For AM all of your Heals are from your Left mastery tree, the Path of Isha. This is what I will be focusing on.
Spoiler:
Main Healing Abilities:
The Mastery Abilities you should focus on for lower ranks:
Tactics wise
Morales Wise:
Builds and DPS:
General Advice:
Spoiler:
- Lvl1: Healing Energy: You should rarely use this after the first few levels. It costs 55AP, which is a lot. Provides crap heals, but it can be used on the move, which is it's only saving grace at later levels.
lvl 3: Lambent Aura: This is your main HoT(heal over time). You should try and stack this on every groupmate that is in combat.
lvl 5: Shield of Saphery: this is an absorp bubble. It's helpful, especially when you don't have time for a 2s cast
Lvl 7 Prismatic Shield: This is an Enchantment buff that raises your group mates resistances. Use it at the beginning of every SC, and every time you enter a new group in a warband or have a chance to stop. This counts as an Enchantment in regards to Shatters, and this server works on a First In, First Off. So this will often be the first one to go. Try to recast if you can to help your groupmates from having their Powerful enchantments removed.
lvl 7 Dissipating Hatred: This is your ST detaunt. For 15s the enemy will do 50% reduced damage. On 15s Cooldown, so you can have 100% uptime. Detaunt does not stack with guard. Use this. Preferably, on the target that is about to do the most damage to you. Don't be afraid to "pre-detaunt" if you see someone coming. On this Server, detaunt breaks upon ANY damage down to the target. This includes DoTs previously applied.
lvl 8 Boon of Hysh: Your main single-target heal. 2s cast, for a large amount of health. Requires LoS checks to complete. This will be your go to heal most of the time. Always be aware of the LoS and Cast time, Before you start your cast.
lvl 14 Walk Between Worlds: This is your AoE Detaunt. It is amazing. It reduces the damage from all enemies(mob or player) by 50%. On 30s cool down, you can get a tactic to reduce the cool down. Detaunt does not stack with Guard.On this Server, detaunt breaks upon ANY damage down to the target. This includes DoTs previously applied.
lvl 16 Cleansing Light: This is a Cleanse. It removes a Curse or Ailment from an ally(or yourself) and also provides an absorp bubble. Use this on cool-down whenever you can, you can get a tactic later that provides a HoT for this as well.
lvl 18 Drain Magic: Is an AP drain. On this server, you drain 20ap per second, so you can effectively shut-down players with a well used DM. As you will often be running low on AP(at lower ranks) this is a great spell. The enemy has a chance to Disrupt it however, so pick your targets appropriately. Try to remember targets that disrupt you often, and never try to target Tanks.
lvl 20 Blessing of Isha: Group Heal! 2.5s cast to heal every group member within 100ft of you. You do NOT need LoS to heal them, you can heal someone on a level above you while hiding in a corner somewhere, as long as they are 100ft from you. This will be your bread and butter for stationary fights.
Spoiler:
Are Mistress of the Marsh(MoM) the 5pt ability on Path of Isha and Magical Infusion the 9pt ability on the same path. Note, you have to spend a point to gain the ability after you reach the lvl(so 6pts to gain MoM). You can gain both of these by lvl 26.
MoM is a Puddle that provides an area that both slows all enemies(friendlies are unaffected) and debuffs their Intiative(Increasing the enemies chance to be crit. Very useful). EXCEPTIONALLY important for Kiting, escaping, or clogging up a charge. Use it often to help judge 100ft, and you'll find it helps with your healing as well, just knowing the 100ft mark w/o looking at an addon...
Magical Infusion is a 30s buff you cast on an ally that increases all healing on them by 25%, if they are reduced to below 20% health, they will instantly regain some health and the spell will dispel. This stacks with the RP tactic that increases healing. Great ability.
MoM is a Puddle that provides an area that both slows all enemies(friendlies are unaffected) and debuffs their Intiative(Increasing the enemies chance to be crit. Very useful). EXCEPTIONALLY important for Kiting, escaping, or clogging up a charge. Use it often to help judge 100ft, and you'll find it helps with your healing as well, just knowing the 100ft mark w/o looking at an addon...
Magical Infusion is a 30s buff you cast on an ally that increases all healing on them by 25%, if they are reduced to below 20% health, they will instantly regain some health and the spell will dispel. This stacks with the RP tactic that increases healing. Great ability.
