Healing Tactics
#1
Posté 16 décembre 2010 - 10:04
1) She runs through her mana too dman fast
2) I can't figure out a "if an ally dies, ressurect him" tacttic. None of the "conditions" include dead.
Someone posted a full list of good tactics for healers, does anyone still have it?
#2
Posté 16 décembre 2010 - 04:38
have Wynne learn the blood mage specialization
give Wynne WIL boosting gear and stamina/mana regen items
don't turn on her sustainables until ,10% mana
2) if a mate is down, do NOT rely on tactics, manually select Wynne, cast resurrect, cast group heal
there may be an 'unconcious' condition but can't remeber
#3
Posté 16 décembre 2010 - 05:41
Some of her tactics are:
Self health:<90% regeneration
Self health:<75% heal
Ally health:<90% regeneration
Ally health:<75% heal
Ally health:<75% group heal
Ally health:<50% force field
Self: being attacked by a melee attack: mind blast
Enemy: target of (name of tank): attack
Basically, this makes them a heal bot who conserves mana. It also helps to look for any gear that raises mana regeneration, and it doesn't hurt to have a bard use song of valor for mana/stamina regen. Rarely do I ever need Wynne to use lyrium potions, and she doesn't use the blood mage spec. If a companion falls in battle, I'll switch to her to cast resurrect if needed or I just reload. Wynne shouldn't need any sustainables, though it doesn't hurt to have arcane shield up. Cleansing aura is nice for curing injuries, though I'll cancel it once the injuries are gone. The healing effect is too weak to be noticeable, and supposedly, it has the same aggro effect as threaten, which will get them unwanted attention, unless they're an arcane warrior tank.
#4
Posté 16 décembre 2010 - 07:06
I also have tactic: Self Mana/Stamina < 10% use Highest Mana potion and/or Self Mana/Stamina < 25% use Lowest Mana potion for mages. The latter chews through a lot of mana potions but if you can afford them, why not?
#5
Guest_Glaucon_*
Posté 16 décembre 2010 - 08:13
Guest_Glaucon_*
JFRiley wrote...
Am I missing something? I have Wynns tactics sorted out but theres two areas I can't seem to fix:
1) She runs through her mana too dman fast
2) I can't figure out a "if an ally dies, ressurect him" tacttic. None of the "conditions" include dead.
Someone posted a full list of good tactics for healers, does anyone still have it?
To get a resurrect rule you will have to install a tactics mod. The most often recommended one is: Advanced Tactics, and I would recommend it too as there are lots of additional rule options. You can find it on most mod sites.
Modifié par Glaucon, 16 décembre 2010 - 08:16 .
#6
Posté 16 décembre 2010 - 09:52
Then she could heal even with shimmering shield and rock armor on.(and with heavy armor)
And use some damaging spells.
#7
Posté 17 décembre 2010 - 01:45
#8
Posté 17 décembre 2010 - 07:49
Are you putting points into anything but Magic and Willpower, other than a little bit of Dexterity for her (lack of) defense/armour?
#9
Posté 17 décembre 2010 - 10:13
Zy-El wrote...
Actually, I prefer Wynne to use poultices to heal herself thus conserving her mana for healing others. For each party member, I set: Self Health
I also have tactic: Self Mana/Stamina < 10% use Highest Mana potion and/or Self Mana/Stamina < 25% use Lowest Mana potion for mages. The latter chews through a lot of mana potions but if you can afford them, why not?
This. I also set Wynne's tactics to "defensive'. She tends to stay too close to my character, but it also conserves mana by taking her off the attack. Once Wynne or Morrigan get the fourth tier of Herbalism, I start phasing out production of lesser health poultices and lesser lyrium potions in favour of the biggest bang for the buck potions.
Also, if Wynne or Morrigan has it, Ally Health <25%/Forcefield is worth doing.
#10
Posté 17 décembre 2010 - 06:16
#11
Posté 17 décembre 2010 - 06:54
Modifié par GlassDeviant, 17 décembre 2010 - 06:55 .
#12
Posté 20 décembre 2010 - 03:25
#13
Posté 23 décembre 2010 - 01:01
1. Don't make your healer mage into an AW and equip her with massive armor. Putting her in armor makes her mana costs go up, and the heavier the armor the more her mana costs get inflated.
