This guide has been updated as of Sword and Hoard patch.
Hiya my name is Ming and I main priest on Tempest Reach. I have been actively involved in Tera endgame since VM1 Days, and I currently have over 300+ DS3 clears, 120+ DS2 clears, 70 DS1 clears, and over 200 clears of each hardmode dungeon since MCHM.
This guide will hopefully help you to maximize your efficiency and potency as a priest while running endgame content. I will not be going over healing basics, but you learn more about that here: http://www.essentialmana.com/basic-healer-guide/
Why Play Priest?
Since the updates to the Mystic Class, Priests have slowly fallen out of favor. However, there are still many advantages to having a priest in the party. Some of them include but are not limited to:
- Kaia’s Shield: Kaia’s Shield is an extremely powerful ability and has the potential to save a teammate’s life (or your own) multiple times within the span of a single boss fight. It’s incredibly easy to use since it requires no lock on and has no cast time, making it one of your most important support skills as a priest.
- Energy Stars: The effect is Energy stars is still more potent than a mystic’s Titanic Wrath Aura (by about 8 power and 4 attack speed), and the range of Energy Stars allows you to place the effect on a teammate even in situations where they are far away from you, whereas Mystics must constantly stay within a certain range of their teammates to give them the effect of their aura.
- Priest Buffs: One of the most iconic abilities that a priest has is the power to buff allies, giving them Power, Endurance, HP Regeneration, and less importantly, out of combat movement speed and resistances.
- Arise: Arise is a very powerful tool on certain bosses that have a lot of knockdowns. Players who get knocked down without retaliate are rendered hopeless for a few seconds. Arise can potentially save them or just let them get back to DPSing faster.
One of my favorite things about healer is that generally there is no right or wrong way to build a healer as long as it seems logical (power is obviously bad etc). Whereas DPS require perfected best in slot gear, proper consumables, and rotations to maximize their class, a priest with +12 gear can perform just as well or even better than a priest with +15. Best in slot gear is not required for a healer to do their job at the highest level . For this guide, I will outline what I feel is the best build path for priests, as well as provide some alternatives that are equally as viable.
Disclaimer: Many players have expressed concerns regarding the viability of a Crit Build on Priest. As I’ve mentioned, you can really build anything you want while healing, as it is much less of a numbers game and more reliant on player ability than anything else. I personally know many successful priests who use the Crit Factor build, so I will not encourage nor deny that a Crit Factor build is good, but it is certainly viable.
Disclaimer: Maximum Health is more valuable this patch for the new hardmode (Ruinous Manor Hardmode), so it is recommended that you take any maximum health stat rolls over any other substitutes.
Top Stat Roll: There are only two top line rolls that are viable for a Priest:
Decreases skill cooldowns by 7.2% (Recommended) – Cooldown reduction allows you to hold better uptimes on your Triple Nemesis debuff and Energy stars, as well as significantly decreasing the cooldown of important skills such as Kaia’s Shield, Mana Charge, and Healing Immersion.
Increases attack speed by 9% – Attack speed allows you to get out of animations faster which will let you pump out more heals. This can be beneficial in some dire situations but I would much rather prefer cooldown reduction over attack speed.
Bottom Stat Rolls:
Decreases skill cooldowns by 7.2% (Recommended) – As detailed above.
Increases attack speed by 4.5% (Recommended) – As detailed above.
Increases your healing skills by 6% (Recommended) – This is pretty obvious. You heal more.
Increases Crit Factor by 14 – This roll lets you crit your heals more. Crit heals are bigger heals lol.
Replenishes 0.6% of your total MP instantly when you use a skill – Priests generally do not have mana issues unless you are constantly having to use your heavy mana abilities (Buffs, Resurrect etc.), so this line is generally not needed.
Etchings: Keen or Energetic
Top Stat Roll:
Decreases cooldown of Kaia’s Shield by 10% (Recommended) – As mentioned earlier, Kaia’s an extremely potent support skill, and reducing the cooldown will allow you to abuse the power of this skill more often. Kaia’s (and the Kaia heal glyph) are completely unrelated to your healing modifier, so Priests with less gear generally benefit from this roll more than Focus Heal.
