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Esper Healing GuideIntro Hey guys! Most of my information comes from this guide link here but I will give my experience as well. Kyndig is our full-time raid Esper healer so I'm sure he'll chime in on most of the stuff I write up as he has more experience. Builds General heal build Base bolster, T4 Soothe, T4 Reverie, T4 Pyro, T4 Fixation, T4 Warden, T4 Mental Boon, 1 utility slot. If you have more Ability points, plug them into Reverie. Decent AoE heals, good mix of burst healing and sustained healing. If you feel you need more interrupts, cleanse, CC break drop mental boon and tier up reverie with remaining ability points going to soothe. Single Target tank/lattice/gloomclaw build base bolster, T8 Mind over Body, T4 Reverie, T4 Mending Banner, T4 Fixation, T4 Pyro, 2 utility slots. On gloomclaw, stand in healing circle and spam your builders while using mending banner as quickly as possible. Also, bring a cc break in case you get the egg on last phase. The T4 Reverie is to help healing raid on your side. If you need more raid heals taking Warden isn't a bad idea either but it's usually not needed. On Lattice, same idea as gloomclaw you just heal the wall instead of an elemental. Spam builders and use Mending Banner in as short of time as possible. Runes There's two ways people go here. Neither are really wrong it's just depends on the raid in terms of the type, burst or sustained, of damage that will go out. Pre-RMT seems to be more favorable to gear/rune toward Multi-hit/Multi-hit severity since damage doesn't usually come out as bursty as it does in RMT. RMT gearing/runing towards critical hit/severity will do better for the reasons stated earlier. That being said, Cynosure 6/6 Concentration 2/6 would be for MH gearing on most slots except for fusions. On gear that takes fusions, 6/6 Cynosure and 4/6 Concentration on slots would be ideal. Keep in mind you can also get more MH from striker set even though the set is better suited for dps than heals. For RMT, 6/6 Resurgence 2/6 Concentration on fusion slots and 6/6 Resurgence 4/6 Concentration on non fusion pieces. I'll list fusions I use below: Weapon - Overflow Head - Meditation Chest -Conservation Hands -Protection Runing for RMT I'd refer to the link I listed above as he shows a screenshot of how he has runed. I'll list how I've runed my gear to this point below and then talk about GA/DS sets after. I have the GA set Guardian 8/8, well 9/8 since RMT runes upgraded give me that. I didn't take the DS set as I felt it wasn't as useful as just having the "right stats" to heal more efficiently. My reasoning here is because the 4/8 DS set does less than the fusion rune "Protector" and that fusion rune takes one rune slot. Also, even the 8/8 DS set doesn't seem that great to me. This is what the 8/8 Hardened set does: Bolster now heals for an additional 212 health ever second for 3 seconds to 5 allies near the target. Additionally, Bolster grants 10% armor to an ally. While the armor seems nice, especially on tanks, 10% really isn't much and even the first part of the bonus about turning bolster into an AoE heal so long as the target of the Bolster is near allies doesn't seem like it'll do much in a raid with little to no melee. Now that being said, I might try to get it at some point because the rune's stats are useful to the Critical Hit build I'm running. Still, I'm in no real rush to grab up the DS set. More on Stats!!! Be warned, I'm gonna talk about stats. If that bores you, sorry, I want to cement down what our stats actually do for our healing and that in turn makes you at least a better healer even if you have no idea what you are doing. First I want to link my stats I have right now unbuffed. Keep in mind I'm raiding in RMT so I have my gear runed for Critical Hit setup. For a Multi-Hit setup having about 55-57% MH will be plenty to heal efficiently. Multi-Hit gives our heals a chance to heal for a small amount after the initial heal lands. Multi-Hit Severity controls how much of that small heal you get. Critical Hit gives our heals a chance to heal more than they would normally. Critical Hit Severity controls just how much more of a heal we land when we crit. Focus pool is our "mana" from other MMO's and Focus Recovery Rate is how much our Focus is returned to us. Intensity increases healing from our base heal times the % Intensity but also increases the focus cost by the same amount. So I won't talk much about the throughput stats, MH/MHS/Crit/Crit Sev/Intensity other than stick with one or the other in terms of MH or Crit. Have some Intensity but not too much. I currently am at about 18% Intensity and I've had to make changes to my FP/FRR to make up for that, so don't go too crazy with Intensity unless you just wanna pad your healing numbers. Focus Pool and FRR is a balancing act. Having too much of a Focus Pool with low FRR is just as detrimental as having too much FRR and not enough Focus Pool. Simply, have a balance of both to where you won't run out of focus during a long fight. For example, with my FP and FRR, I can count maybe on one hand where I've run out of focus in a raid fight if that helps. AMPs This is my AMP setup for my general healing build. Nothing special. Have Bingo for added Psi point generation just in case I need some burst heals. This is my setup for my Single-target build. Notable AMP's are the Build-Up/Hard to Hit works well with our single target Mind over Body heal. I'd grab Bingo too for reasons stated above. Those AMP's allow us to heal tanks more efficiently. Healing as an Esper/Tricks of the trade The whole idea behind Esper healing is to build Psi points to then use finishers to produce burst or sustained healing depending on the damage coming out. Our role is very flexible meaning we can heal tanks and raid decently. Carbine appears, with the RMT set, to want us to tank heal more so than raid heal, but I don't have the RMT set and I don't have problems healing tanks with the right build. In some special fights, gloomclaw and lattice, the single target build will blow other healers away in terms of hps on that elemental/lattice wall. Burst rotations involve maximizing Psi point generation using spells that build Psi points to get more finishers off in as short time period. It's very important to know all boss encounters before healing them as you can better heal the encounter knowing what spells in your arsenal will be most effective. Lastly, come prepared for raids with food, boosts, etc. whatever you need to do your job. People tend to like their healers more if they can count on them! As far as what type you should use, it really depends on where your stats are unbuffed. Think this is all I can offer for now. Please let me know if I missed anything!
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