect wears off.  This is a far more interesting choice, and depends upon how you want to play and what you feel is best.

3.  Steadfast Ward:  A health bubble.  Targets 1 ally in front of you with lowest HP.  Morphs are:  Shields you and an ally -or- shield heals when timer runs out for any remaining strength.  The heal is nearly pointless considering you will be using other abilities, get yourself a shield for any healer agro.

4.  Blessing of Protection:  A cone shaped frontal aoe heal.  This also increases armor and spell resist of affected allies.  Morphs are:  Heals for more with a larger area of effect -or- boosts damage output of affected allies.  For large group content, a mix of the two morphs will likely be important.  For small group content, either will work... however you may want to consider the larger heal output if you did not take the 20% triggered heal on Regeneration.

5.  Force Siphon:  A debuff on a target that heals anyone hitting the target.  Morphs are:  Also restores 1% of magicka on hits -or- becomes instant cast.  This is largely up to the user... the magicka restore is nice... but sometimes that instant cast is really good too.  For situations in large group content a magicka restore healer will be very valuable, for smaller group content either should be fine if used wisely.

All passives are worth taking.  End of story. 

Sadly, there is no purge in Resto Staff.  This means you need rank 8 in AvA to unlock Purge... or to have a Templar support with the class purge.

Now, the important part... when and how to use abilities!

First, before any fight begins you can use Regeneration.  This is nice, because it gives you a pre-cast HoT for that initial damage.  Second, as you are going in you can cast grand healing, which gives a nice area of healing near the front lines.  From here the abilities are on a priority system.

For Grand Healing, use when needed, and especially if you have many allies in the area of effect.

For Regeneration, use every 15 seconds or so to keep the effect going.  If you morphed to the longer 20% heal burst variant, use every 19 seconds OR upon burst heal activation.

For Steadfast Ward, use when an ally is below 66% health.  Although the skill calculators will list the shield value as very low, at VR5 it is a base of almost 300, compared to 275 for Blessing of Protection WITH the higher healing effect morph.  As the shield gets stronger on allies as they approach 30% hp, using it when they are damaged more than 10-20% gives you a huge net gain in terms of damage absorption comparative to the healing of BoP.

For Blessing of Protection, use when high AoE damage is hitting a group in front of you.  You may also use slightly before this happens, to give everyone mitigation against the incoming damage.

For Force Siphon, maintain on boss targets every 20 seconds unless you need to save the life of an ally.

For Purge, use as required by the situation.  You may want this on a second bar when in a designated healing role.  Most fights do not require purge.  AvA purges are extremely useful against siege weaponry negative effects.

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