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Health & Healing


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#1
JensenBakura

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 Is it just me or is there no search function on these forums??

Anyway - I hate the new health potions system.  In fact, all of healing seems to be completely infuriating.

Any tips would be appreciated.  I just can't believe how inferior this aspect is to DA:O.

I'm still on my first playthrough, so no spoilers please.  I've been taking Anders everywhere, but I don't want to play as a mage next time and I don't want anders, so that leaves Bethany, and if she's like my carver she'll leave during act 2!!

So my main question is, how do non-mage hawke & non-anders parties handle healing when bethany isn't around?

Thanks. 

#2
KitsuneEclipse

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Honestly? I played a hard-mode (I know, some are saying that's no real achievement) without a healer and without a dedicated tank (A certain broody male-elf in my party was not built even remotely like a tank, he did have tons of survability though)

I found there were a few ways to do it. Mainly, potion spamming and running away from/kiting around foes tended to be my primary way of staying alive. If I got hit low, and that ally had just quaffed a potion, well.. I'd pause it, have a high damage party member focus anyone down that was trying to kill that low health individual, have them run, and as soon as potions were up again, I'd quaff another.

Another was just to make sure everyone had really decent (or great) gear at all times. I would quickly notice when an ally of mine was falling behind gear-wise because they'd start dropping low far more often than the other allies, so I usually had to immediately focus on getting enough sovereigns to purchase them a new weapon/belt/amulet/rings.

If they continued being a chore by falling behind in fights? Well, I'd need to go ahead and respecc them, because apparently that build wasn't working! Haha.. I had to respecc allies so many times to insure they had plenty of survivability while still doing plenty of damage.. yet still had gold for decent amount of items. A certain elf took me 2 respeccs before I got her to a very easily maintainable survivable build.

By the way, I wouldn't ever bother purchasing stamina/lyrium/health potions (except for the upgraded versions of them perhaps) because I think if you fall below a certain number, foes simply start to drop plenty of them again.

Modifié par KitsuneEclipse, 12 mars 2011 - 09:37 .


#3
Adhin

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Yeah it's all about damage mitigation, not healing. Healing is what you do when your plan isn't going 'exactly' how you wanted but it ultimately isn't the crutch it was in DAO. It's not 'inferior' it just requires more personal preparation and timing to use. It's a more tactical thing now. DAO healing was broken, Potions where more powerful then anything a mage could put out, and a mage could spam both heals every 5 seconds.

Lesser heal was basically normal mage heal, step up from that was x2 that amount, next step up was x3. It was absurd, add onto that each potion had its own cooldown? Yeah, broken.

For your tank character I recommend lots of health and good armor. That's really what it comes down to. Good Armor% heavily cuts into damage incoming to where it doesn't matter to much, and having a good chunk of HP means it takes you longer for your HP to get low. Also, all major sources of healing (regen, heal spells, potions) are all %based. So the more HP you have, the bigger boost you get from said potions.

Another thing to consider is abilities that can make you immune for a short time. On mages (all can get it) in arcane tree, Barrier. Upgraded it gives 100% Damage resist, last 6 seconds. I have Merrill (only mage in my party, so no heal spell for me) is set to do that anytime someone hits 50% hp. Gives em immunity for a bit, extending there life a bit, also gives good opportunity to spam the area with some AoE (I've been playing on nightmare).

Other then that, chugging a potion around 40% instead of when your near-death can be useful. Few other things like upgraded Stonewall for Warriors, takes them out of the fight but you become immune to dmg for 5 seconds, and it can be used far more frequently then Barrier. Upgraded it's not only immunity but every 10 seconds.

Other then that, other tactical stuff like Kitsune was saying, move your characters further back, regroup, use choke points. I try to avoid using the 'kite, hit and run' tactic most the time. Which leads me to, one thing to not be afraid of doing with your warrior, damage. Your tank is almost better off just being specced for huge damage output. Majority of there survivability comes from Armor and Health. So going Vanguard for Cleave, taking Reaver, that kinda thing? Dead enemies can't hurt you anymore.

Also Cleave + Blood Frenzy + Sacrificial Frenzy + Devour = full heal. Or almost a full heal. Fully upgraded, with just the target being disoriented from a rogue will be a near full heal, add cleave to that and it most certainly will.

Rambling a bit but what it comes down to is, have good hp on your tank, use CCC to kill high value targets quickly and effectively.