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Introduction of the History and Ways of Healing Arts-SRS

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PostPosted: Wed Apr 06, 2011 10:19 pm


Introduction of the History and Ways of Healing Arts-SRS Shilling

...contents...
Chapter One....................The Ancient History of Healing Arts
-Section 1: The Great Loratpa
-Section 2: Marhadi's Sacrifice- The Art of Meditation
-Section 3: The Ancient Potion of Revival
-Section 4: Sir Frankardeo Watermeat the Third

Chapter Two..................The Art and Today
-Section 1: The Core Healing Sets
-Section 2:The Classifications of Healing Spells
-Section 3: Tips on being an effective healer

 
PostPosted: Thu Apr 07, 2011 1:23 am


The Introduction

For Centuries the healer has been known within our world, the origins date back to the Ancient Lost isle of Rydia. This is a subject that fascinates me; I spent much of my lifetime studying this ancient lore and story. However, as a young student I understand that many of you are probably unfamiliar with the legend of the source of our art, so I will put it to the best words I can.

Although it was around since the dawn of time Sir Frankardeo Watermeat the Third discovered modern day existence in Rydia’s stories, legends and lore. He always had a passion for the art of healing and mystical medicine, and decided to embark a journey to where it all began. His leads took him To the Human Ruins of Otami, it was here he discovered a small village of mystics, who told him the knowledge of their ancestors. They gave him the golden discovery he wished for, an ancient tablet that spoke of the secrets of Rydia’s past, and the ancient ones known as “Eldarians” – The Tribal men told him many great stories, and techniques which I will discuss with you within this Chapter.




Chapter One: The Ancient History of Healing Arts




arrow Section 1: The Great Loratpa


“They told me a story while they prepared the village meal of Cotal broth; A story about a great queen, who gave up her self-being to separate our world from the world of man. They spoke of her being an entity of greatness; She was the chosen one who taught them their ways, the ways of Healing. They spoke of a time ages ago, where there was no force barrier from the gap of our world. Men lived among mystics; in fact it is legend, that man was even taught some of our secrets. “

This passage was taken from the Memories of Lord Watermeat, among the time he stayed with a tribe of mystics with in the Otami Regions. It was there they taught him about a powerful wizardly queen named Loratpa. She ruled the isle of Rydia for centuries, a suppose daughter to there god Ferspa. She lived in the time of Rydia’s prime, which is also said to be around the time of The Otami Empire.

It was Loratpa who set down the foundation within her teaching for the art of healing.




II. The Code of Loratpa

The Eldarians were very strict beings, they had strong believes, and followed a certain guide set, this was known as “The Code of Loratpa” it was said she created this code to bring peace within the balance. Those who did not follow the code were normally outcaste, or named One’s of Darkness, and exiled.

The code insisted of the following, it has been translated from the original carving:

Quote:

1) The true source of the power is deep within one’s self, you must search within you with the light of love to truly understand and connect.

2) Only the pure souls can know the secrets of our art, if you cannot seek purity you will fall to darkness, and be taint.


3) Protect those in need with a keen eye

4) Nature is a tool to one’s self, do not underestimate it or take it for granted. It must be looked at with the greatest respect.


5) It is not our beings, which matter; we must sacrifice for the good of others.






III. The fall


Soon the time of peace would become a time of chaos. The mankind was jealous of “The Eldarians”, and started to have constant battles trying to seek more knowledge. It was right before the fall of the Otami Empire that a great battle struck. The tribes invaded Rydia; The Eldarians were in fear for their life. Many were slaughtered, including that of elderly, woman, and children. The people of Rydia fought strong, In a time of distress for her people a Dream came to Loratpa, a dream from her father within the heavens, he told her what to do, In order to save her people, she had to make a sacrifice. Just as the Otami were reaching the capital lands of Rydia, the queen would take a stand, Using all of her power she would call upon the spirits and sacrifice herself to split the Mystic world from the world of man, saving the teachings, and our plane.




arrow Section 2: Marhadi's Sacrafice- The Art of Meditation



The True start of the Meditation technique is still being studied today by great scholors of the wizard world. However, according to old legend there is more behind this story then what meets the eye.



I. The Lore of Marhadi


It took place centures after Loratpa, with a young boy by the name of Marhadi. He lived in a tiny village in the south lands, his people were among almost a brand of tribal. They were Indians of this territory. Marhadi held a special gift that in this time no other held, The Gift of Recovery
Legend says, that upon coming home from his daily fishing routine Marhadi ventured back to his home village, only to find it engulfed in flames. Many were dead, others in a frantic, screaming and running around like they were under a maddening spell; But they were only to be struck down, there were no survivors of this tragic fire, No survivers other then Marhadi.