Increases healing of Focus Heal by 15% – If your playstyle uses focus heal a lot, this chest line might be better than Kaia’s CD for you. The bonus healing from this line is more beneficial with stronger gear, so this is also a much stronger choice for Priests who are heavily geared.
Bottom Stat Rolls:
Decreases damage by 6% – Get this.
Decreases damage from enraged monsters by 10% – Get this.
Raises max HP by 8% – Optional. Maximum Health is very important for the current content (Ruinous Manor Hardmode)
Decreases damage taken from frontal attacks by 6.9% – Also optional.
Increases Endurance by 4 (12 for Slaughter and Imperator)
Increases Attack Speed by 2.25%
Increases your healing skills by 3% (6% for Slaughter and Imperator)
Increases Crit Factor by 9 – You can take this roll over any of the above if you’re going for a crit priest build.
Etchings: Keen or Energetic
Increases Endurance by 4
Increases Movement Speed by 6%
Replenishes 1% (2% for Slaughter and Imperator) of total MP every 5 seconds.
Raises max hp by 2.3%
Raises max hp by 1.5%
Increases crit factor by 6
Increases crit factor by 4
You can substitute a cleansing brooch with a quickcarve brooch for faster cast times on resurrect, which can be helpful in dire situations.
Increases crit factor by 6
Increases crit factor by 4
Raises max hp by 2.3%
Raises max hp by 1.5%
Increases crit factor by 6
Increases crit factor by 4
% HP innerwear is the most useful
Endurance, MP Regen and Crit Factor are reasonable substitutes.
Accessories: Everything I could say about accessories and rolls is already detailed in the Healer Fundamental guide on Essential Mana, so you can refer to that if you have any questions or concerns.
Hurricane on Priest
The BTFO weapon is generally used by Mystics, since they do not need to be in combat to be effective and can swap weapons in order to trigger their BTFO effect. Priests however, can also use the weapon. Most of the time, Priests using their Hurricane weapon will have to use the Hurricane weapon throughout the entire fight. Keep in mind that while using Hurricane, your healing and cooldown reduction are significantly reduced (Maintaining Energy Stars is now a lot more difficult). The smaller heals can be used to your advantage, since you now have the ability to give micro-heals to your party, which is useful in slaying runs. Priests can also attempt to use Prayer of Peace to get out of combat and swap weapons, but the skill itself is not reliable for getting out of combat, and has a very long cooldown.
Priests do not need any crit modifier, so having mana regen crystals is the best use for your red crystals. The carving niveot is optional if you want more crit from your heals. All of your blue crystals will be hardy niveots.
The standard crystal setup for Priest is:
1x Fine Swift Niveot
2x or 3x Fine Brilliant Niveot
1x Fine Carving Niveot (optional)
4x Fine Hardy Niveot
Green crystals are entirely up to player preference. Use whatever you’re most comfortable with.
4x Swift Vrysks, Or
4x Keen Vrysk, Or
Any combination of the four.
Skills and Glyphs
Similar to gearing, Priests also have a wide variety of options for glyphs. I will be detailing all of the skills and glyphs that I feel are most viable.
Orange Glyphs are glyphs that could be useful in certain situations
Green Glyphs are glyphs that are pretty good and recommended for most scenarios
Blue Glyphs are essential in all situations pretty much
This is your auto attack. You don’t use this while you’re healing.
- Empowered Divine Radiance – Increases skill damage by 25%. You don’t use the skill, so don’t glyph it.
The healing on this skill is very minimal, so there are very few situations where this skill becomes useful.
- Lingering Regeneration Circle – Increases effect duration by 30%. no.
- Energetic Regeneration Circle – Decreases cooldown by 20%. no.
- Influential Regeneration Circle – Reduces MP cost of Focus Heal by 85 for a few seconds. definitely no.
This is one of your most potent healing abilities. The only drawback is that the range is rather short (up to 9 meters in front of you). Healing Circle shares a cooldown with Restorative burst.
