An example of this would be a comp such as Arb>HM>Hel>Leper/Crusader. safest) choice is to bypass that and go with a dedicated healer.Ī solid alternative is to opt for self-sustaining heroes who can manage themselves without relying on a dedicated healer. The short answer is no, you don't always need one. Of course, if you stack defensive stats like PROT and DODGE then this may be different. I had my heroes smacked from 100 to 0 % health in one crit from a Treebranch Smackdown and I now heal every time the whole party is hurt or someone got beat up bad. It also saves me some food on longer runs. It is so frustrating to risk losing a character, especially at high levels, that I feel it is a good thing to start outhealing an enemy encounter's damage ASAP so that by the end of the batlle you are in a good position to start the next one. I always run my Vestal with 2 +heal trinkets so that her party heal at level 6 is 5-7 which is amazing to replenish health pools, and I will usually start the healing on the first turn merely to reduce the odds of a bad focus or an untimely crit that brings you to death's door (and because Vestal is often among the last to play). I will respectfully disagree with this part. but dont heal with a group of 4 enemies there unless your on deaths door, or have an enormous dot on someone. stun locking the last enemy with a dot ticking is a great time to throw in a few heals. letting your teammates get to low health, damaging the larger groups with your healer, and then healing with food or camping is an ENORMOUS benefit. Originally posted by dixon sider: you should really only heal when there are only a couple enemies left, or someone is on deaths door.
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