Updated Sat, Dec 05, 2009 by Stow
If you picked the path of the Cleric, you signed a contract secretly. A Daeva of healing must dedicate themsevles to little more than the status of health bars. We have the tools to make or break every party and every situation. So to ensure your career as a healing hand is a pleasant one, we'll breakdown each heal and where it falls situationally.
Healing Light is what you'll be using to heal when damage is steadily coming in on a softer target that you can't risk a Radiant Cure on, or when Radiant Cure is down on your tanks and you need to keep the health flowing. It'll always reside at the lower end of your MP costs and maintains high efficency. The downside is that you don't get a lot of healing for the cast time out of it. For instance, when you get Healing Light IV you'll be tossing out heals for about 1000. That's 500 per second of cast time, and will lose horribly to any of your other heals. Healing Light will beat the other heals out in the other categories however, so if you don't need to save a target, or heal massive damage, Healing Light is your ticket to top off those party members.
Radiant Cure is the all-in heal for your tanks. If your tank can endure the punishment for 3 seconds and is missing (or is about to be missing) a lot of their health, start charging this. If you aren't sure or don't want to risk it, you need to use a fast heal to set up a cushion for the cast time so this heal can go to work. Radiant Cure can also be used after Penance in a safe zone to restore you to full before or after using it so you can get back to slaying. It's important to note that the lighter armor classes will be more than likely overhealed by this. Use smaller heals to get those leather and cloth weaklings back in the game so you don't waste your cooldown or MP. When it comes to HP healed vs. time spent casting, this is going to win on single targets every time.
Our heal over time is inferior to the the Chanter version, but it still is worth using. As you gain healing passives and take flight, it'll grow to a more comparable power. This should always be up on your tanks or whoever is about to be on the receiving end unless they are going down in 2 seconds. It's best used on DPS classes that aren't in any danger that could use a little love, so anyone 75-90% HP typically. We do have a lot of heals, however. If you have to remove one from the bar to save your hand from having to reach all the way across the keyboard, this would likely be the first to go. The cooldown prevents it from being easily handed around to the party or alliance. It is an effective counter to damage over time aftermath effects and spells, but why not just dispel them?
This heal is a pain in the ass, to be honest. It's fast enough that you can use it in a pinch. It's quick enough to cooldown that it can be reliably looked to, but the fact that it has a cooldown means it can't be spammed. The efficency is decent. Basically it's everything you could ask for in a solid heal but you can't always be casting it. Light of Recovery is a solid heal to use when things are getting ugly or you need to keep yourself alive under heavy fire. A one second cast time is usually fast enough to avoid interruption attempts in PvP, and you can mix it in between Healing Lights to increase the amount of healing a tank is receiving in between Radiant Cures.
If your tank can survive a further beatdown after a wide area of effect attack, you'll load this heal up. If you can afford the time to do it, using Grace of the Empyrean Lord beforehand is advised since the MP cost is huge on this heal. Even with the terrible efficency from an MP perspective, if only a few people need a lot of healing but they need healing fast, throw this out there and go to work with single targets after that.
If you have to bring someone from the brink of death before the killing blow lands, this is it. Slam this button and get right on them with a real heal shortly after it. A quick Flash -> Light of Recovery -> Radiant Cure is enough to get a tank back in the game with a respectable amount of HP typically. Save it for yourself in PvP, and use it sooner rather than later. You never know when that stun or knockdown will be inbound and next thing you know that instant heal will be ready to go at the Obelisk or Kisk instead of used on the field of battle.
Healing in Aion is much more involved than most MMORPGs due to the cooldown on our spells. You have to pick the right heal for the moment or you'll get caught unable to do what needs to be done two seconds later. Don't be intimidated by the fact that your healing skill bar will be almost full of blue icons. Practice makes perfect. Once you learn what the bosses are capable of, you'll be better at anticipating the damage and getting the heal off just as it happens, or as the assassin looks to make use of his Rune Carve. Now get out there, and .... heal some people! There really is no enthusiastic way to put that, is there?