Bolded and quoted for effectkurita wrote:NEVER use the Spells like you get them from the trainers... always restanza them.

I just want to add that smaller time credits are okay if you have a decent amp, I say probably 90%/90% or more in the specified skill.kurita wrote:NEVER use timecredits(exept if you´re lvl 150
A good healers knows how to stay alive, you obviously cannot heal if you are deadkurita wrote:KNOW when to RUN

Maybe using one piece of Medium armor and the rest light armor, too. It gives and extra hp boost (and since I have a lovely Sehraci dodge vest it doesn't cut back on my dodge but 1 tiny point). I find this is very useful in Player versus Player as you can take a little more damage too.kurita wrote:NEVER heal in HA, MA may be used in a pinch, but LA is a good healers choice.
Unless of course that attribute is time credit, then you might want to think about possibly getting the damage/heal spell if you have enough other credits to use the damage/heal spell.kurita wrote:if you go to the trainers, ALWAYS buy attribute upgrades first, how tempting this extra damage stanza or new spell may be.
Again, quoted and bolded for effectkurita wrote:please, learn at least basic healing(lvl50-75), to rez if needs be, even if you don´t like to be a healer.

You can also get speed with your magic skill points, if you both nuke and heal, or afflict too, then you may have loads of magic skill points. So, you might find you have the extra skill points to use at the magic trainer instead of wasting those hard to come by melee (fight) skill points. If you are planning on the mage route, then melee(fight) skill points are harder to come by.kurita wrote:get the speeding and melee protection aura powers with melee...