Introduction

In Tera, there are 3 party roles. These include tanks, dps, and healers. This guide will be focused on covering the basics of our two healing classes: Priest and Mystic. Healer classes are needed to heal and buff the party, debuff the boss, and even prevent damage. It is essential for healers to stay alive, make quick decisions, and be mobile throughout boss fights. Generally, healers do not need the best gear, however it is still strongly recommended for healers to strive for the best gear as it increases your defense and heal potency. Failure to stay alive or heal your party enough can result in frustrating wipes.

This guide will cover the PvE basics of both Priest and Mystic, but will not go into depth on each class. If you are looking for more information on a specific class, please check out:

In-depth PvE Mystic guide: Zephya’s Mystic Guide
In-depth PvE Priest guide: Minus’s Priest Guide


The Role of a Healer

Healers must juggle many responsibilities. A good healer is able to juggle all the responsibilities well with as close to 100% uptime on buffs as possible. The responsibilities of a healer are in this order of importance:

    Stay Alive

    Your number one priority is to stay alive. Once you go down, your party can and often will go down quickly as well. That means you should always heal yourself before you heal others. Never sacrifice yourself trying to save someone else. You can always resurrect them at a safer time, but it is much more difficult for your party to save you. It is important to always be aware of what is happening during a battle. Never let a boss out of your sight or you might be taken by surprise once you turn your camera away. Also, it is important to always use your self resurrection skill when it is off cooldown. For priests this is Grace of Resurrection, for Mystics Vow of Rebirth. Cast it before battle and if you would die, you can self resurrect.

    Keep the Party Alive

    Your next priority is to keep your party alive. You should use both heals and tactically used damage reduction (Kaia’s Shield, Warding Totem, Thrall of Protection) to aid with this. The priority for receiving heals is Healer > Tank > DPS.

    Buff the Party

    If you can keep everyone alive, then you should be making sure everyone in your party is fully buffed. If someone fell in battle, make sure they are rebuffed with Shakan if you are a priest. If you are a mystic and died, make sure your auras are back on. If you completely run out of mana as a mystic your auras will deactivate, make sure to turn them back on. Keep your buff uptime as close to 100% as you can (Energy Star for Priest, Aura of the Merciless for mystics). Also for Priests, try to use Divine Charge off cooldown as it buffs AND gives mana. A recommended Divine Charge uptime is higher than 45%. Mystics should keep their DPS thrall buff uptimes as high as possible as well. You should also keep awareness of consumable usage from your party.

    Debuff the Boss

    Your next responsibility is to debuff the boss. That means glyphed Triple Nemesis for Priests and glyphed Volley of Curses for mystics, which need to be constantly casted on the boss. Mystics also need good awareness of party steroid skill usage and brooch cooldowns when casting Contagion.

    Give your Party Mana

    After making sure their red bar is filled and buffs and debuffs are taken care of, make sure their blue bar is filled as well. This becomes more important as you play with better players and their need for mana grows. Properly optimized rotations leave them low on mana, so make sure you use your mana infusion skills as soon as the cooldown is up. Be particularly mindful of this for the more mana hungry classes such as sorcerers and lancers. Players without mana cannot dodge or save themselves, so it is important to pay attention to not just their health but their mana as well.


Positioning

Proper positioning is one of the most important aspects of playing a healer. The proper positioning changes from boss to boss, but generally it is either to the side of the boss (triangle formation) or behind the DPS (line formation). Some fights require healers to be extremely mobile, while others may require them to stay very strictly in the same position. The key is knowing the boss moves, including the range and animation timing. Always stay mobile and adjust positioning if needed.

Here are some examples of positioning:


Animation Lock

A common pitfall that many starting healers fall into is being animation locked in the face of danger. Many of the healing skills, such as Focus Heal (Priest) and Titanic Favor (Mystic), have long casting animations that causes the healer to be vulnerable. This can be avoided by casting skills only after a boss has started the animations for a move.