Spoiler:
You are forced to use the best you have at any given lvl. Unfortunately, AMs don't get any tactic that really improves their healing until rank 19... This leads to a lot of AMs choosing to go DPS. Note: DPS AM is quite a lot of fun. But you should remember, you're a healer. If you wish to DPS, then go for it! Much Waaagh! But you will never be as good as a true DPS class, and if you wish to help your team win, then focus on your Heals. The urge to Hybrid will lead to providing neither decent heals or decent DPS. As always, play how you want and have fun. Just be aware, everyone else thinks you're a healer...
Spoiler:
M1
M2
M3
M4 Currently doesn't work. All mastery M4s are horrible and not worth speccing for.
Spoiler:
Divine Favor at lvl 8 will be your main M1 for probably the entire time you play. It ignores heal debuffs, instant large heal(1800 at rank 40) with 150ft range. It's great.
Steal Life at lvl 16, is pretty much worthless.
Isha's Ward at rank 28 is quite powerful. A large absorp bubble(3600 at rank 40) for 30s can be the difference between death and escaping quite often.
No specific winners, I suggest you try them out and find what works for you
Steal Life at lvl 16, is pretty much worthless.
Isha's Ward at rank 28 is quite powerful. A large absorp bubble(3600 at rank 40) for 30s can be the difference between death and escaping quite often.
No specific winners, I suggest you try them out and find what works for you
Spoiler:
Use Rampaging Sipon at rank 12. It's a decent morale, that if you hit a few enemies with, can give a full grp heal. But you have to be within 30ft of enemies to use it...
Rank 20, take Focused Mind. This will be your most often used morale. 10s, removes and ignores all Silence, Disarm, Root, Snare and your abilities will not be set back. Oh, and everything is cast 50% faster. Great as a get-away morale. Even better as a Spike healing morale. All around awesome.
Rank 20, take Focused Mind. This will be your most often used morale. 10s, removes and ignores all Silence, Disarm, Root, Snare and your abilities will not be set back. Oh, and everything is cast 50% faster. Great as a get-away morale. Even better as a Spike healing morale. All around awesome.
Spoiler:
Divine Protection. large Group bubble(4500 at rank 40) for 10s. But only affects Melee Damage. If you see M3, see a large large melee train coming towards your group, and you have M3 sure. Go for it. But saving for an M2 spike is often the better choice.
Spoiler:
Goof around with the DPS spells on PvE mobs to learn the timing of them. Queue for SCs and go roam the ORvR lakes if there is an open WB or you have guildes/friends online. Do not try to solo roam as a Healer. Solo queueing for SCs as a healer is a LOT more fun/friendly than as a solo DPS, or even solo tank. Quite often, the win or loss for PUG play depends on the Healers.
By lvl 21 you should have a decent grasp of the class. Just know that you wont understand how the class actually is "meant" to play until you hit 40. You just haven't unlocked enough mastery points yet... If you advance past lvl 21 you should have the knowledge to make your own build, and understand the builds and tactics posted on the forums. However, here are a few builds for rank 21, 26, and 31. If you wish to discuss or check out 40/40+ builds, go search the forums!
21
26
31
By lvl 21 you should have a decent grasp of the class. Just know that you wont understand how the class actually is "meant" to play until you hit 40. You just haven't unlocked enough mastery points yet... If you advance past lvl 21 you should have the knowledge to make your own build, and understand the builds and tactics posted on the forums. However, here are a few builds for rank 21, 26, and 31. If you wish to discuss or check out 40/40+ builds, go search the forums!
21
26
31
General Advice:
Spoiler:
Use the Enemy Addon. Familiarize yourself with the Marking functions. Mark anyone on the other realm that kills you "frequently", or blows you up once. Be aware of where these players are, and Detaunt them on CD.
PreKite. You are very, very squishy. Don't try to face-tank. You have an AoE Punt, an AoE snare, and decent healing potential while on the move. So Move.
If you can't get away, always Kite Towards Your Tank. Even if you get a Detaunt off, at least give the tank a chance to help you.
Don't Kite in straight lines. Don't Kite directly away from your group. It's amazing how a little juke around a rock, then turn around get on the other side of them, and then AoE punt can be so effective... But it can.
If the Healers die, then everyone dies. Avoid putting yourself in situations that you know are risky. Learn from your deaths.
PreKite. You are very, very squishy. Don't try to face-tank. You have an AoE Punt, an AoE snare, and decent healing potential while on the move. So Move.
If you can't get away, always Kite Towards Your Tank. Even if you get a Detaunt off, at least give the tank a chance to help you.
Don't Kite in straight lines. Don't Kite directly away from your group. It's amazing how a little juke around a rock, then turn around get on the other side of them, and then AoE punt can be so effective... But it can.
If the Healers die, then everyone dies. Avoid putting yourself in situations that you know are risky. Learn from your deaths.