This site was created in 2009 - I am working on updating this to 2020 game play with the 130 level cap.
Do’s and Do not:
If you don’t understand what some of these skills are, I will cover them later so don’t worry.
Do
- ALWAYS be watching your allies' health bars. As a main healing class, it's your job to keep other people up and running. Please do not let them get below half health; you are risking their life if you do so.
- ALWAYS watch you own health bar. It can be very easy to get distracted with healing everyone else that you don’t realize that you yourself are taking heavy damage. Especially because your own health bar is separated from the rest of your fellowship's in the UI. (I make this mistake at times, which is why I will STRESS this issue.)
- Use your Cry of the Valour carefully, if you fear something that is hitting you and it runs off into another group, when the fear wears off, it will PULL that second group to you and then you’ll be in BIG trouble.
- If you’ve got some extra time between heals, use “Song of Soothing” to lower your threat level. It could help later on, and it's easier to use it BEFORE you get agro and have enemies beating on you, since they interrupt you each blow.
- Use Bolster courage and Raise the spirit to heal, I’d say Bolster courage most of the time since the power cost is just about the same as Raise the Spirit, but heals for a lot more.. use Raise the Spirit to touch up or for a quick save.
- Please only use Soliloquy of Spirit to touch up or to help out on a certain target., it is not a full heal, unless you have watcher of resolve trait set slotted and certain legacies to improve SoS. Not saying not to use it, just don't make it your primary heal you cast like some minstrel's I have seen do.
- Watch what you attack between heals, you don’t want to fear something a burglar or loremaster has mezzed, or release them from their dazes. They must stay confuddeled!
- On Triumphant spirit, if it is your only option to prevent yourself from dying and to add a few precious seconds to the fight, go ahead and use the durn thing, and be sure to alert your tank that your are getting hit so you don't go down again.
Don’t
- Running ahead is bad news for a Minstrel in a group. Always let the tank or designated puller get the enemy's attention. (I admit, I do this at times, but that's me, I enjoy risk, adds more fun to a group if its boring because we're just that good..)
- Running away from enemies when they are hitting you is a very natural reflex for some. DON’T DO IT. It makes it harder for Guardians and other melee’ing classes to get them off of you. ( the best position you can have is near the guardian, not to close to the enemies AOE’s but far enough away his taunts will grab whatever is hitting you or threatening to hit you.)
- Try not to get into melee if you can help it. You shouldn't really have to in most cases. (But use your ballads here and there since they add a +3% buff to healing each one you play, and they STACK.)
- Don’t let your fellowship members get so low in health that they have to ASK for a heal, keep them at full health if you can, or near it.
- NEVER EVER use Triumphant Spirit to save YOURSELF in a group, if you are getting hit and are going down, using this will just grab MORE agro onto yourself, and you’ll go down twice as fast as before, trust me. What you need to do is play dead if it is available. But on a side note, If your party is low on health and you are going down, you don't dare play dead. On a fight like the watcher fight, you should never play dead. If you have lots of power, you can bubble, but this is only a solution for some situations.
- DON’T EVER spam Inspire Fellows, unless everyone at once is taking repeated damage. This will just DRAIN your power very quickly, leaving you with nothing left and everyone dies.