Resurrection can be dangerous for healers if not done right. Being intimate with boss moves will help decide when you will have enough time to finish casting resurrection safely in time. Always make sure to cancel your resurrection (by moving in any direction) if a potentially lethal move is about to hit you. Remember to keep the boss on your screen so you can see what it is doing at all times. Always watch for resurrection bait attacks in some harder dungeons.


Gear Rolls and Etchings

These gear rolls only apply to linear progression gear such as twistshard through heroic oath. If using gear without a 4th possible roll, remove the last roll listed.

Top Roll
Decreases skill cooldown by 7.2%
Bottom Rolls
Increases your healing skills by 6%
Increases your Attack Speed by 4.5%
Decreases skill cooldown by 7.2%
Increases Crit Factor by 14
Etching
Weapon Etching: Energetic
Top Roll
Decreases cooldown of Kaia’s Shield by 10% (Priest)
Decreases cooldown of teleport jaunt by 10%
Bottom Rolls
Decreases damage taken by 6%
Decreases damage taken from frontal attacks by 6.9%
Decreases damage from enraged monsters by 10%
Raises max HP by 8%.
Etching
Armor Etching: Grounded
Increases Healing skills by 6%
Increases Attack Speed by 2.25%
Increases Endurance by 12

Etching
Glove Etching: Energetic
Increases Movement Speed by 6%
Increases Endurance by 4
Replenishes 1% of total MP every 5 seconds

Etching
Boot Etching: Grounded
Raise max HP by 1.5%
Raise max HP by 2.3%

Etching
Belt Etching: Swift
Increase HP by 2.3%
Increase HP by 1.5%

Etching
Belt Etching: Swift

Crystals

The standard weapon crystal setup for healer classes is Swift, Carving, and two Brilliant crystals.
Fine Swift Fine Carving Fine Brilliant Fine Brilliant

Armor

The standard PVE armor crystal setup for healer classes is four Hardy crystals.
blue-niv blue-niv blue-niv blue-niv

Jewelry

Jewelry PVE crystal options are as follows:

  1. Grounding Vyrsk


    Recommended for more difficult dungeons, or less geared healers.

  2. Succoring Vyrsk


    Recommended for healers struggling to heal enough.

  3. Swift Vyrsk


    Most common crystal setup, recommended for most players.

  4. Keen Vyrsk


    Dps setup.


Exodor Gear

Exodor gear is the new sets of gear meant to slowly take over for linear progression. More information on current gear can be found here. I should note that you should NOT use Green (Duranium) gear. Despite being the new gear, it is very weak and base stormcry would probably do about the same, therefore putting materials into it is not recommended. Instead, I’d recommend Blue (Azart) gear for casual players, and Gold gear for endgame players. With all new sets of gear, there are two types: Physical and Magical. These are amplifiers for both damage and defense. Each class is scaled more towards one or the other, so you should base the type of gear you get off of that. More information on the mechanics of these amplifiers can be found here. That said, mystic and priest are magical classes. You should NOT use gear that has a physical amplification scale. This means, you want to get Manaforce Azart (Blue) gear or Dark Light (Gold) gear. You should under no circumstance use Dauntless Azart or Annihilation.

This new gear can not be rolled like old gear. There is a chance it can come with up to 3 rolls, but you can not alter them. Some of the best healer rolls at the moment would be magic crit power or magic amplification. Crit factor and HP are still viable, but not the best. This could be subject to change in the future as this gear is still new.


Jewelry

Healer classes should use full crit accessories. This is because power is almost useless for us, as we are not looking to contribute much dps. With exodor gear, you should be able to contribute plenty. Crit accessories mean higher crit chance for our heals, which is essential.