2. Don't let your mage use a lot of sustainables. Each one that is running not only shrinks her mana pool; it also raises mana costs for every other spell she casts for as long as the sustainable is running. That means this practice is actually a twofold hit against your mage's mana longevity.
3. Do NOT put your mage on "Defensive" or "Default" behavior. Keep her on "Ranged" so that she stays away from enemies. It is better to have her 20 meters away casting her heals from an isolated corner of the room than to have her right next to you taking stray shots and getting caught in every AoE your enemy throws at you.
4. Along with #3, give her first preference for any robes/rings/etc that have the "reduces hostility" trait on them. The less she attracts hostility, the less damage she will take while hanging out in the aforementioned isolated corner.
5. Put lower thresholds on her action triggers, to make more efficient use of her spellpower. This takes a bit of explaining. Basically you want her to only cast healing spells on people when they really need it and when it is not going to waste a lot of the healing effect. If she is set to cast a heal every time an ally get to
6. Combined with #5 above, you also want to make sure every single party member (including Dog and Shale) has a self-use healing pot command in their very first tactic slot. Set this command at one level lower (which is 10% if you use Advanced Tactics mod) than your mage's heal-other command threshold, e.g. if Wynne is set to cast heals on any ally below 50%, then the allies themselves should be set to use healing pots below 40%. That way if two allies get smacked down simultaneously, the mage will heal one right off. But if the second goes even lower before Wynne's heal cooldown has cycled then they will heal themselves. OTOH, if they don't go any further down, then they will wait for Wynne to cycle and recast rather than burning a pot. Better to use a pot than to let allies die and have to depend too much on the REALLY long revive cooldown. Again its a balancing act between being wasteful and being dead, since wasteful also leads to dead when your mage is repeatedly running out of mana right when her heals are most needed or you keep running out of heal pots cuz your party dudes are popping them like tic-tacs.
7. Whatever % you have people set to heal themselves at, go 10% below that and use it as your threshold for group heal. In the example above that would have the mage casting group heal when any ally fell below 30%. Chances are that if one person is that low, at least one or two others prolly also need a little healing help. This tip is strictly for the AdvTactics mod (or similar). In vanilla set group heal to the same threshold that #6 is at.
Note: on 5, 6 and 7, set those numbers where they work for you based on your style and difficulty settings. Obviously if spellpower is relatively low and/or difficulty is high, set all your HP thresholds higher to compensate.
So for Wynne you might set these as her first 5 tactics:
1. self - health 50% -- use healing pot - least
2. self - mana 30% -- use lyrium pot - least
3. ally - health 50% -- use ability - heal
4. ally - health 30% -- use ability - group heal
5. ally - status = dead -- use ability - revival
...and for each ally put in their first tactic slot:
1. self - health 40% -- use healing pot - least (or "most" if its a tank with LOTS of HPs, like Shale)
Biggest recommendation: get the Advanced Tactics mod. It is a huge help to be able to automate the revive spell and set more precise conditions for both offense and defense.
(Sorry for the long-winded dissertation. I got on a roll.)
Modifié par Pro_Consul, 23 décembre 2010 - 06:48 .
- Ruegar14 aime ceci
#14
Posté 23 décembre 2010 - 09:25
Also, I have never been a big fan of using force field on my own mates (as some have suggested) since it takes them out of the fight. Better to use it on an elite enemy, I think, and take them out of the fight until you are ready to deal with them. And it's not the end of the world if someone goes down- injury kits are plentiful and Wynne can eventually learn a spell to remove injuries (though not from herself). For a real challenge, try playing without potions. Even on normal difficulty it is tough- some fights are darn near impossible (Flemeth comes to mind).
#15
Posté 24 décembre 2010 - 04:33
#16
Posté 24 décembre 2010 - 04:48
Zy-El wrote...
I like to save my Force Fields for when Ally is Grabbed, use Force Field. Works for when an Ogre grabs them or when someone is held by a Crushing Prison.
Force Field does NOT work against a Crushing Prison! It creates a combo spell that causes a huge explosion that damages everybody in range!
I learned this the hard way last night, when, remembering Zy-El's advice, I tried it on Alistair when he got caught in a Crushing Prison. Huge mistake! Took my whole party down to 10% health, and I just barely had time to cast Group Heal before we all died! Good thing my mana wasn't low.
I thought it was a hilarious "bumbling mage" Aunt Clara kind of moment, though. I imagine my party giving me dirty looks for the next week!
Modifié par BelgarathMTH, 24 décembre 2010 - 04:49 .
