Game healer




















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The Blood Moon offers healers their very first healing spell as well as their first armor sets. After defeating the boss of the world's evil, you have access to a few items. This guide assumes you have defeated every previous boss and have not encountered the Goblin Army yet.

Before fighting Skeletron, a number of items are available to the player. This guide assumes you have defeated every previous boss, the Goblin Army , the first tier of Old One's Army and have entered the Jungle or the Aquatic Depths. After defeating Skeletron, a large amount of new healer items will be made available to the player.

This guide assumes you have defeated every previous boss, event, and have explored the world thoroughly. After defeating the Wall of Flesh , Hardmode begins and healers gain access to many new healing, support and radiant weapons. This guide assumes you have defeated every boss up until the mechanical bosses. After defeating the Moon Lord , you will have access to The Primordials fight and its items.

This guide assumes you have done everything else in vanilla and the mod. The Healer class has various unique mechanics that are relevant to their success. A simplified version of this list can be found on the main Healer page, but this guide will go slightly more in-depth in this section. Most healing sources heal for a base amount as stated in their tooltips. Several items provide additional healing power to the owner, allowing them to increase their healing output.

Usually these bonuses to healing cannot be used on the casting player wielding the items, but with spells like the Holy Staff, Twinkle and Renew the player can receive these bonuses along with their allies. Being afflicted by Mana Sickness after drinking Mana Potions also afflicts the player with Out of Touch, negating bonus healing. This negative effect encourages healers to better manage their mana consumption and punish healers who may try to spam Mana Potions.

Life recovery is a special form of healing that functions as a heal over time effect. It works separately from life regeneration and continues to work even when life regeneration does not due to effects like Bleeding.

The recovery rate is unaffected by movement, taking damage, dealing damage, or anything other than its timer. Every second, unless under the effects of the Ra's Whisper , the player will heal life equal to their life recovery amount. All forms of life recovery provided by the healer come from accessory effects and work as buffs on the healed ally.

Since life recovery effects are applied and last their full duration after only one trigger, it works well in situations where the healer may lose line of sight of their healing targets. It also works well in fights that are drawn out, where sustained healing is more important than burst healing.

Healing spells that affect a large number of allies also work incredibly well with life recovery effects, as they can trigger a large amount of life recovery cycles with a single cast. Barrier life is a decaying, temporary increase to a players maximum life. Taking damage will take health away from the barrier before truly effecting your health pool.

Essentially, it works as a buffer against the next attacks against you. Many healing items and support spells give barrier life, though it can be granted by other items and effects as well.

A players barrier will decay by 1 every second until they have no more barrier life. Auras are temporary rings of various sizes that surround the cursor of the owner when activated. They apply beneficial effects to any allies that touch the aura, but do not benefit the casting user. These auras do not have to be channeled, and last for a reasonable time after only one use. With one use of the chosen aura, the healer can then switch to whichever healing spell or weapon they feel is needed, and still grant special effects to allies they touch.

The auras allow healers to improve the damage of their team and survivability passively, with minimal effort and upkeep. Heal streaks are a primarily informative feature that displays the amount of healing done by a healer over a certain amount of time.



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