
Originally Posted by
Steveohio
Melee battle healers are the way to go currently as a divine. Pure healbots are by default gimped, and caster/evoc divines, while great at soloing suffer a few major flaws IMO.
First off, any divine needs to do more than heal to not drag a group down and/or solo/hold his own in fights. I think only the stauchest purist premade grouper would say otherwise at this point of the games life. Single role toons are dead. Finally.
So, taking that into account you have 2 build paths to go down, melee or caster.
Caster, while having great utility and the full spellbook to play with is nice to have. However, as a divine your primary role is healing or keeping the group up. This inherantly brings up a few thing going against your main function. Most importantly, how much damage is generated by sp spent. When you have essentially free damage coming from groupmates that far surpasses what you can do by evocation spells, that sp has now become less effecient. Also, that sp is no longer to be used on your primary function, thus weakening your role. Good sp management can help this by allowing you to cast some while keeping enough to keep everyobe alive and rolling. Myself, i would like to use my build to its fullest, so caster/healer builds can blow some of thier load but then have to keep some in the tank in reserve just incase. When you reach that low sp threshold you are now effectively playing a healbot, because your evocation focus cannot be used anymore, effectively limitting your build.
Now, once you take the above truth into equation, factor in the extremely high dc's require for endgame into the mix, your instA death spells now are unreliable at best, and unattainable for most, what you effectively do now is use your sp for dps. In a solo envirnment, blade barrier is effiecent for the sp used. In a group setting, its a pia for other members to have to deal with you kiting, infact i wont even group with mad zerging bb kiters as a melee, its just not plain fun.
So it boils down to dps per point spent in the end.
As a melee divine, you dont suffer the same weakenesses. You effectively have "free" damage in the form of your attacks which ars always there, regardless. All you have to do is maintain healing the group while doing dps. Buffs for such a task are minimal sp spent, thus taking all of this into account a melee divine actually has MORE sp allocated towards healing, while simultaniously providing more dps than the caster divines at a much higher dps/sp ratio.
So, in effect the best way to play a divine in full regards of effeciency would be the melee route.
HOWEVER, and this is a big one. Playing a melee divine properly takes a myriad of factors into play.
Firstmost, you absolutely need to put healing everyone above your own personal dps. This takes alot of attention.
In addition, and in my opinion the greatest failing of a battle healer is the ability to stay alive. This might even take precedence over healing everyone else. Generally if the healer dies SHTF and chaos ensues. If a general melee dps dies a quick raise and rebuff and your back on your way.
As a melee healer you need to survive well enough to actually put that free dps to work. This requires positioning, timing of spells, as well as having a solid core of defenses, ac, prr, evasion, saves, etc. Most players can't even do these minor things on less important builds, let alone those whom the groups fate hinges on.