So, I've got Anders tagging along as a healer, and I keep Panacea up all the time. I do, however, get the feeling that it doesn't really do anything at all in combat, except provide a platform for Aid Allies and Regroup, neither of which I have unlocked yet. And yes, I make sure to keep my characters in range of it.
Is there really any difference between Panacea on and Panacea off?
How useful is Panacea?
Débuté par
Aklis
, mars 13 2011 08:00
#1
Posté 13 mars 2011 - 08:00
#2
Posté 13 mars 2011 - 08:02
Not that I've noticed. It just seems like a super expensive prereq to cast aid allies/regroup.
#3
Posté 13 mars 2011 - 08:03
Same. I thought it was supposed to add regen or something, but I've never seen any type of regen in combat. Takes half his mana bar just so he can use a new heal and a rez.
#4
Posté 13 mars 2011 - 08:04
You should start all fights with it off, then about midway ( or when a char is abt to die) Drink a lyrium, and turn Panacea on.
*It helps also when you give anders Arcane shield /rock armor so he can survive
*It helps also when you give anders Arcane shield /rock armor so he can survive
Modifié par Cloaking_Thane, 13 mars 2011 - 08:04 .
#5
Posté 13 mars 2011 - 08:14
It does heal but almost at an unnoticeable rate which makes it obsolete by itself. I only use it for the group ability.
#6
Posté 13 mars 2011 - 08:22
Indeed. That's why I wish they would just add the costs of it and the group heal and make them one spell. That's the only way I ever use it anyway, and then it would be easier to fit into tactics.
#7
Posté 13 mars 2011 - 09:08
It would be better if they just reduced the mana cost of it. It shouldn't take half his mana.
#8
Posté 13 mars 2011 - 09:12
Yeah but what is the point of having a mode that doesn't really do anything except let you cast two spells with a long cooldown. If you're just going to turn off the mode after casting one, MAYBE two spells, it doesn't make sense that it's even there.
Modifié par termokanden, 13 mars 2011 - 09:13 .
#9
Posté 13 mars 2011 - 09:18
It works just not very well I notice it working more when I stand next to the mage but as if I can spend time standing next to him when their is foes coming my way, it is just a sacrifise for group heal.
#10
Posté 13 mars 2011 - 09:20
The 50 HP regen aura has it's uses, albeit very limited ones. I almost always have my ranged travel in a pack and it's pretty decent on Rock Wraith when you're spending a 1/3rd of the fight running/avoiding things.
I will admit that it's painfully limiting and prohibitive in relation to what it allows/gives (same with Vengeance). And the fact you can get a 8m (maybe 10m, not positive) 100 HP Regen Aura on a Mage Hawke is kinda sad in comparison.
I'm pretty sure it was implemented as such to make Healing more of a tactical decision than a mindless, spam-to-victory mechanic it was in DAO.
I will admit that it's painfully limiting and prohibitive in relation to what it allows/gives (same with Vengeance). And the fact you can get a 8m (maybe 10m, not positive) 100 HP Regen Aura on a Mage Hawke is kinda sad in comparison.
I'm pretty sure it was implemented as such to make Healing more of a tactical decision than a mindless, spam-to-victory mechanic it was in DAO.
#11
Posté 13 mars 2011 - 09:23
I wish some one would explain what the numbers mean. +50 health regen is meaningless when regen is a about healing over time. How much do you regen in what time span? The documentation in this game has a long way to go.
#12
Posté 13 mars 2011 - 09:55
think 10 regen is .25%hp/second so 50 would be 1.25%hp/second.
#13
Posté 13 mars 2011 - 09:57
The problem with Panacea is it's radius. You literaly have to hug anders to see a benefit.
Actually, that is the problem with most aura type abilities, which render them nearly useless in nightmare mode. Friendly Fire versus "Hug Together" Auras just doesn't work.
In short, stay out of it and only activate it when you have to groupheal or ressurect.
Actually, that is the problem with most aura type abilities, which render them nearly useless in nightmare mode. Friendly Fire versus "Hug Together" Auras just doesn't work.
In short, stay out of it and only activate it when you have to groupheal or ressurect.
#14
Posté 13 mars 2011 - 10:02
i think what makes it bad is staying close to your tank who would benefit the most from it with there high hp pool. anders risks drawing aggro from auto attacks.
Modifié par corksacker, 13 mars 2011 - 10:13 .
#15
Posté 13 mars 2011 - 10:51
I didn't bother with Panacea except for rezzing. I just kept two mages in the party, both with Heal, and specced Anders into Heroic Aura, Arcane Shield (for the whole party), etc. Damage prevention works wonders, at least on Normal/Hard difficulty.
#16
Posté 13 mars 2011 - 11:19
I notice the health of my Ranged group ticking upwards (VERY slowly), but the real limiting factors of the ability are the HUGE mana cost and tiny range. If it cost 25-30% mana and had double it's current range, it would be decent.
I'm not even going to spec it this playthrough, it's just a waste of points as-is. The group heal is nice, but not worth the investment if you play smart. I'd rather give Anders more CC or upgraded Chain Lightning and just play smarter to avoid damage.
I'm not even going to spec it this playthrough, it's just a waste of points as-is. The group heal is nice, but not worth the investment if you play smart. I'd rather give Anders more CC or upgraded Chain Lightning and just play smarter to avoid damage.
#17
Posté 13 mars 2011 - 11:39
I am doing a Spirit Healer build now; maxed out, it is much more effective than anything Anders has; only his cooldowns are better...
#18
Posté 13 mars 2011 - 11:45
what's the range, if there is any, on that?Sable Rhapsody wrote...
Arcane Shield (for the whole party).
#19
Posté 14 mars 2011 - 12:10
You need it for group heal and revive, those are pretty cool...
#20
Posté 14 mars 2011 - 12:19
Paneca by itself isn't that useful.
when I read the description I thought it was like Shales healing mode which boosted Health regen a lot.
His Group Heal is very useful and right his Regroup, it makes all of your revived party members invincible.
His Vengeance tree is much much useful imo.
when I read the description I thought it was like Shales healing mode which boosted Health regen a lot.
His Group Heal is very useful and right his Regroup, it makes all of your revived party members invincible.
His Vengeance tree is much much useful imo.
#21
Posté 14 mars 2011 - 12:21
Agent_Dark_ wrote...
what's the range, if there is any, on that?Sable Rhapsody wrote...
Arcane Shield (for the whole party).
No range. It's an upgrade for the power that changes Arcane Shield so that it applies to the whole party instead of just Anders. That, fully upgraded so it also increases elemental resistance, plus Heroic Aura fully upgraded, plus Anders casting Haste makes the party virtually unstoppable against all but the toughest fights.
#22
Posté 14 mars 2011 - 12:43
Yeah, I found an Anders specced for healing and buffing worked fairly well. Since most of those are sustained, you really only cast aid all, heal, rez and haste, so you don't need much mana.
#23
Posté 15 mars 2011 - 04:11
I have some doubts here...Can anders cast dispel magic and the glyphs line (paralysis and repulsion) while in Panacea mode ?
#24
Posté 15 mars 2011 - 06:10
Yes the entire creation line is open while in Panacea mode. I went force mage on Hawke so I can't comment about spirit healer but the regroup spell that Anders has is really really nice. It will rez everyone who is down. But is on a super long timer so only once a battle.
I just equip him with a strong staff and maje use of his creation spells.
I just equip him with a strong staff and maje use of his creation spells.
#25
Posté 15 mars 2011 - 07:15
The rez and group aid is better when you get Anders cooldown ability I can rez more then once in battles had to do this agaist a dragon once.





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