Saddend by this, He dropped to his knees, where he would enter a deep meditation, entering a state which no other could possibly conjure. He connected everything within him, deep within his essense, deep within his heart. After 5 Days, he would see the Spirit of Loratpa She told him not to worry, that everything would be okay. That he could save his people, however he must make the ultimate sacrafice. Marhadi didn't think twice on this action, Instantly he would give himself to Loratpa's deal, His very essence sweeping over the village, brining all the deciesed to live once again. He restored life, Upon this he gave them all his gift, The gift of recovery (Which will be taught how to access later on in this section) --- Marhadi was never to be seen again, But the memory of him was placed in all.

II. The Logical Explanation of Recovery


There are Some Wizard's who do not beleive in the simple lore of how these abilities came to me, So further research has been taken up. A Researching Scholor will tell you that The Story of Marhadi is a hoax, and that there is a simple explination for how for centuries the ones of wizardry have been able to recover.

It is said that in a time of need, the mana within our core goes on Hyperonic Survival Mode Which means we produce more mana within our system as a natural effect, which causes our bodies to rejuvinate energy. Further tests are being done to proove this, Many schools tend to teach this explanation rather then the lore.

But in this book, I beleive that the lore is a rather more realistic cause then the scientific, there are no boundries of magic. It truly is an argumentive subject,


IIII. How to Use your Meditation Ability


How does one get in touch with their inner power of meditation? how does one unlock the secrets? whether the origins of this strange power be logical or of another cause, the way to connect within it is simple really.

Quote:

1 - You have to be in time of true need, in other words your health, even mana pool have to be to the point of almost exhaustion.

2- Drop to your knees, in kneeling pose. Close your eyes and concentrate. Think deep within yourself to something which calms you- Whether it be the sound of rain, the feeling of the warm sun beating on your face- whichever gives you that sense of comfort. Each wizard has there own calm place.It is important you figure this out, this is a key success in the art of meditation. When you feel your energy at it's refreshing point, your safe to continue.



But my dear friends, it is required that you do this with the most responsibility and careful actions, for when in the meditation stance your strengths lowers, due to the fact you are focusing and spinning the mana pool within you. There is one important bit of advise.

Quote:
When in meditation stance, do it in a place which is heavily guarded by a team, or a place which you can not be reached by creatures, or seen. Again, when you are in this position your strengths will be lowered, and any strike can be deadly.



arrow Section 3: The Ancient Potion of Revival


In the Ancient World, it is said the great Alchemist's of the tie discovered a rare potion, This potion is known as A Reviving Potion . The recipe is only known by a selective few- however, it is hard for us to recite , for these few chosen ones speak a strange language, which has been passed down through generations, dating back thousands of years ago. It is not known to the average wizard's tongue. However, Research Scholars of Wizardry have been trying there hardest to study and discover the secrets of this strange potion, and probably the most powerful potion known to us.


I. The Dangers


Let us start out with the Dangers of the Reviving Potion because this is probably the most important information.

The effect of the Reviving potion, is an effect which should not be taken for granted. For it fully recovers ones mana and health. One holder claimed it to be "a rebirth".

Highly Addictive The Reviving potion is one of the most powerful potions in the wizarding world, and with that comes addictiveness. If taken the wrong way, one can get so dependent on this potion, that it will corrupt them, sometimes even destroy them. It is only to be taken in small doses, since it's creation it has been met to be taken in small doses. It is wise to only use this potion about once or twice a year.

Dangerous Ingredients The potion is made with the most purest ingredients, and at the time the Alchemist's would use those ingredients which were close to them, and somewhat easy to access. However today it isn't exactly that simple. Deep within the jungles of Otami there is a great bird known as a Feathered Coatl In the Ancient lore of the wizarding world it is said one simple feather from this bird, holds great healing properties. -- It is known that this potion alone takes around 15 plucked feathers.

Another challenging ingredient is the Essence of White Daisy's, Which tend to grow majority of the time deep within woodlands, you are lucky to find one just among the normal grounds. If one does try to find this ingredient it is wise they do it with a group.



II. The Goods


Just like there are con's there are also pro's to the creation and effects of this potion.

All though the potion is addicting if taken in the right amount it can give you great health in your time of need. When you are at the point where you are so exhausted to the point you can't move, just take a sip of this drink and it will rejuvenate you., giving you back a third of your health and mana pool. So it rejuvenates you not only physically but magically.