- Restorative Healing Circle – Increases hp recovery by 10%. The healing on this ability is already high enough, and the points from this glyph could definitely be spent better elsewhere.
Blessing of Shakan
This is your power buff. Use it before the start of every fight or when you resurrect a teammate.
- Lingering Blessing of Shakan – Increases effect duration by 30%. Don’t use this unless you’re just buffing friends and not actually in the run. Buffs have a very short cooldown so there’s no reason to take this when you can just rebuff when needed.
- Fleetfooted Blessing of Shakan – Increases caster’s movement speed by 15 for 10 minutes. Mobility is essential to staying alive and healing. So this is a really useful glyph.
- Boosted Blessing of Shakan – Increases the non-combat speed bonus by an additional 50%. During fights, you and your teammates will always be in combat (with the exception of the mystic sometimes) so this is pretty useless
This skill allows you to instantly stand any knocked down ally within 20m. Use this skill whenever you see a teammate get knocked down and know that they do not have retaliate.
- Energetic Arise – Decreases cooldown by 50%. – This can be useful in some situations where the boss constantly knocks down.
- Lingering Arise – Increases effect duration by 100%. Not very useful. The stand-up effect of arise is the most important part.
This skill is useful only in certain situations. Priests need to constantly be in combat in order to keep their Triple Nemesis debuff on the boss, so there are very few times where you can rely on this skill for mana.
- Spirited Mana Infusion – Increases MP replenishment by 20%. You’re in combat for the most part, so this glyph isn’t that useful.
- Hastened Mana Infusion – Speeds casting by 25%. As above.
This skill has two important parts. It’s an AoE cleanse for teammates 17m in front of you, and you cannot be knocked down while using this skill. Use this skill obviously when a teammate needs to be cleansed, and to prevent knockdowns from attacks.
- Energetic Purifying Circle – Decreases cooldown by 25%. The new dungeons introduce a lot of bleed mechanics, so this glyph has been promoted to a highly recommended glyph.
This is a dps skill for priests. Do not use this if you’re healing.
- Brilliant Metamorphic Blast – Reduces MP cost by 33. Nope.
- Numbing Metamorphic Blast – 20% chance to decrease opponent’s Attack Speed by 15% for 7 seconds. Nope.
This is your resurrect skill. Use to it revive teammates. Pretty simple.
- Hastened Resurrect – Speeds casting by 30%. Having a faster resurrect means that your teammate can stand up faster and do damage faster. You are also in danger of being killed while casting Resurrect, so decreasing the cast time is also beneficial to your survival.
- Brilliant Resurrect – Reduces MP cost by 510. You only really need to take this if you’re having to resurrect more than you should have to.
- Energetic Resurrect – Decreases cooldown by 60%. Similar to Brilliant Resurrect, however, mistakes happen, and sometimes a teammate will need a res faster than you expected. Having this glyph will ensure that you’re there for them. With a full Cooldown Reduction build, you can reduce resurrec’ts cooldown to 3 seconds.
- Hearty Resurrect – Targets resurrects with 100% of HP and MP. The removal of the stamina system has turned this glyph into a full heal upon resurrecting a player. This is equally as useful if not more useful than the previous glyph and should always be taken.
This skill doesn’t work in dungeons. You don’t need it.
- Brilliant Summon Party – Reduces MP cost by 800. As mentioned above
- Energetic Summon Party – Decreases cooldown by 20%. If you’re 54/55 on glyphs points take this I suppose. It doesn’t really do much and doesn’t matter.
Another DPS skill. You don’t need it.
- Powerlinked Shocking Implosion – Increases skill damage of Final Reprisal by 40% for a few seconds. You don’t need it.
Prayer of Peace
This skill is only useful to get out of combative for whatever reason. I mainly use this skill to get out of combat to switch weapons (From a BTFO Hurricane weapon to a main healing staff).
- Hastened Prayer of Peace – Speeds casting by 100%. This skill isn’t used enough for this glyph to be good.
