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  1. #1
    Community Member
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    Sep 2009
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    Default Clerics and dispels

    I opted to play a dedicated healer as my first character in DDO.

    My biggest issue with healing in DDO is there doesn't seem to be any kind of interface for removing debuffs - I have the entire gauntlet of debuff counters, the problem is keeping track of them for efficient removal. In other games when someone is hit with a debuff - a DoT, slow, snare, whatever - it shows up on my UI so it can be removed in short order.

    I have yet to find an effective way to monitor and remove the less obvious debuffs in DDO - some of them are pretty clear, such as hold person or curse, where as others such as slow aren't so clear.

    Are there some settings I've missed that will display the less obvious debuffs in a handy way, or a mod I can install to take the guess work out of it?

  2. #2
    Community Member
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    Mar 2006
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    Default

    No. If a person wants a debuff removed, they can say so. Frequently if you couldn't see it it wasn't really important, but the most common ones you'll be asked to fix are "neg levels" and "stat damage" (and the latter often don't matter as much as the victim thinks). If you have some free time and want to check if someone needs cures, target him and push Z (which doesn't show negs and damage)

    Note that curing Slow is a job for arcanes, not Clerics.

    tip: When requesting a cure over voice chat, say your name. Don't assume people can recognize your voice.

  3. #3
    The Hatchery sirgog's Avatar
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    Two of the most severe debuffs, curses and poisons, have obvious markers that appear over the victim's head.
    I don't have a zerging problem.

    I'm zerging. That's YOUR problem.

  4. #4

    Default

    Also heal cures most things. So if you occasionally thow everyone a heal (you probably will when you get the spell) most those things go away without you even knowing they were there.



    Heal
    Cooldown: 5 seconds
    Spell Point Cost:
    Target: Friend, Self, Undead Foe
    Level:
    6 (Cleric, Favored Soul)
    Components: Somatic, Verbal
    School: Conjuration
    Metamagic: Empower Heal, Enlarge, Heighten, Quicken
    Spell Resistance: No
    Channels powerful positive energy into a target to wipe away injury and afflictions, restore 10 hit points per caster level (max 150hp), and remove ability damage and the conditions blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, and poisoned. Against undead this spell acts as Harm. Undead who make a successful Will save reduce the damage by half.
    Last edited by FluffyCalico; 09-30-2009 at 06:25 AM.
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  5. #5
    Community Member
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    Sep 2009
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    Default

    I might have to look at rerolling, then.

    The entire draw of playing a healer is having a lot to do and having to manage it as efficiently as possible... if I can just ignore 90% of the debuffs and clear the rest away with a generic "cure all", then how is endgame healing any different then healing in Korthos?

  6. #6
    Community Member
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    Aug 2007
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    855

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    Thats easy. End-game healing with a cleric in D&D is... wait... you arent a healer. You are a divine caster. Send some CC spells, implosions, and blade barriers out there if you are bored.

    If you want to be truly effective as a Cleric in this game, you need to completely unlearn everything you learned from playing priests on WoW. And I mean that in the most helpful way possible. Seriously, they are nothing like each other.

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