Originally Posted by
Silverleafeon
With the removal of Nx10, H, E being replaced by bravery and later reaper, good healing has become more a matter of quick reflexes.
For serious healers, healing becomes a learned muscle memory of identify, target, cast...there is no thought, there is only do.
Healers are likely the hardest roles to play superiorly.
It is actually more important to a healer that positive energy immunity be removed from the game than pale master survivability.
Pale masters rarely identify themselves within a party before being asked, and commonly group with archmagi wizards who do need healing.
This adds to the confusion therein.
Typically a healer will cast resurrection followed by positive energy upon any dead foe (after all a pale master is alive till they take form).
This is often frustrated by other helpful party members casting raise dead scrolls and pale masters taking form immediately (which they have every right to do so).
It is not uncommon for a pale master to receive cocoon (and need thus) despite that it does not heal at all.
In a raid with 12 players (or even a fast moving 6 player party), range, position, threats, and offensive tactics make the playing field complex enough already.
I have tried mass inflict in the past and not been impressed with outcome as it seems very inefficient.
Druids and Bards don't get harm or inflict spells.
I have solo healed raids with both of these classes.
Favored Soul can take Harm but there are only three spell slots for levels 6 thru 9.
...
Next time anyone wonder where all the healers are, think about the end result of this thread and the consequences therein?