This is your primary self heal skill. It’s very important that you use this whenever you can to heal yourself over your longer cooldown self heals whenever possible.
- Restorative Heal Thyself – Increases HP recovery by 20%. Get this glyph. You need it.
This is your primary targeted healing skill. The healing on the skill is lackluster compared to many of your other healing skills, but nonetheless it has a very short cooldown and you can heal targets that are far away so it should be used often.
- Multiplicative Focus Heal – Increases number of lock-on targets by 2. Most dungeons are 5 man. This allows you to heal 4 people. That means you can heal everyone in your party!!!! 😮
- Longshot Focus Heal – Increases range by 3 meters. This glyph is useful for when you probably don’t want to be too close to the boss and can’t easily get to your teammates. (Kaprima on Floor 21 of Dreadspire would be a good example)
- Soothing Focus Heal – Decreases aggro by 20%. Don’t use this.
This skill saves lives. This is one of the most iconic skills for Priests which differentiate them from Mystics. Kaia’s is an amazing skill and you should use it when appropriate.
- Grounded Kaia’s Shield – Increases caster’s endurance by 30% for 12 seconds. You should optimally use Kaia’s Shield to save other people, but this glyph can help sometimes if you need to use Kaia’s to save yourself. I would not recommend this Glyph for the most part, but it’s not terrible.
- Regenerating Kaia’s Shield – Recovers 5% of total HP every 2 seconds for 6 seconds for all targets. Adding a healing effect to your godsent Kaia’s is great. I personally take this glyph for all non-slaying runs, but it is not essential.
- Energetic Kaia’s Shield – Decreases cooldown by 25%. Use this, and don’t even question it.
Blessing of Balder
This is your defensive buff that gives endurance, HP regen and crit resist. It takes a lot of mana to cast so you should watch your mana bar when rebuffing people to make sure you don’t run out of mana. Shakan should be prioritized over this buff.
- Lingering Blessing of Balder – Increases effect duration by 30%. See explanation for Shakan.
You use this when you’re knocked down.
- Empowered Retaliate – Increases skill damage by 25%. no.
- Energetic Retaliate – Decreases cooldown by 20%. Not needed in PvE.
Fiery Escape should be your primary movement skill. It does not offer an I-frame, so you should be careful when using it to dodge boss attacks, however this skill is perfect for getting wherever you want to go during a fight.
- Brilliant Fiery Escape – Reduces MP cost by 30. No.
- Energetic Fiery Escape – Decreases cooldown by 15%. The glyph is pretty costly and the cooldown is not very impactful so I would not recommend using this glyph, however if you find yourself lacking mobility this might be good for you. Building cooldown reduction is more than enough to have this skill available when needed.
This is another DPS skill. Don’t glyph it.
- Brilliant Fiery Reprisal – Reduces MP cost by 62.
- Slowing Final Reprisal – 20% chance to decrease opponent’s Movement Speed by 30% for 4 seconds.
- Persistent Final Reprisal – 50% chance to eliminate cooldown.
This is how you give mana to your teammates. You should fully charge it whenever possible and optimally you want to use this off cooldown.
- Hastened Mana Charge – Speeds charging by 25%. Faster mana charge is faster mana. Faster Mana helps with faster DPS.
- Longshot Mana Charge – Increases range by 4 meters. See Longshot Focus Heal.
- Powerlinked Mana Charge – Increases skill damage of Shocking Implosion by 40% for a few seconds. You don’t need DPS.
- Spirited Mana Charge – Increases MP replenishment by 50%. Mana replenishment is an essential part of playing a healer. You are responsible for the health and mana of your party, so this glyph is needed always.
This is your endurance debuff that you provide to the party. You want to make sure you use this skill at least once every 12 seconds to increase party DPS.
- Powerlinked Triple Nemesis – Increases skill damage of Metamorphic Blast by 25% for a few seconds. You don’t need DPS.
- Enfeebling Triple Nemesis – 100% chance to decrease a target’s Endurance by 10% for 12 seconds. If you have any doubts about this glyph then you shouldn’t be playing priest.