#17
Posté 24 décembre 2010 - 05:24
1. Self - Health < 30% - Use least powerful health poultice
2. Self- Mana < 20% - Use most powerful lyrium potion
3. Self - Being attacked by a melee attack - Glyph of Repulsion
4. Enemy - Nearest visible mage - Glyph of Neutralization
5. Ally - At least 2 allies are wounded < 75% - Group Heal
6. Ally - Health < 20% - Lifeward
7. Ally - Health < 50% - Heal
8. Ally - Health <70% - Regeneration
9. Ally - At least 2 allies are exhausted < 25% - Mass Rejuvenation
10. Shale (or w/e tank you're using) - Surrounded by at least 3 enemies - Glyph of Warding
11. Enemy - Rank - elite or higher - Glyph of Paralysis
12. Enemy - Rank - normal or lower - Petrify
13. Enemy - Status - frozen/petrified - Stonefist
14. Target - Health > 50% - Lightning (Winter's Grasp works well here too)
15. Target - Any - Arcane Bolt
Modifié par Top Gun volleyball, 24 décembre 2010 - 05:54 .
#18
Posté 24 décembre 2010 - 05:40
How about adding Ally - Status - Dead - Revive
#19
Posté 24 décembre 2010 - 05:43
BelgarathMTH wrote...
That's a really good, thorough tactics list for a healer, Top Gun.
How about adding Ally - Status - Dead - Revive
These healing tactics are so good no one in my party dies so I'm not going to waste a tactic slot on Revive.
#20
Posté 24 décembre 2010 - 05:55
BelgarathMTH wrote...
Zy-El wrote...
I like to save my Force Fields for when Ally is Grabbed, use Force Field. Works for when an Ogre grabs them or when someone is held by a Crushing Prison.
Force Field does NOT work against a Crushing Prison! It creates a combo spell that causes a huge explosion that damages everybody in range!
I learned this the hard way last night, when, remembering Zy-El's advice, I tried it on Alistair when he got caught in a Crushing Prison. Huge mistake! Took my whole party down to 10% health, and I just barely had time to cast Group Heal before we all died! Good thing my mana wasn't low.
I thought it was a hilarious "bumbling mage" Aunt Clara kind of moment, though. I imagine my party giving me dirty looks for the next week!
Hahahahahah . . . I thought you knew about that!
I play on Nightmare and it just seems that whenever one of my peeps gets caught in a CP, it's til death does him in. So, the only way to negate it (short of using Cleanse Area which dispels all my auras) is FF. Yes, friendly fire can be hilarious. Mages with Flame must love toasting their buds or freezing them with CoC. I always have to turn off those tactics as they do more harm to us than them.
Modifié par Zy-El, 24 décembre 2010 - 05:57 .
#21
Posté 24 décembre 2010 - 07:05
I did learn that a Dispel Magic works, while only debuffing the victim of the Crushing Prison. They are better off debuffed than dead! In an emergency, I have occasionally managed to keep healing the CP victim until the spell was over. I think it takes two healers in the party to pull it off, though.
I usually manage to get enemy mages dead before they ever get more than one spell off, if that, by using Mana Clash. That spell is so deadly to mages, I have to wonder why they never use it on me! They usually start with something lame like Chain Lightning. A few of them start off with Fireball, which actually is something to worry about. But the AI just never seems to open with Mana Clash like it should. (Basically, make your Resist roll or die.)
They don't heal themselves as much as they should, either. I wonder if that mod that increases difficulty beyond default Nightmare takes care of some of this.
Modifié par BelgarathMTH, 27 décembre 2010 - 03:03 .
#22
Posté 24 décembre 2010 - 07:59
#23
Posté 24 décembre 2010 - 08:29
Realranger55 wrote...
Casting a force field on a cp causes an explosion that leaves the person caught in the cp unharmed and free to move around again.
...but flattens any nearby teammates, including the caster of the caster of the FF.
#24
Posté 24 décembre 2010 - 09:23
#25
Posté 24 décembre 2010 - 10:47
Pro_Consul wrote...
Realranger55 wrote...
Casting a force field on a cp causes an explosion that leaves the person caught in the cp unharmed and free to move around again.
...but flattens any nearby teammates, including the caster of the caster of the FF.
Select all, click a safe distance away, cast force field. Your teammates can easily be moved, even if its only for a second.





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