Necklace Roll

Increases Endurance by 4

Earring

Increases max HP by 4%
Increases Endurance by 4

Ring

Increases Endurance by 4
Increases Crit Factor by 4

Circlet

Increases Endurance by 4

Mask

Decreases cooldown (Energetic)

Innerwear

Increases endurance
Increases HP


Consumables

Consumables have different effects and durations and give different boosts. Here is a list of consumables with their effect and when to use them as a healer:

Prime Battle Solution
Necessary Consumable
This nostrum is a single consumable that must always be used. You can be in combat to use this. If you have a TERA subscription, you will have a free nostrum that can be used whenever for free. Otherwise, you must use prime solutions. It provides mana, attack speed, endurance, and more.
Prime Recovery Potable
Basic HP Potion
On a short 10 second cooldown, this is a must-have that can add to your survivability. Health Potions are also recommended as they give 50% of your HP, but have a 30 second cooldown. Other potions that regenerate over time may be useful to keep as well.
Prime Replenishment Potable
Mana Potions
This will help in situations when you are low in mana and prevent you from being able to use skills. Divine Infusions are more potent and also recommended to add on to your MP potion options.
Bravery potion
Bravery increases attack speed by 4%, attack damage by 10% and defense by 10%
Those boosts are significant, but you may have trouble finding some without a subscription. One of the daily subscription boxes gives a bravery potion. Sometimes you can get them from events or vanguard. These are highly recommended. You can also purchase strong bravery potions from the trade broker or merchants, but they are expensive. Bravery potions gives you both an attack speed boost as well as a defense boost, which are both important for healers.
Noctenium Infusion
Noctenium Infusions increases your heals
Nocts are a good item to boost the power of your heals and buffs. For priests, they speed up the cast time of resurrection. For mystics, they prolong the duration of Contagion. These used to be luxury consumables, but have recently become easier to obtain. Note: normal noctenium may cause lag. Turning these into elixirs is recommended if possible.
Feast
Feast is a strong party buff
Feasts can increase HP for all party members and increase DPS. These are rare and can be expensive though, so they are luxury consumables.
Goddess Blessings
Use Blessings to self-resurrect at the same place
Almost necessary for healers, as these are easy to get and are often found as event rewards. They can save you and your party from wiping if you can not get up otherwise. It is recommended to have at least one in the inventory. These have a 1 hour cooldown.

Credits

This is an altered and updated version of Floss & Banim’s original guide. Many aspects of formatting were kept.

21 Comments

  1. With the new sets of jewelleries that only has crit and power, what are we supposed to use now?

    • Jewelry can roll increased healing now (values being “Increase Healing by: 199 / 217 / 256” – http://www.essentialmana.com/gear/manor-accessories/). Healers don’t really benefit from power so you’d use the crit factor jewelry set. What you roll on it is mostly up to preference. You could roll more crit factor, you could roll increased healing, or endurance, or max HP, or mix. In my opinion, I’d mix some max HP with increased healing, or just straight increased healing if you got enough HP with Relentless crystals to do RMHM last boss just fine. Also, if you still got the old Argosy stuff, or can still get through old tokens, you can also use that. You’d give up on crit factor, but off the top of my head I seem to recall the Argosy set would give you more max HP due to base rolls, and probably higher heals. But, to not overcomplicate things, the new crit set is fine.

  2. Hello, I have modified some rolls with what you say here and with what Banim told me too, for exemple my imperator chest have all the rolls you say but not in the same order “same rolls and stats”, is the order important ?
    Here a pic of my stats for Dungeons “don’t look at the bar it’s made for VG daylies”

    http://i14.photobucket.com/albums/a347/Cephae/TERA_ScreenShot_20160912_123207.png

    Someone told me that a priest crits only after 200, have changed my Dungeon config to get more endurance because I am not skilled, have noticed in DFNM that It’s really easy for me “just be out of mana all the time so I lust use mana skills and potions all the time”.
    I would like the best advice for a noob ” I know I have to be more prudent, have better positions near Bosses” that’s why I go in 397 dungeons and work on my movements;
    But what’s the best to be protected a maximum “have turned yet all my jewels into endurance stats” I see the differcence in PVP because I do much better there now, but is it the same in Dungeons ?
    I am afraid to try it yet because I don’t want to make a team lose.

    Have you got perfect Endurance rolls for jewels ?