In the times of the ancients it was often given to the warriors, this would keep them alert and give better changes of fighting and defending against the enemy.



III. How to use it

The use of this potion is simple, i will explain it in a clear understanding.

Quote:

1 - This potion is used and can be equally worked as the spell Defibrillated (Which will be taught later in this book); It can also be used if you are completely knocked out.

2 - Upon taking it, It will give you a third of your health and mana back, When you are awaken you may use it again to void exhaustion of spells, and allow you to use 2 abilities, while the rest gather enough time.



Again, it is warned you take this with respect, too much could be fatal.


IIII. The Known Creation


Scholars have been researching trying to figure out just exactly how to make this for personal use, rather then spending hundreds of gold to buy a simple bottle. If we learned the secrets of this potion it would do good for our community, and help us with a lot of issues and issues to be. Below is what we know of so far.

Quote:


15 Feathers of A Feathered Coatl
20 Essenses of a White Dasies
3 viles of blood from a green dragonfly



It is not sure of how these ingredients are prepared, it is still being studied by experts. Perhaps someday in time we will have the true answers.

arrow Section 4: Sir Frankardeo Watermeat the Third




I. The Early Life of Sir Frankardeo Watermeat the Third



Lets take you back to the year 1860,In the great wizarding city of Nottingbar; A young boy stood at the dock, glancing at the great wide ocean, It was here he had a dream. A dream to one day explore the great beyonds of not only the wizarding world, Relam of man. This boy was a young Frankardeo Watermeat. His line is full of Noble men, One of the most famous named Flink Watermeat (The founder of the Watermeat name, from as far as our records date back. Taking the name of his mother.) ; Like his gene pool he was also a noble one. His father died at a young age, and His mother was a simple seamstress. However, she didn't treat her son rather nicely, It was said she completley ignored him at times, For it was to painful for her. But that is another story completley, it wasn't until he was 16 Years old he took his first great adventure, Boarding a ship of pirates, secretley. When he was discovered by one of the Crew men, he instantly became one of the men, With his brilliant ideas. Eventually he would become second in command next to the captain, Never to turn back.

Frankaredo, also had a love for the science and research, especially that of the Healing Arts. he wanted to not only discover places, but create hope for the rest of the wizarding world. He didn't want ones to suffer such as he did. Around 1870; The captain of his pirate fleet, would fall ill. All though mesarues were took, trying to save him--In the end it failed. Being as Frankaredo was adored and loved by the captain, it was he that the crew was given too. It was at this point, his true story begins, and he would embark on the journey of a lifetime.



II. Who Was Sir Frankardeo Watermeat the Third? And what did he Contribute?


We all know about Sir Flink Watermeat, and His Adventures with the Beautiful Princess Lola KiKi, But what about The Great, Great, Great, Great , Great Grandson of Sir Flink Watermeat? All though not much is known about Flink,Except childhood stories, A lot is known about The Great Frankardeo. He lived around the 18th Century, and was a great explorer. He discovered many things that have great importance to The Wizarding world as of today. One of the most famouse is the discovery of "The Tablet of Loratpa", Which was the writings and Healing Secrets of the Ancient World of Rydia, Which also led to many of it's lores and stories.


Frankardeo not only was adventureious explorer, but he had a love for the art of Healing and Buffs. He was somewhat of a scientest, and wanted to find the true meanings and history. He is responsible for many of our teachings in this art in the modern times. All the information is known to us by His Journal, which is called "The Memories of Lord Watermeat" He conducted many expeirments in his time, Not only on spells, But also the essense of the ingrediants. Essenses such as The Feather of a Cotal, for centuries it was not known of the importance, but with his research, and ancient stories--It was indeed fact that these peices held great healing advantages.If used the right way, it is even said that the use of these feathers can raise one from death. Until his studies the proper healing ingredient and only healing ingrident known was that of Flowers and herbs. It was the first time that a object such as a feather was placed into this catagory.


III. The Tablet of Lortpa


Around the time of 1890, Frankardeo founnd the small otami village of mystics called "Centiarza" it was upon here the elder of the village gave him the gift of a great tablet, which held the ancient stories and lore of there people, This was called The Tablet of Lortpa. However, at first the tablet was hard to read, for it was written in ancient text, called Ryglifa, Which is a series of symbols and pictures. It was with the help of the natives which he was able to translate. This tablet spoke of many stories, and techniques. It told us of the medicines they used, the ancient spells, Techniques such as the art of meditation and it's orgins. It was a major part of the history of Healing and Buffing arts.

