View Full Version : Healbot build suggestions?
itaimar
10-08-2016, 12:06 AM
Hello all, long time reader and first time poster :)
I have 24 enchantment points to spend (have been saving them from level 1), and I'm going for the healbot build. Any good suggestions to enchantments or feats?
Thanks ahead,
Itaimar.
EllisDee37
10-08-2016, 12:32 AM
If you're in a static group, dump them into Radiant Servant. Focus on turn undead charges/strength to power your Positive Energy Burst (from the cores), and once you get 30 points (and are level 12) focus on Positive Energy Aura in Tier 5. As a side bonus, you might be able to actually turn some undead now and again, so maybe spend 2 AP on Mighty Turning. Efficient Empower Healing might be worth investing in as well.
If you're not in a static group, I would advise against building a healbot. PUGs don't generally need healers.
Jetrule
10-08-2016, 12:32 AM
There is no point saving enhancements. They are easily respeced for a small platinum fee. so try a few things out. In general you want for a heal bot cleric shield mastery and improved shield mastery, empowered healing extra turning and some toughness feats or power attack cleave and great cleave to help chissel down the badguys. You probably want 31 points in radiant servant being sure to get the tier 5 healing aura and the positive energy bursts that use your turn undead attempts for area of effect healing and restoration. They also hurt undead.. (remember to empower heal this and all healing abilities). You will probably want to spend enough points in battle priest to get ameliorating strike. I suggest getting at least 3 pali levels and spending points in sacred defender for defensive stance. A healbot is good to no one as a soul stone. The real strength of a good healer is passive and active heals from ameliorating strike, positive energy burst and healing aura. The need is for staying close to the danger and the fighting, even tanking. So pay attention to your surviveability .Anything else is just gravy.
HastyPudding
10-08-2016, 01:10 AM
Healbots usually aren't needed. The majority of the time, any cleric, druid, favored soul, or bard that says they're a healbot is often a waste of a party slot.
All clerics are basically healers, by default, since they get healing spells automatically added to their known spells list and have the only enhancement tree in the game devoted entirely to healing and support. Actually speccing for healing is a fast path to overkill; healing tends to be a bit overpowered with a decent devotion item, often leading to overhealing and wastes spell points. You're better off going for the radiant servant stuff, but also dipping points into the disciple tree for the light spell SLA's (spell-like-abilities). When you're not healing you can toss around cheap, cost-effective, unavoidable light damage to help your team kill faster.
Basically, by level 20, you want to have empower healing, maximize, empower, quicken, shield mastery, improved shield mastery, and mental toughness. If you're a human you get an extra feat, which is probably best spent on improved mental toughness or extra turning. That's a standard caster cleric build. More experienced cleric might drop the shield feats and go for heighten metamagic and spell focus: evocation, but that's entirely up to the player.
itaimar
10-08-2016, 02:09 AM
Thanks for the tips, I'll follow them and won't go full healbot. Now that I'm considering to replace my spells, are there any must-takes for clerics? (beside Cure).
Vulkoorex
10-08-2016, 02:27 AM
Thanks for the tips, I'll follow them and won't go full healbot. Now that I'm considering to replace my spells, are there any must-takes for clerics? (beside Cure).
Don't know if they are must take but some of the spells my cleric took were: Blade Barrier, Comet fall, Destruction, Freedom of Movement, Death Ward, Heal, True Resurrection, and Death Pact.
Wh070aa
10-08-2016, 02:35 AM
Get Positive energy burst and Divine Healing(its healing over time, even when you are not in range, if someone is running off, cast it on them) . With that and few spells you should be able to keep most people alive. If you have enough plat, buy wands, and scrolls (guild vendor has best wands), to save spellpoints, if needed, so take that tier 3 Wand Mastery, its great..
Also important to get healing critical and spellpower gear, as for targets of your healing (and yourself) to wear healing amp gear.
Remember that some buffs, like protection from evil, freedom of movement, Resist Energy, deathward, (and true seeing to lesser extent) prevent a lot of damage. Damage prevention is just as good as healing. Protection from Elements, and Spell Resistance are situationally useful.Use stuns such as Soundburst on large crowds, to CC tings that might do damage. Holy Smite gives most enemies blindness, witch gives 50% miss chance, so use that when needed (Get the spell like ability from Divine disciple tree, to make it cheap, if you can afford it)
If you can get enough UMD (and plat), or a friend who can cast it, use stone skin scrolls/wands. DR 10 is awesome. Same for heroism/greater heroism and haste around traps. Also Blur(20% miss chance) scrolls (or blurry and ghostly items later on)(and Displecment on yourself, if needed).
Also DPS harder. Te faster you kill things, the less damage they do to party. And maximize your movement speed, so you can avoid AOE knockdowns, be generally out of the way of damage, and be able to keep up with faster party members to heal them. You ain't healing nothing, if you are not in range to heal them.
Well all this and the cleric aura later on. Get harm and stuff, if you play with wizards in undead forms.
Be warned most experienced players can self heal, and you generally keep someone alive with combination of wand whipping/scrolling, and casting your healing spells, as long as they have enough HP (and other necessary gear items), and are playing smart. You usually end up overhealing anyways. Manna economy is most important thing, as long as you have spell points, and right gear, you can effectively heal on any cleric. Even if you don't have magic, you can still wand/scroll heal.
Connman
10-08-2016, 04:06 AM
PRR: Because dead clerics can't heal.
AOE Heal: Uses turn undeads, boost your charisma to get more.
SP: Divine vitality. Restores Spell points to others. A wizard with no SP might as well be dead.
http://i1377.photobucket.com/albums/ah42/bc7902098/enhancements_zps946ygktm.jpg
itaimar
10-08-2016, 04:35 AM
Thank you all for your help! Saved this page to my favorites so I can review it more often.
Wh070aa
10-08-2016, 07:52 AM
With the echoes of power changes wizards can still be pretty useful after they run out of spell points. Well the decently built ones anyway. You can run on SLA's and cheap spells.
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