    Thanks and have fun 😀

  3. Thanks for the guide, very helpful especially the multiple equipment builds!

    As a mystic, I feel very squishy. I have been thinking; what about an endurance build? As long as my party are not noobs I have not had much trouble keeping up on healing so do I really need a crit heal? So I was thinking about it but I do not have enough time, money and equipment to test something like this out and was wondering if anyone had done any research on this. Also, I have been working on quests simultaneously and decided to do the 100 speed potions one, so I am drinking them almost constantly…then I realized, as even curse is passive, I am actually not in battle mode often and so I was running around like crazy last night. I found that foot speed gave me as much or more advantage as anything else. Perhaps that is because I have not perfectly mastered the boss timing and my own understanding of spell casting times, but either way it was quite a significant advantage that I am going to continue to utilize. So I started thinking last night:

    1. What about an endurance/CDR or an endurance/atk speed build?

    Both CDR and Atk speed are nice, but I need to reduce my squishiness as well. And also;

    2. How much Crit is enough?

    I saw a detailed gunner guide that spoke of +150 crit being the max (for them) and that anything above it is just wasted as you crit everything with that. So how much crit is enough on mystic? If that were maxed, then other stats could be pumped up once that point is reached, like maybe a crit/endurance build?

    Has anyone given any thought to any of this? I am learning and reading a lot to try and master this class, but it seems to me that there is a missing angle for this class (or perhaps both healers) in that less squishiness and out of battle speed or even in-battle speed could play a more vital role. I am finding that positioning is very key, as is mobility to get in and out of tight spots to reach people to heal them. It is rare that I am struggling with CDR. The better the party, the more I can stand there and strategically heal, curse, drop balls and generally stay alive with no problems. But as soon as the party (significantly) weakens (I do a lot of instance matching – yes I know, I need to get a strong party and experience the other side of life), I find I am challenged with my mastery of dungeon mechanics and moving fast enough to keep myself alive and them too. With the faster speed (and if my endurance were a bit beefier I feel) I could do more in those hot spots where the party is a bit weaker. I do realize as well that nothing can heal noobness so I don’t take a loss when they cannot keep themselves alive long enough for me to turn around and heal someone else and turn back before they are dangerously low on health.

    So what does the healer community think? Am I just clueless on all of this? Or has someone already done the research and I just missed it?

    • Healers should be squishier than other classes. They offset this by using a Swift crystal and by having mostly defensive gear. Defense rolled on gloves, defensive jewelry, Thrall of Life/Arun’s Vitae Motes, Thrall of Protection’s Glyph of Grounding, and Corruption Ring’s Glyph of Grounding.

      Crit heals are definitely not necessary. Many healers choose not to go for a Crit build because it’s not necessary and raw healing stats often outperforms it. Crit builds are mainly to do DPS with.

      As for speed potions and out-of-combat movement speed, that is an advantage mystics have. You shouldn’t need a Speed Potion to move around, but it could be helpful.

      Endurance and CDR/Attack speed are not mutually exclusive. There’s no where you can get only one or the other. Endurance comes from Gloves, Jewelry, and set bonuses. Attack speed comes from Gloves, Weapons, and Energetic Etchings. Cooldown reduction comes from Weapons and Energetic Etchings.

      You don’t need any crit, but you can just use a Carving crystal and Aura of the Merciless if you want crit heals. If you really want a Crit build, you should go for Crit earrings, Inner armor, Belt/Brooch rolls and then use Hyderad Settings to boost your healing. Crit isn’t as important on healers because overhealing someone does nothing and the Crit Heal Power is only 1.5x.

      Yes, learning how to position yourself and survive is most important for healers and this will come mostly from experience.

      Don’t be discouraged when you can’t heal carry parties. That’s not your role as a healer, and especially not as a mystic. If you can do it that’s nice, but you shouldn’t be expected to heal through people facetanking every hit and mechanic. Instance matching definitely isn’t something you should be basing your playstyle on.