Plague of Exhaustion
This skill is only useful for certain boss mechanics that require it, such as the Great Ones mechanic on Shandra Manaya. Everywhere else this is pretty useless.
- Energetic Plague of Exhaustion – Decreases cooldown by 30%. You don’t need this.
This skill reduces the ranged damage you take by 30%, so it is useful in certain situations, depending on the boss.
- Energetic Guardian Sanctuary – Decreases cooldown by 20%. If you feel that you’re constantly being hit by ranged attacks, take this. There are only a few situations where Guardian Sanctuary is useful, so definitely don’t use this in your main glyph page, but for certain bosses this skill has its uses.
- Balancing Guardian Sanctuary – Doubles Balance for 30 seconds. Not even relevant.
This is your most potent self heal. Many people call this skill “5 Minute” or “God-Mode” after its ridiculous healing effects and long cooldown. While this skill is active, if you’re not at full health you will be in the next few seconds, and if you’re hit you will return to full health momentarily.
- Energetic Divine Respite – Decreases cooldown by 20%. Despite its powerful effect, this glyph really isn’t worth it.
This is your sleep skill. It doesn’t work on most bosses and has very niche usage. So don’t glyph it.
- Energetic Ishara’s Lullaby – Decreases cooldown by 20%.
This skill is a very potent heal over time skill, and is a secondary source of mana as long as you glyph it. (You should glyph it for mana)
- Lingering Restorative Burst – Increases effect duration by 20%. This glyph increases the healing over time received for everyone who stands in the puddle, so it’s very viable. Note: The duration does not apply to the mana.
- Brilliant Restorative Burst – Reduces MP cost by 275. Not needed.
- Spirited Restorative Burst – Increases MP replenishment of all targets by 50 MP per second. You should glyph this skill for mana.
This is your damage buff. Make sure that it is always active.
- Lingering Energy Stars – Increase effect duration by 25%. This is really helpful for keeping Energy Stars active, and it certain situations you may be busy and cannot recast E-stars, so the extra duration helps with that.
- Savage Energy Stars – Increases effect of Energy Stars by 20%. This increases party DPS so you should definitely take it.
This your strongest lock-on heal spell. It heals your target and everything around them, including yourself, so you can use this on a teammate to heal yourself. It’s really good :D.
- Persistent Healing Immersion – 40% chance to eliminate cooldown. The reset on this glyph is quite high for how potent the skill is, so taking this glyph wouldn’t be a bad idea. The new dungeons (Lilith’s Keep and Ruinous Manor) introduce a lot of party wide damaging abilities, so the reset glyph on this skill is a lot more useful.
- Restorative Healing Immersion – Increases HP recovery by 20%. This skill already heals enough, so extra healing isn’t needed.
This is your only I-frame. Be judicious about when you backstep because you do not want to waste it for when you really need it. Backstep’s I-frame duration was recently increased, which makes dodging a lot more forgiving.
- Energetic Backstep – Decreases cooldown by 10%. The recent changes to backstep also lowered its cooldown already, so this glyph isn’t necessary.
Grace of Resurrection
This is your self-resurrection. You should have this buff active whenever possible.
- Energetic Grace of Resurrection – Decreases cooldown by 40%. This gives your more wiggle room to mess up. Most priests take this but if you are confident in your survivability you can skip this glyph.
This is a DPS skill. The knock-up is useful for some situations, such as triggering a ninja’s automatic Leaves on the Wind and Burning Heart crit. Keep in mind that the knock-up effect will not work on bosses.
- Brilliant Zenobia’s Vortex – Reduces MP cost by 100.
- Empowered Zenobia’s Vortex – Increases skill damage by 25%.
- Energetic Zenobia’s Vortex – Decreases cooldown by 30%.
This skill is pretty fun to use, but not very useful in most situations so I don’t recommend glyphing it.
- Energetic Divine Intervention – Decreases cooldown by 20%.
- Brilliant Divine Intervention – Reduces MP cost by 150.
- Longshot Divine Intervention – Increases range by 4 meters.
