The Keep:Healer Guide



Overview
 The Healer is a particularly useful class for players and parties who have structured their habits in a way in which they have trouble completing them, and by extension, staying alive. This tends to be the case for players with fewer to-dos and positive-only habits, and more dalies and negative habits to avoid.

The Healer is:
 * Very useful on teams where players have trouble staying alive
 * Useful in boss fights, although often much less so than Mages and Warriors, due to the fact that killing bosses quickly is the best way to avoid damage from them.
 * Useful for saving all players from spending gold on healing potions.
 * Strong in very large parties which finish quests quickly but also take a lot of damage.

Stats
 Like the other 3 classes, the Healer benefits most from Intelligence. Not only is intelligence the the only stat that doesn't suffer dramatically from diminishing returns, but it's also tied to the strength of the Healer's most useful skills.

Allocate all of your available points to Intelligence.

Equipment
 As mentioned above, Intelligence is your most useful stat, but most equipment focuses on two or more stats. As such, it makes sense to maximize Constitution as well, given that, like Intelligence, it's intimately tied to the strength of your skills. Your final gear should be: The first two of these pieces can be obtained by level 15 or so, while Mashing Morning Star and  Jean Chalard's Noble Tunic will be obtained a little after levels 45 and 60 respectively. Before obtaining your final gear, the Healer's basic ultimate gear is generally best.
 * Nameless Helm
 * Golden Scepter
 * Jean Chalard's Noble Tunic
 * Mashing Morning Star

During collection quests, if your team isn't struggling to stay alive, you may want to focus on on gear that provides Perception instead.

Skills
 Healing Light

Generally only useful when no other players are in danger of dying, or you currently need extra healing to prevent your own death. Typically more than one player will need healing, however, making Blessing more useful.

Blessing

Very useful in parties, especially those who seem to be unable to stay alive on their own. Blessing can be a lifesaver in boss fights, especially when the rest of your party is unable to kill the boss quickly, therefore dragging the fight out.

Searing Brightness

A strong skill but very situational. Searing Brightness should only be used when you and/or several party members have very red tasks that are dealing significant damage when missed. This is only possible to know of your party memebers if you ask. Regarding your own character though, if you have several red tasks you may net more survivability out of using Searing Brightness than your healing skills.

Protective Aura

Protective Aura is another useful but situation skill. It is worth using in the following situations:
 * You have high stats and currently have a lot of mana, and you plan to use your healing spells several times during the current Cron (day). In this instance, Protective Aura will boost the strength of your healing skills and reduce the damage your party takes.
 * You plan on having many negative habits on the current day and/or many missed dalies, especially red ones.
 * You have other Healers on your team, as their healing skills will be benefit from the boost to Constitution.

Boss Fights
<p style="font-weight:normal;"> The most important part of boss fights is being aware of how your skills work, how strong they are relative to each other and when to use which one.

<p style="font-weight:normal;"> Be aware of your allies HP, likeliness of dying and the extent to which they'll benefit from each of your skills. Also be aware of the likely length of the boss fight, and adjust accordingly. For example, if you have no strong damage dealers and the fight is likely to last for 3 weeks, make sure not to spend all your mana in one day trying to keep a single player alive.

<p style="font-weight:normal;">If the situation warrants using Protective Aura and/or Searing Brightness, make sure to use them early in the day so that the whole party benefits from the effects as the day progresses.