Cure Spells Ebooks Catalog
Increases the amount healed by your healing spells by 10 . This is, as the title says, a healing build. 30 points are taken to access Spiritual Healing, which is a good boost to healing power. The healing is provided before gear, which makes it slightly less attractive for players with extremely high level gear. If that is the case, Mental Strength may be a better alternative, as it scales with gear. 21 is taken in Discipline as opposed to 31 in Holy for Divine Spirit over Lightwell. Lightwell is a lackluster spell, and when compared to Divine Spirit, the choice is obvious. The only downside to this build is the lack of Improved Power Word Fortitude, which means your
If you intend to play a more supportive role this talent can be worth the points. Faster heals is the Shaman's strong point. Increasing the frequency of these heals can lead to increased threat generation so be careful with chaining Healing Wave followed directly with another. For the role of Main Healer or Supportive Healer this talent can definitely be worth the points. Tidal Focus 5 5 - Reduces the Mana Cost of your healing spells by 5 The Healing spells of the Shaman can be some of the most mana intensive spells in the Shamans repetoire so decreasing their mana cost can improve mana efficiency. This Talent is both helpful for Solo and Group situations. If you are running a high Intellect build and intend to go further down the Restoration tree, this talent can be very helpful. It is only helpful in conjunction with a high spell crit chance. Overall this talent's usefulness is not especially common unless you plan to be a supportive healer at all times. Tidal Mastery 5 5 -Increases...
7th-level healer* 10th-level priest* 7th-level huntress* Female Night Elf CR 25 Medium humanoid (night elf) HD 17d8+7d10+120, hp 235 Init +6 Spd 30 ft. AC 34, touch 16, flat-footed 33 Base Atk +15 Epic Atk +2 Grp +22 Atk +29 ranged (1d8+10 x3 plus 1d6 fire, bow of EluneXX) Full Atk +29 +24 +19 ranged (1d8+10 x3 plus 1d6 fire, bow ofElune) SA divine urge, spells, turn undead (11 day) SQ superior low-light vision, aura, divine defense, healing touch, mounted command, mounted expertise, protection domain, spontaneous casting (cure spells), woodland ride, night elf traits AL LN SV Fort +28, Ref +21, Will +32 Str 20, Dex 23, Con 21, Int 20, Wis 35, Cha 26. Languages Spoken Common, Darnassian, Thalassian, Taur-ahe. Skills Bluff +13, Climb +9, Concentration +16, Diplomacy +17, Gather Information +13, Handle Animal +18, Heal +17, Intimidate +10, Jump +9, Knowledge (arcana) +15, Knowledge (military tactics) +10, Knowledge (nature) +9, Knowledge (religion) +15, Listen +17, Ride +22, Sense...
This build is very effective for fulfilling the role of support caster healer in a group. When Soloing, the ideal for this type of Shaman is to keep the battle outside melee range. This build requires a large Mana Pool to maintain it's effectiveness over the course of a battle so a high intellect build is very important. Lightning Bolt will be your primary means of attack for moderate damage but high crit chance and good mana efficiency. Use Ghost Wolf to stay out of melee range to increase the effectiveness of your healing spells and to allow your Lightning spells to be uninterrupted.
Greater Heal has a long cast time but heals for a large amount. It is also affected by more talents than Flash Heal. With all talents applied, Greater Heal is the most mana efficient heal, assuming no healing is wasted. With the recent talent changes, Greater Heal has become a lot more attractive as a main healing spell. It now has a 3 second base cast time, which can be further reduced to 2.5 seconds with talents. It is now possible to use this as a primary heal, combined mainly with Renew to keep a tank topped up.
Dampen Magic can be a handy buff in certain situations. It doesn't reduce damage by a large amount, but if you are fighting against spellcasting mobs, it's worth having applied at all times. If you are grouped with a healer, don't ever put this on, as the damage mitigation isn't good enough to warrant reduced heals. However, if you are PvPing alone in a raid situation (such as the Hillsbrad Foothills battles) it's a good idea to have it applied, as you aren't likely to be healed and it can help improve survivability against casters. Dampens magic used against the targeted party member, decreasing damage taken from spells by up to 10 and healing spells by up to 20. Lasts 10 min. Dampens magic used against the targeted party member, decreasing damage taken from spells by up to 20 and healing spells by up to 40. Lasts 10 min. Dampens magic used against the targeted party member, decreasing damage taken from spells by up to 30 and healing spells by up to 60. Lasts 10 min. Dampens magic...