I have included an image of my own personal glyph page, You don’t have to copy every exact glyph but I’m providing it to give an example of a decent Priest glyph page.
Priest and You
The job of a healer can be explained in one simple statement: To maximize the DPS of the party. Your job as a priest is to enable your teammates to do as much damage as they can to ensure quick and clean boss fights. This includes keeping them alive, making sure they have every single buff you can offer them at all times, and making sure the boss constantly has your Triple Nemesis debuff. I would highly recommend that you familiarize yourself with the DPS role to help enhance your understanding of the healer role. To help you improve as a priest, I will breakdown your optimal gameplay into three sections.
When you are a priest. Always keep in mind that you only have 1 I-frame. That means that you should save it whenever possible. For most bosses, it is generally a good idea to maintain a certain distance from the boss to avoid its basic attacks and other easily avoidable attack patterns.
Every boss requires a different behavior pattern to survive, but a general rule of thumb for every boss is that if you get a secondary aggro circle (a blue circle underneath your character) something is probably headed in your direction, and you should be prepared to react accordingly.
Lastly, you should always be aware of your animation locks on your skills, and make sure that you’re not caught by these animations at a bad time.
You should be conscious of these skills and their applications at all times:
- Heal Thyself: This skill should be your go-to whenever you take less significant damage. Its low CD allows you to spam it and not have to worry about preserving it for sticky situations
- Healing Immersion: While healing immersion is a powerful tool to heal teammates, always keep in mind that you also receive its healing effects if you stand close enough to your lock-on target. Be careful while using this skill, because you will be in an animation lock from the moment you release the skill until it reaches your target.
- Backstep: Backstep is your only I-frame as stated earlier. You should try and only use backstep if you were certain to die without it in that situation.
- Fiery Escape: Whenever you perceive an incoming threat, always evaluate if you can simply walk out or use Fiery Escape to survive before you use your Backstep.
Kaia’s Shield: While Kaia’s Shield is active, you and all teammates affected by it are immune to staggers and knockdowns. Even if an attack would break the shield, the knockdown or stagger of the attack is negated.
- Guardian Sanctuary: Reduces the ranged damage you take by 30%. Your stun resistance also increases but you should not rely on it to tank stuns. You can also use Guardian Sanctuary to resist Bleed and Other DoT effects.
- Purifying Circle: You are immune to knockdown while casting this skill.
- Divine Respite: This skill should be saved for crucial moments when you know you’re going to take massive amounts of damage. (For example, the bleed debuff on Floor 16 in Dreadspire Upper Floors)
- Grace of Resurrection: You should have this buff up whenever it’s available.
- Resurrect: Resurrect has an extremely long cast time. You optimally want to res your teammates as soon as possible, however you always want to prioritize your own safety over theirs. Remember that as long as you’re alive, your teammates can die any amount times. However, you only have a set amount of lives before you have to reset the boss.
The one thing I believe that separates good healers from bad healers is mentality. Generally, if a teammate dies, it usually isn’t your fault. However, there is always something that you could’ve done better. If you notice that your team is dying a lot, step back and think about ways you could potentially reduce the number of party deaths. You always want to be proactive about healing, not reactive. If you know that a certain boss attack is about to occur, be prepared for the worst case scenario and prepare accordingly. You want to assume that your teammates are going to be hit by the attack and respond appropriately.
Here are some things you should consider:
- Are you dying a lot? The most common reason that a healer dies is because of poor positioning or animation locks. The safest spot to stand during most bosses is the side. There, you can reach both the tank and the DPS with your heals. Only get yourself into a significant animation lock when you know that it’s absolutely safe to do so.
- Did your teammate get one-shot? Most one-shots either are due to a failure to respond to a boss mechanic or a lack of proper gear. There is very little you can do to save a teammate if they instantly drop dead. If you see a one-shot mechanic coming, try to stand as close as you can to your teammate (while still safe) so that you can be ready to resurrect them. If a Divine Intervention can pull your teammate out of harm, you should try to use it, however, make sure you’re certain that they’re hopeless before you use this skill because Divine Intervention interrupts DPS rotations.