He spent half his life studying this tablet, and figuring out and exprimenting with it's teachings, this was said to be his last project before his death in 1910. Upon his death, the tablet was lost, along with the Watermeat name. It's whereabouts are unknown, Why would he hide his teachings? his Studies? perhaps he was afraid if it got in the wrong hands, it would be corrupt. Many efforts have been taken in effect by the Minister of the Wizarding World to find the whereabouts, Currently researchers are hunting for the great tablet, So we can find more information on its art and secrets. However, Despite it being lost, it still taught us many teachings. Is it real? or is it myth? only time will tell.  

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PostPosted: Tue Apr 19, 2011 9:22 pm


The Introduction

What does it take to be a good healer? what are the ways of the healer? in this chapter you will learn exactly that, if there is one thing i know from my many adventures, it is the grand advice that i grasped from others. Some of the greatest Artisans of the Healing, told me there techniques, told me there secrets.

You will learn about many things, You will learn about the Core sets of a Healer, you will also learn about the different categories of magic arts, and techniques.




Chapter Two: The Art of Today




arrow Section 1: The Core Healing Sets



I. What is a Healing Set? What is a Set? : Defined


What is a Healing Set? The common definition of it, is as followed: "The Organization of spells of different meanings"-- I know, it doesn't make sense to me either, But i guess in the simplest terms, it is a set of spells, which hold different properties, and effect in certain ways. It is the essence in what speaks the difference between a healer and a buffer, or a warrior and a ranger.

There are two types of core healing sets, in this section we will describe them in whole. However do not close your mind my students, for it is popular that a skilled wizard has a set of there own abilities.


II. Medic


Spells: Adrenaline, Bandage, Defibrillate, Diagnose
Bonus: Footspeed

This is indeed one of the superb sets in "The Healing arts". Not only is it life support, but buff support, which increases the caster's foodspeed. When Adventuring with others, The Medic Set is the strongest. How so? It includes many powerful spells- Such as bandage, Which allows heal over time, and Diagnose, which is an area in effect heal. Another powerful spell is Defibrillate-Which is an ancient practice. It's Origins date back to the Age of Lortpa. The ability is common today, and allows the caster to awaken the dazed and dead. Another meaningful spell used in the set is Adrenalin,which can be use to decrease the dodge abilities of enemies for a short time (This is a DEBUFF, which you will learn about later in this chapter.) if used right, this ability will cause a short amount of damage.

The True destiny of those who chose the healing path, is to keep life within the world. In order to do so, one must cut down on the offensive side of life. Ones who use the Medic Stat are not great heroes, they are the support which nurture the hero's. The Support which is the spark of life within the Hero's.

Bandage and diagnose allow for self healing, while the increased health regenerate allows for shorter meditation time. Overall this set is Extraordinary while supporting companions, but weak when used by ones self.



III.Shaman


Spells: Hornet's nest, Rock Armor, Coyote Spirit
Bonus: Increased Stamina Regeneration

A Shaman has been Ancient in our history- However much has changed within the years. A Shaman is one who buffs and increases companions Being and Essences and Energies. Today they are also known as "Baiter's", which was a slang word given to them by common wizardly folk. When in a battle or confronted by danger, A shaman will use his Ability to attract an enemy, How does this make sense? Sometimes when within a companionship, it is by necessary means to sacrifice yourself to save others. There is also something called Crowd Control (Which will be taught in the next section.) The "Dervish" spell allows the caster to push away all enemies- which may be good in times of danger. While one can then use 'hornet's nest" to attack the enemy from afar. "Rock Armor" Decreased the amount of damage ones self and companions can take, While "coyote spirit" tends to the essence of speed.

But is this a good set when you are on your own? yes, it is in the healing department, but in a way it can. Your rock armor can protect you, as well as the gift of coyote spirit. It also allows you to attack from distances, Survival with this, is more greater then with a medic.

