I have Anders tactic setup so when an Ally falls below 75% health he is suppose to heal but isn't doing it, I have the tactics enabled so I don't see why hes not healing..?
Anders not healing?
Débuté par
Petah17_
, mars 09 2011 04:37
#1
Posté 09 mars 2011 - 04:37
#2
Posté 09 mars 2011 - 05:02
Are you absolutely certain he's not? There is a significant cooldown on heal, so he can't spam it.
#3
Posté 09 mars 2011 - 05:04
I had this issue as well, he would not follow any of his tactics and just auto attack things. Eventually I just set an entire custom page for him. Also make sure under his "behavior" tab, you have ranged and not aggressive or something along those lines.
#4
Posté 09 mars 2011 - 07:22
like stated above the healing cooldown got increased by alot so he probably healed you at 75% but you didn't notice, my suggestion is leave it at the default 25% or maybe put it at 50%, and keep in mind that while heals are slower now, fully upgraded they heal a ton.
as take note that anders is special and gets his own school of magic, part of it is healing but his special heals can only be used if his sustained healing mode is on, but he wont be able to use offensive magic. (i think he can still use mind blast and other spells that disrupt and control mobs)
as take note that anders is special and gets his own school of magic, part of it is healing but his special heals can only be used if his sustained healing mode is on, but he wont be able to use offensive magic. (i think he can still use mind blast and other spells that disrupt and control mobs)
#5
Posté 09 mars 2011 - 07:46
It may be best to just control healing especially with the longer cooldowns.
He does seem to be healing for me when he isn't dead. :|
He does seem to be healing for me when he isn't dead. :|
#6
Posté 09 mars 2011 - 11:20
Does Ander's health regen sustainable do anything for most people? Beyond the fact that you HAVE to have it activated to use the party healing spells, it seems completely pointless to me because the AeO aspect of it is so small. In any given fight, all of my party members (including my mage) end up moving away from him, making the effect worthless. Add that on top of how much stamina it uses and the extremely long countdown for the two whole healing spells in the game, he seems rather... pathetic... for being the ONLY worthwhile healer in the game. If I wasn't a mage with a heal spell myself, I'd have to chug health potions every time that I got into an extended fight (and I'm playing on normal, which is supposed to be "easier").
I love the fact that the health spell can be upgraded to heal 80% of a player's health, but with the fact that health doesn't increase at levelup and for how long it takes to recharge the spell, healing in this game just seems to be a chore. I know that the makers of the game wanted more tactical use of the spell than just "have the healer spam it," but at the same time, I play this game for the story and the fighting. I don't want to micromanage a boring aspect of the game that slows down the fun. If they'd at least make Ander's AoE regen ability MUCH larger, than that would help out conciderably.
I love the fact that the health spell can be upgraded to heal 80% of a player's health, but with the fact that health doesn't increase at levelup and for how long it takes to recharge the spell, healing in this game just seems to be a chore. I know that the makers of the game wanted more tactical use of the spell than just "have the healer spam it," but at the same time, I play this game for the story and the fighting. I don't want to micromanage a boring aspect of the game that slows down the fun. If they'd at least make Ander's AoE regen ability MUCH larger, than that would help out conciderably.
#7
Posté 09 mars 2011 - 11:21
Does Ander's health regen sustainable do anything for most people? Beyond the fact that you HAVE to have it activated to use the party healing spells, it seems completely pointless to me because the AeO aspect of it is so small. In any given fight, all of my party members (including my mage) end up moving away from him, making the effect worthless. Add that on top of how much stamina it uses and the extremely long countdown for the two whole healing spells in the game, he seems rather... pathetic... for being the ONLY worthwhile healer in the game. If I wasn't a mage with a heal spell myself, I'd have to chug health potions every time that I got into an extended fight (and I'm playing on normal, which is supposed to be "easier").
I love the fact that the health spell can be upgraded to heal 80% of a player's health, but with the fact that health doesn't increase at levelup and for how long it takes to recharge the spell, healing in this game just seems to be a chore. I know that the makers of the game wanted more tactical use of the spell than just "have the healer spam it," but at the same time, I play this game for the story and the fighting. I don't want to micromanage a boring aspect of the game that slows down the fun. If they'd at least make Ander's AoE regen ability MUCH larger, than that would help out conciderably.
