Cures.
June 27th, 2007 by rosehebe
he value of cures has been seriously overlooked. I realized this when Liluk was dragging me around places where my cures could not cure the DoTs on him because I was too low a level. In my tier, a DoT can cause up to 1000 point of damage or more if it’s not cured. A heal can heal for about 500 to 1000 but takes times to cast and uses a lot of power. A cure doesn’t take much power at all, is almost instantaneous, and can prevent the amount of damage from a damage-over-time spell from wiping a group. There are also spells that drain power, so getting those cures off are essential.
A cure that is also most vital besides the small single target cures every healer gets is their group cure. The Adept3 versions of the lvl 42 cure will cure at a cap of 66 levels of hostile damage. (It grows with your level.) Each healer receives a group cure at 42 automatically. It is upgradable, and if they’re smart, it’s the first 5th tier spell they place at adept3 or master1 quality. A second group cure is learned at lvl 56, but must be scried by a sage or purchased off a vendor in Maj’Dul, which will cure hostile damage way above 70 levels if adept3, perfect for those end game raids. Wardens also receive a single target cure everything/heal at lvl 65. It’s one of the Ancient Teachings lines.
You will also note that many DoTs possess more than one effect, such as both cold and piercing. Depending on the mix of healers in your raid, you may want to arrange them ahead of time so that both effects of the DoT can be healed. For example a Templar (who can cure piercing) with a fury (who can cure cold). Or just put a warden in each group as they can cure both piercing and cold. (This is a good tactic for PvE, but you can’t always predict in PvP except to know the enemy and what you’ll most likely come up against. I’ve found for Qeynos side that the warden/mystic or the fury/templar combination is best for PvP because you have all DoT’s covered.)
Now for the cures themselves… it’s a very long winding history. Once upon a time, the group cures only came as a character trait where the healer got to pick an extra cure. The cures healed general damage and would say specifically that they cured elemental effects, arcance effects, etc. A lot of healers didn’t think about the value of group cures in raids, and so they did not pick the group cures. This was also because SOE didn’t really introduce a reason to need the group cures until the T5 raids. As a result a lot of people complained and said healers needed a respec now that they knew how valuable the group cures were. Instead, SOE got rid of the multiple group cures.
To date, the damage effects each class’s group cure will cure and the name of that group cure at level 42 are as follows.
Warden : Verdant Sigh
cold, heat (elemental) & crushing, piercing, slashing (trauma)
Fury: Toxic Abolishment
cold, heat (elemental) & poison, disease (noxious)
Inquisitor: Flagellant
magic, mental, divine (arcane) & cold, heat (elemental)
Templar: Resolve
crushing, piercing, slashing (traume) divine, magic, mental (arcane)
Defiler: Mail of Souls
disease, poison (noxious) & crushing, slashing, piercing (trauma)
Mystic: Fading Spirit
disease, poison (noxious) & divine, mental, magic (arcane)
Posted in EverQuest II Guides |