Quote:

Test yourself:

Come up with a custom set in the healing arts, then go out with a group of companions and test this out, along with testing it out in a solo adventure. Be Weary though, this may be a dangerous task!




arrow Section 2: The Classifications of Healing Spells




I. Crowd Control


What makes a healer great? there is a very important factor of what makes a healer extraordinary, and what makes them a failed prodigy. This is the knowledge of how they do there art. It is important that one knows the important of a spell, and what the spell classifies under. Each spell has it's own classification. In the healing arts there are exactly 4 Categories within the healing arts: Crowd Control, Healing, Buffs and Debuffs. The first one we would like to speak about is Crowd Control

This is a very powerful category of ability, if used correctly it can make an opposing figure worthless. It's very important these spells which follow under this category are respectfully used, and not abused. Crowd Control Are Abilities in which influence or prevent anothers action. It however forces the caster to use a smaller set of ability. Wizards often used crowd control spells to create a offensive/defensive ration to imbalance between then and an opponent

Quote:

Types of things in Which Crowd Control Effects:

Movement: Spells which modify and decreases an opponents speed. Many young wizard's also think spells which increase a caster, or companions speed do not traditionally fall under this category, But indeed it does.

Spell types which fall in this category:


*Root Spells : Spells that immobilize a target, which allow other actions and spells to occur.

*Snare Spells : Spells that lower movement rates on a target, which allow other actions and spells to occur.

*Movement Speed Spells : Spells which allow the caster or a companion to move faster.

*Teleportion Spells : Moves the caster a distance away, usually to a distance which is longer and further away, however you get there in a more speedy pace.

*Knockback Spells: Teleports or Knocks the target's caster away.

*Levitate Spells : Allows the caster to use terrain advantages to line-of-sight or safely fall from a height in order to cove more ground than normally.

*Direction change spells: Forces opponents to move in another direction, often resulting in tempo or distance gains for the Caster.

*Fear/Stun/Mesmerize/Charm Spells: Robust abilities which usually include other types of spells from the above lists.


Quote:

Action//ability Rate Modifiers
Spells which fall into this category, are not traditionally referred to as Crowd control. These spells either enhance the caster's ability or action rates, or decreases an opponents ability and action rate. These spells allow the caster to gain better offensive/defense ratios, as they allow the caster to use more actions / abilities per time unit or prevent an opponent from using certain techniques. there are varying degrees of this type of crowd control, ranging from shutting down a small percentage of future ability/action trees to completely shutting them down.

Spell types which fall in this category:


*Slow Spells: Usually lowers melee attack rates, but can also slow casting rates.

*Silence Spells : Prevents all casting, thus temporarily lowering all casting rates to be infinitely long.

*Disarm Spells : Prevents all melee, thus temporarily lowering all melee rates to be infinitely long.



Quote:


Forced Action

Indeed, this is the most unusual part which falls under the category of crowd control. But the abilities that fall under are often considered the most powerful. These abilities force an opponent to use certain abilities without there consent.

Spell types which fall in this category:

Charm Spells: Takes control of the opponent and allows one to use some or all of their abilities.

*Fear Spells: Forces opponents to run away from oneself

*Feign Death Spells: Makes it less likely or impossible for an opponent to attack oneself.

*Taunt Spells: Forces opponents to attack oneself.




II. Buffs


What is a Buff? A buff is a term generically used to describe a positive status effect. Which means, Spells in this category effect a companion or caster in a positive way, whether it be a increase of strengths, Adding to one's mana pool, or even health pool . However reader beware! you only want to cast these spells on ones in good terms, for if casted on the wrong individual, it could bring an end.

Quote:
Spell types which fall in this category:

*Status increasing Spells: Any spell which increases the attribute of one's target. They usually increase strength, or make the target more dexterous or intelligent.

*Movement Increasing Spells: Any spell which increases a target's movement, allowing them to move or travel faster.

*Interaction Spells: This is an interesting spell category, it changes how one's target interacts within the world around them. This may include levitation, which makes one float above the terrain and avoid traps, pits, etc. Vision enhancements, or even water breathing!

*Health and Mana Spells: Any spell which add's or heals one's mana pool, or health. This is the more traditional category when it comes to the art of healing.

* Size Charming Spells: Any spell which shrinks or makes a target grow. However, beware, for when traveling any spells in this category may be dangerous.

* Haste Spells: Any spell which increases the attack speed of a target, which allows greater damage.




III. Debuffs


Debuffing Is the opposite of buffing, while buffing effects in a positive way, Debuffing effects in a negative way. Unlike the Buffing Category, Spells in this category are not advised to be casted on companions, but enemies. Debuffing usually weakens an opponent, whether it be strengths, health, or mana. It also can make one very ill, and sometimes to the point of death. While some wizards may use this, these skills are very popular in the dark arts. One must be weary of such skills.

Quote:
Spell types which fall in this category:

* Reduction in Movement Spells: Or also known as "Snares" these spells which fall in this topic reduce the movement speed of an opponent, It is also spells which stop a target from flee'ing.