I love the fact that the health spell can be upgraded to heal 80% of a player's health, but with the fact that health doesn't increase at levelup and for how long it takes to recharge the spell, healing in this game just seems to be a chore. I know that the makers of the game wanted more tactical use of the spell than just "have the healer spam it," but at the same time, I play this game for the story and the fighting. I don't want to micromanage a boring aspect of the game that slows down the fun. If they'd at least make Ander's AoE regen ability MUCH larger, than that would help out conciderably.
#8
Posté 10 mars 2011 - 12:41
Having Heal go off at 75% health is a gigantic waste of one of your most important ability cooldowns. 25% is slightly risky on Hard/Nightmare, but even 50% would make it much more valuable to you.
#9
Posté 10 mars 2011 - 12:47
I'm not sure how other people are using his tactics, but for his group heal (don't recall the name) I just have it setup as:
2. If Self health < 75% then tactic 3
3. If (insert non tank) < 75% then tactic 4
4. if (insert next non tank) < 75% then group heal
This just makes it more efficient for my needs, but it depends on the group makeup and overall health levels. The odd thing is that this works perfectly fine in this game, yet would do completely random things in Origins. I'm also not liking the range on his healing aura. It's usually only hitting him and maybe one other unless I do constant start/stop gameplay with everyone on hold.
Heh, just noticed that. Yeah, I don't like it all that much...but what I dislike the most about healing in this game is that for anything beyond the basic heal, you have to have the aura up -- but ON TOP OF THAT, you can't cast anything offensive. You're being triple penalized, and while you can simply turn it on and off, it's a PITA, and I'm not sure why they thought this would be "fun" or "tactical" -- it's neither, it's annoying.
It depends on the situation. 75% means you're using it more often, even if it has a lot of wasted overhealing. I'd rather do that than to wait until 50% to heal one person and then another ends up dying a few seconds before the refresh. If the game had more tactics slots, but especially more specific options, you could make some really nice healing tactics. But they are so basic that it's pretty much all or nothing.
I was really wanting to see what a fully Nerdraging Anders could do, but that would mean that I'd have to go Spirit Healer...and that's just not going to happen.
2. If Self health < 75% then tactic 3
3. If (insert non tank) < 75% then tactic 4
4. if (insert next non tank) < 75% then group heal
This just makes it more efficient for my needs, but it depends on the group makeup and overall health levels. The odd thing is that this works perfectly fine in this game, yet would do completely random things in Origins. I'm also not liking the range on his healing aura. It's usually only hitting him and maybe one other unless I do constant start/stop gameplay with everyone on hold.
Does Ander's health regen sustainable do anything for most people?
Beyond the fact that you HAVE to have it activated to use the party
healing spells, it seems completely pointless to me because the AeO
aspect of it is so small.
Heh, just noticed that. Yeah, I don't like it all that much...but what I dislike the most about healing in this game is that for anything beyond the basic heal, you have to have the aura up -- but ON TOP OF THAT, you can't cast anything offensive. You're being triple penalized, and while you can simply turn it on and off, it's a PITA, and I'm not sure why they thought this would be "fun" or "tactical" -- it's neither, it's annoying.
Having Heal go off at 75% health is a gigantic waste of one of your most
important ability cooldowns. 25% is slightly risky on Hard/Nightmare,
but even 50% would make it much more valuable to you.
It depends on the situation. 75% means you're using it more often, even if it has a lot of wasted overhealing. I'd rather do that than to wait until 50% to heal one person and then another ends up dying a few seconds before the refresh. If the game had more tactics slots, but especially more specific options, you could make some really nice healing tactics. But they are so basic that it's pretty much all or nothing.
I was really wanting to see what a fully Nerdraging Anders could do, but that would mean that I'd have to go Spirit Healer...and that's just not going to happen.
Modifié par Graunt, 10 mars 2011 - 12:56 .
#10
Posté 10 mars 2011 - 02:39
Are you using the regular heal or his specialization heal? Because I had the same problem and it turned out the game didn't auto write in tactic for him to activate the darn mode so he could use the heal and revive in his specialization tree.





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