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Basic knowledge of healing
In a group, your primary role is to heal, your primary focus should be on the health of your party members, not thugs, they struggle to health. Vigilently monitor everyone's health bars and heal those decisions. Then, you can learn what the most effective treatment of those classes. But you also based on how fast the players health is your decision to decline. In addition, although you do not want to neglect their health, as far as possible to retain as much as possible the healing of other players. Do you have other options to retain you can not eliminate life.
As a treatment, your effectiveness depends largely on your equipment. Do you want intellectual, spiritual, and some + healing spells gear lots to maximize the therapeutic potential of groups. Higher intelligence will increase your total mana, and more spiritual, will improve your mana recovery rate.
Therefore, if your particular talent, establish the wisdom and the spirit of statistics than the other requirements, consider more devices and equipment whenever you require is the main healer. This is particularly important in the wild - specced Druid, who likes physical and mental endurance and spirit.
Similarly, as a healer, your mana is your lifeline, and other people's lifeline. Must therefore be carefully managed. Different spells will heal more effectively when the use of different classes and armor types. This is determined by casting speed, the type of treatment and healing effect.
As mentioned above, is essential to protect your mana is a good healer. One of the greatest magic of all the waste is to over-treatment behavior.
Over-treatment when cast, but only suffered minor damage to the amount of players in an effective treatment for magic, the players more than 70-80%, the remaining health. Of course, this will recover the players back to full. However, healing spells will be more damage than the player continued. And in a difficult battle, you will wish you did not waste so many powerful healing early in the fighting. But one thing to take care of over-treatment can be avoided bad habits.
Over-healing occurs when you cast a potent healing spell on a player that has only suffered a minor amount of damage, the player has more than 70-80% health remaining. Sure, doing this will heal the player back to full. But the spell will heal for more damage than the player sustained. And during a tough fight, you'll be wishing you hadn't wasted so many potent heal early in the battle. But with a little care, the bad habit of over-healing can be avoided.
Heal over time spells are the preferred healing spells to cast when a player's health is slowly dropping to 75-85%. If, however, their health is dropping quickly, consider a well-timed potent healing spell.
Time your regular or slow heals so that they're cast when a player's health hits 40-60%. Note that the longer the casting time of heal, the sooner you'll want to cast it. For example, if your tank's health is rapidly dropping from 90% to 80% to 70% every 2 seconds and you're planning to use a potent 3-second heal when your tank's health hits right around 60%. That way the heal will go off 3 seconds later as the tank's health drops to 40-50%. Don't let the math intimidate you. You'll get a feel for this sort of pacing with a little practice.
Casting a lower rank of a healing spell can also help to avoid over-healing. This is especially useful for group heals, like the priest's 'Prayer of Healing' spell, where the highest rank may be more than is necessary to bring most of the group back to near full health.
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