* Decreasing of Resistant Spells: These type of spells makes a target more vulnerable to other special spells, such as skills that involve elements, or even physical damage.

*Reduction of Attributes Spells: Spells which reduce one's attributes, making them grow weak.

*Unlucky Charms: This spell, will make one have bad luck, and be less successful. Sometimes it even effects the way one combats. These type of spells are preferred by many trixter's, Beware. Sometimes spells in this topic ware off, but sometimes one can be cursed, all depending.

*Blinding Spells: Spells which fall under this topic, usually will either negatively affect an opponents chance of hit, Sometimes spells also cause a target to wander aimlessly, unable to take any actions. This is another spell one must watch out for, and is often used in the dark arts.

*Reduction of Combat and Speed Spells: Spells in this area tend to slow one down in combat, It is used to help one mitigate damage coming from enemies.

*Silence Charms: Spells in this category are one of the most dangerous to the wizarding world, For if they are casted the debuff will cause a loss of spellcasting abilities.



arrow Section 3: Tips on being an effective healer


How can one be an effective healer when together in a group? in this section we will try to explain it to the best ability we can in steps. This section will not be separated, due to the information is just a straight flow.

Step Number 1: Pay attention to your Natural Radar (Crew Pane)


I. How and why?


*You can do so by your "Radar" (Crew Pane) Everybody has a natural radar, you need to tune into your companions and concentrate.

* Your natural instinct will let you know when a member's health is down.

* It also will let you know how much mana is in there pool.

*If one is under a buff spell, the Natural radar will show you.

*if one is suffering from debuff, it will show you this as well.

*You can focus in quickly on key companions who need your service.


II. How you should use natural radar


*If a companions health is losing rapidly, they may be taking damage, despite your best efforts, It maybe sometimes impossible to keep their health up unless you use your heart to heal, which also would draw enemies towards you, while your companion gets their health up.

*It also helps you to keep up with the amount of buffs your companions have, As soon as a buff spell runs out, you can instantly know when to rebuff.

*It also shows if they are suffering from other things, such as sleep or fear, if you notice this allow some of the damage to shift to you, until they get there skill back.

*The natural radar can tell you a lot of whats going on in a fight, you can usually sense who is doing the main damage, by focusing in on how fast there mana drops. This in turn allows you to predict who is going to start accepting the damage first, and when you will need to give your services.


Step Number 2: Attracting Enemies "Aggro" And Healing.


I. How and Why?


*The art of healing can be a bit tricky at times, regularly when alongside other companions healers use the spells of diagnose commonly. Which also means all enemies (In which you are fighting) Will Aggro (Which those who are not sure, aggro is the state in which a creature is attracted to you, and focuses on you) Everything attacking your group of adventures. The more a Healer heals, The higher the aggro against one gets, From Every creature or being attacking,

*It is Incredibly important that one in the Art of healing remembers they are a support role. Healing spells will not keep up alone with the mass aggro. But how is this so? Not only do spells like Bandage and Diagnose take up a lot from ones Mana Pool. But each spell has a cool timer, which simply means you have to wait a certain amount of time before casting once again. Which usually is around the time of 10 seconds, and sometimes even though one tries hard they can not keep up.



II. How You can solve This issue


*Do not give up on an enemy, keep your attack and stance with one. Reader beware for it might be tempting to stop, and take a break when your health is low, But take trust in this Do not. One with the healing arts flowing through there veins can not bring an end to whatever is attacking them without taking much damage. It would also result in you being selfish, and not paying attention to your party members, due to the fact you are to focused on yourself. What you do? Repeatedly cast the Spell "Wish", it will keep you alive. Meanwhile you will be able to watch your members.

Quote:

Some other quick ideas which i will not discuss in detailed terms are this:

* Dearest healer, please try to stay in one area, for if you are all around the land, you can not keep attention, nor focus on your job at hand.

*Pay attention to your companions. It is known that some when in there time of need will mention this, always keep an open ear.
 
PostPosted: Thu Apr 21, 2011 2:47 pm


In this book you have learned the basic's of healing and the history of our ways. Now you are ready to start your journey, take it with the most respect reader, for the road ahead may be full of surprises.

Until Next Time

-SRS Shilling



All history and lore in this book were made for the soul purpose for our roleplay, none of it is true stories. All Zomg info was taken from different threads and forums around gaia.  

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•Department of Locations and Studies (Histories, and Studies )

 
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