However, for PvP priests, it is not worth taking. In PvP, the priest's number one strength is his ability to heal at any time. You can't kill fast enough, even in Shadowform, to not have to heal. The extra damage and damage mitigation afforded by this spell is not worth sacrificing the versatility of having a number of different healing spells available. Definitely use it for PvE though.
It's important to remember, though, that applying a bandage is considered to be a channeling action. This means that your target (or yourself) won't get all of the benefits of the bandage right away it'll take around six seconds for the complete effect to be felt, during which time you can be interrupted if you're hit. (This prevents you from bandaging yourself during solo combat, by the way, or at least prevents you from getting the full effect of a bandage, as it'll cut out as soon as you're struck by a weapon or spell.) Also note that when a bandage is applied, the target can't be bandaged again for sixty seconds. Thus, first aid is best used for either shortening the downtime between solo fights, or for healing yourself during combat when you don't have aggro, or for healing a teammate who's on the cusp of death. You're never going to be able to match the pure healing power of a class with healing spells, and you'll find that over-reliance on bandages will result in your running...
Dampen Magic Decreases the effect of damaging and healing spells on the subject -1 point level (max -15). Amplify Magic Increases the effect of damaging and healing spells on the subject +1 point level (max +15). Dampen Magic Decreases the effect of damaging and healing spells on the subject -1 point level (max 15). Taint of Undeath Target is damaged by cure spells and healed by inflict spells. Amplify Magic Increases the effect of damaging and healing spells on the subject +1 point level (max + 15). Curse of Undeath Target is damaged by cure spells as well as inflict spells.
This is the class defining spell for the priests, the spell that separates us from the other healing classes and makes us the best. It is an instant cast shield which absorbs 942 damage at level 60. This spell can help save a party member that would otherwise have died, allowing a few seconds to cast a healing spell.
Amplifies magic used against the targeted party member, increasing damage taken from spells by up to 15 and healing spells by up to 30. Lasts 10 min. Amplifies magic used against the targeted party member, increasing damage taken from spells by up to 25 and healing spells by up to 50. Lasts 10 min. Amplifies magic used against the targeted party member, increasing damage taken from spells by up to 35 and healing spells by up to 70. Lasts 10 min. Amplifies magic used against the targeted party member, increasing damage taken from spells by up to 45 and healing spells by up to 90. Lasts 10 min.
Caused by damage while casting any healing spell. Gives you a 70 chance to avoid interruption caused by damage while casting any healing spell. Gives you a 70 chance to avoid interruption caused by damage while casting any healing spell. Increases your target's Armour by 8 for 15 seconds after getting a critical effect from your Flash Heal, Heal, Greater Heal, or Prayer of Healing spell. Increases your target's Armour by 16 for 15 seconds after getting a critical effect from your Flash Heal, Heal, Greater Heal, or Prayer of Healing spell. Increases your target's Armour by 25 for 15 seconds after getting a critical effect from your Flash Heal, Heal, Greater Heal, or Prayer of Healing spell. Reduces the Mana cost of your Prayer of Healing spell by 10 . Reduces the Mana cost of your Prayer of Healing spell by 20 . Upon death, the priest becomes the Spirit of Redemption for 10 seconds. The Spirit of Redemption cannot move, attack, be attacked or targeted by any spells or effects. While in...
Like every class, the priest's talents are divided into three sections Holy, Discipline and Shadow. Unlike many other classes, however, two of the trees are almost mutually exclusive. Because the priest has been designed to be played as the primary healer in a group and an effective solo character, there are 2 trees dedicated to those specific roles. Holy focuses mainly on improving healing spells, while the Shadow tree is majority focused on doing damage.
The Poisons skill is the ability to make poisons to apply to your weapons. This functions like any other trade skill except you do not need to buy additional ranks of it. Every time you increase a level, your maximum poisons skill increases to a final total of 300. Poisons can be used to do everything from increase damage to crippling your opponent by reducing movement speed, healing spell effect, or casting speed. When you have trouble with enemy healers, remember to use Wounding Poison
The Ultimate Crystal Healing Guide
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