- Are your teammates constantly getting knocked down? Arise or Kaia’s Shield is a good solution to this.
- Do you perceive an incoming stun? Time your purifying circle immediately after the stun goes off. If you time it right, sometimes it looks like your teammate was never stunned in the first place.
- Do you find yourself unable to keep your teammate’s HP high? You might be wasting your significant heals. I tend to save healing immersion for when my teammates or myself are lower than 40% HP. Try to stand at a spot where you can easily reach your party with healing circle if needed.
- Are you or your teammates having mana issues? You should always try and fully charge your Mana Charge off cooldown. Additionally, Restorative Burst should optimally be used whenever it’s available to provide mana. Generally, most DPS use a Glisteningly Dyad to reduce mana issues, so you mostly want to aim your Restorative Burst onto the tank.
This is what you should always be mindful of during fights.
- Triple Nemesis and Energy Stars: Both of these effects should be present during the entirety of the fight. You want to aim for a 90% TN and Energy Star uptime or higher on every boss. The endurance debuff procs off of any hit of Triple Nemesis, so you only have to use the first hit of the skill to maintain the debuff.
- Mana Charge: If it’s off cooldown, you should be actively searching for a safe time to use it. Unless you glyph Mana Charge for range, it has a range of about 18 meters, so if a teammate is out of your unglyphed heal range, they’ll be out of your Mana Charge range as well.
- Restorative Burst: On the tank, whenever possible.
- Never turn your camera away from the boss and your teammates. Even a single moment can be fatal to you or your party. You should always be watching your party and the boss.
- Watch your teammates retaliate. Remember that retaliate has a 15 second cooldown so if you see someone use their retaliate and get knocked down again shortly afterwards you can pop Arise in response.
- Rebuff any resurrected teammate with at least Blessing of Shakan immediately as they stand up.
- Don’t stand in the way of the Tank or DPS. Position yourself where you won’t bodyblock anyone (The side is good for most bosses). You also don’t want to stand too far away from the rest of the party so that you can keep your debuffs up and everyone is within healing range. Standing too far from some bosses also triggers more mechanics.
Consumables: See the Healer Fundamentals guide for a detailed list on Healer Consumables.
How to Carry Four Trashcans Through Ruinous Manor Hard Mode
The current hardmode dungeon of this patch, Ruinous Manor, is a fantastic test of a healers capabilities. With no shield mechanics or anything of the sort on any of the bosses, the dungeon is completely heal carry-able. I’ve noticed that most healers are only capable of double healing the dungeon, and that’s pretty sad in my opinion. Honestly, if you cannot solo heal, you aren’t playing your class correctly. Being able to solo heal a fairly decent party should be the bare minimum of what makes a player proficient at healing. At an endgame level, the ability to carry is how a priest can differentiate themselves from the rest of the pack. That being said, this section will go over how you can solo carry four other players through the hard mode of this patch.
I will split this into three sections, one for each boss.
Nightmare Atrocitas: This fight is pretty brain dead. The side or back is the safest spot, being at the front just puts you at risk of getting 1 shot by roar. Just watch your debuff color and remember that matching colors = go out and differing colors = stay in. There’s no secondary target for casting resurrect so you’re pretty much safe, you just have to make sure the boss isn’t jumping on you. If someone gets stunned by Atrocita’s leap, you can pull them to safety with Divine Intervention before the boss goes to town on their worthless body. Now that I think about it there’s literally nothing else to say for this boss, so yeah this is going to be a pretty short section. Shoutout to Bride for sponsoring me gear and costumes I love you Bridepapi xoxo.