  4. Hello!

    Thank you very much for the guide, it is very well made! I do have a few questions though:
    Usually I see healers using “Raise max HP by 1.5% / Raise max HP by 2.3%” for BOTH brooch and belt. Would it still be OK to go full HP, or would stacking some crit be better? Also this I am curious about, as you have belt full HP and brooch full CRIT- wouldn’t you get more of both if you rolled “Increases Crit Factor by 6 / Raise max HP by 2.3%” for each piece? As oposed to having one full HP and one full CRIT. Or is there a spesific reason for having HP on belt and CRIT on brooch?
    Then about rings: would you recommed having “Crit Factor 4 / Endurance 4” as rolls? Or is full endurance a lot better?

    I know most of my questions are probably up to preference, but still! Thank you in advance.

  5. Noct increases the duration of contagion, you should at least pop it on to use it and pop it off, even if you’re being stingy on money

  6. For the accessories, i’m using 2 Pinnace accessories earrings, 2 Shadowgate accessories rings and Shadowgate necklace. 2/5 Pinnace for the set effect and HP, 3/5 Shadowgate for all those crit factors.

    Having full Pinnace accessory set gives like 3~4k extra constant heal compare to having 3 Shadowgate accessories but you will have low crit for that. In my opinion 80 extra crit factor is more useful than a mere 3k extra heal because more crit means more heal and self heal. In end game dungeons, your party members are gonna either lose chunks of hp when getting hit, or simply just get one-shotted so that little extra heal isn’t really helpful. Using a Crit factor onslaught scroll, you can crit pretty much all the time with the 3/5 Shadowgate set.

    • In the end it’s preference. Having some crit accessories is viable and can work well. But I personally don’t like crit builds. Crit heals still happen without building for it, although of course at a lower rate. And they are not necessary at any rate, I run endgame dungeons too and nothing ever made me think “I wish that heal was a crit” because I can keep my party alive well without them and without any particular struggle. That 3k mere extra heal is still a 100% consistent 3k extra heal.

      Using a crit factor scroll is not recommended in my opinion, since you are missing on 10 attack speed from the aspd scroll. This can be especially bad if you are using a CDR build, unless you are really confident with the animation locks, and even then it would make some crucial animations (such as resurrection) much slower, getting a resurrection spell fast can make a huge difference, especially in boss fights such as second boss of SSHM (Dakuryon) when your party is trying to burn through mechanics to avoid balls/mobs from spawning.

  7. Thanks a lot for a guide! It helps a lot! I would also be very grateful if you could add jewelry rolls to make it complete 🙂

  8. nice guide! how about rolls for jewerly?

  9. Thanks for that fabulous guide, learning a lot 😀

  10. Thanks for the guide !
    Which stats would you recommend for brooch and belt please? What about innerwear? What kind of brooch would you recommend though?
    Cheers !
    PS : Mystic ftw

    • I’ve updated the guide with belt and brooch (what type and what rolls). I will update the guide with innerwear later on, but I recommend the highest grade of fitness (HP) innerwear you can afford. Other viable innerwear choices are endurance and crit innerwear.

  11. First of all, thanks for the guide!

    What do you suggest for accessory crystals for the CDR build?

  12. Nice, ty! Awaiting upsate since the ninja patch arrived:D

    • All the information is still relevant for the Ninja patch. The recommended jewelry is still the Argosy/Pinnace jewelry over the new crit jewelry and that is reflected in the Jewelry option section.
      The build recommendations are still the same and gear rolls are still the same.

      I may add a recommendation for different gear options for ilvl requirements down the line, but I still need a little more research on that.
      My priest with +12 Slaughter Weapon, +15 Starfall Chest, +12 Starfall Glove, +12 Slaughter Boots, Slaughter belt and full Dreadnaught Argosy/Pinnace jewelry hits 414. With Hyderad Settings, the ilvl drops to 411.

  13. Nice guide!

    Just a minor thing. Seems like you used the wrong in game icon for Struthio Breast Salad. The icon you used is Lamb Bulgolgi.

  14. Thanks for the guide, it’s very helpful!
    Looking forwards to a priest guide soon.

  15. Thanks for putting this together!

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