Nightmare Malgarios: …This fight is pretty straightforward too. Like honestly you should be able to heal these first two bosses fine unless everyone is actually mentally impaired. Save your Kaia’s shield for the mini-spider’s jump. When you see the jump animation start, Kaia and then backstep the landing so you don’t get poisoned and slowed, but make sure you don’t i-frame into Malgarios or else you’re going to die. If you get targeted by a secondary charge, be extra cautious because the boss tends to do this weird diagonal charge even if it looks like he’s charging forwards if you’re standing on the side. When Malgarios (or even the mini-spider) are about to upll everyone in, you can negate the pull using Guardians Sanctuary and then cleanse your team as they get pulled in. With enough practice, you can even stop the pull in altogether. The front is the most optimal position to be in so that the boss doesn’t turn when you get targeted with secondaries but I would only recommend it if you’re running with a good party since it makes the DPS vulnerable. Usually the side or back is fine. Try and learn all of Malgario’s attack patterns so you know exactly when the AoE stun is going to occur so you can cleanse accordingly.
This is one of the best bosses that BHS has made (from a healer perspective). It is a fantastic fight that puts a healers reaction time and game sense to the test, and also allows healers to show off their finesse. The entire fight is completely healer carry-able, with the exception of curse stacks in certain situations (If you havent rezzed anyone in a while and the boss does curse mechanic, you could’ve done something better). I’ll break this section down even further, mechanic by mechanic. In general I think of it this way: everyone else is expendable, as long as you’re alive, the run is clearable. Never die trying to save someone. Never.
Basic attack patterns: Just learn these lol. If the boss starts slamming with her right hand, its swipe (don’t be in the front) and if it’s left, its tail (don’t be in the back). This is the perfect time to go for a res.
Laser: Casting Resurrection will cause the boss to fire a laser pattern at you (there’s a cooldown, honestly have no idea how long cx just intuition is enough). You can use this to your advantage to put the boss in an animation lock to squeeze more DPS out from your party. Be mindful of this whenever you’re trying to go for a res. You can res cancel once to bait our the laser, and then go for the res, or if the boss is already doing another attack pattern, you can squeeze out a res in between, but you’ll probably have to dodge the laser afterwards. Never burn movement skills on laser, it’s not needed, learn to walk.
Front Tail: I call this attack big scythe idk. The range on this attack is bigger than it seems and you can’t i-frame it so make sure you steer clear of the front when you see it. If the boss keeps the scythe in the ground, that means she’s going to sweep the back, at which point you want to get to the front, if you can’t make it, I hope you know the timing to i-frame (3 seconds unenraged 2 seconds enraged). This mech is the perfect time to res bait because the boss will already be facing you if you’re in the front.
Curse: If you have a stack of curse, fiery escape away from the boss, if you don’t, backstep into the boss when the circles appear.
Balls: Save your kaia’s for this. There’s nothing else to waste kaia’s on unless your tank wants to facetank in-out. When the boss goes to the center, Kaia’s for your party and then stand right where one of the balls is going to spawn, take it, heal up, and fiery escape into another. You should be able to take at least 2 balls regardless of if you have curse, you can take 3 normally without curse. Divine Respite allows you to get all balls but you should only use it your entire team is dead and you need to get rid of the balls. Generally you’re always responsible for at least two.
Triple donut: (what else do you call it) There’s two methods of approaching this, one for when you’re far away and one for when you’re close. If you’re close, stand on the edge of the first ring and walk in as it pops, and plague as the 3rd ring pops. If you’re far away, wait for the first two to pop and then iframe in and immediately plague. If you have a more creative or innovative way to do this, I encourage you to do so.
Knockback: Always go to the back of the boss, if your party isn’t there, too bad. You will get staggered out of cleanse if you’re not at the back. So go to the back, cleanse after knock back, and dodge laser.
That’s about it lol. With enough practice there’s no reason to die on this boss.
Video Examples – I’m not very tech savvy and I’m still trying to figure out how to do this >< sorry friends.
I have removed the Tips and Tricks section, and I plan to redo it with current dungeon mechanics.
A special thank you to Floss for helping me write this guide and editing!
Another thank you to White.Ramii for eating so much damage and forcing me to get good at Priest.
A very special thank you to Yurai for being a quality floormat and proofreading.
Finally, thank you to everyone reading my guide! I’ve never written a guide (on anything) before so please let me know if you have any suggestions! You can contact me on Tempest Reach (IGN: Amaterasu) with any input you might have.