How useful is Panacea?
#26
Posté 15 mars 2011 - 07:30
#27
Posté 15 mars 2011 - 07:36
His group heal and rez would be nice, but I never needed them. His heal, 2 barriers, and stonewall were enough early game, and overkill late game on nightmare.
#28
Posté 15 mars 2011 - 08:13
Panacea on means you didn't come prepared to slaughter those that stand before you. Panacea off means Vengeance is on and you are killing everything that would dare look at your group with a slighted glance.Is there really any difference between Panacea on and Panacea off?
He heals himself with every kill. His attacks and spell casting are outrageously fast. Set his tactics to make him a single target destroyer of worlds and you will have a god on your side that can heal, shield, cc, and dominate anything you focus him on. Give him primal and let him carve a bloodly grizzled path of death before your eyes.
His tactics:
Self: 50% hp deactivate vengeance
self: 50% hp drink
Ally: 50% hp Heal
Ally: 50% hp Shield.
self: >90% hp activate Vengeance.
Enemy: cluster 3+ > destroy
Enemy: target of Anders > destroy
Enemy: target of Anders > destroy
Enemy: target of Anders > destroy
Modifié par SuicidialBaby, 15 mars 2011 - 08:26 .
#29
Posté 15 mars 2011 - 08:23
Early game it's far less noticeable due to low health pools, but scales ridiculously in late game. This is a prime example of balancing a spell based on endgame without proper scaling. Your group composition must also favor ranged for it to be effective. Setting your tactics to Ranged and micro-managing positioning by using select group will be key.Aklis wrote...
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?
#30
Posté 15 mars 2011 - 08:33
I'm on my second run through now as a mage on Hard mode and my party is doing fine with just 1 point in basic heal spell. I have health potions and disablers if my heal is on cooldown and there is a potion that revives dead party members in an emergency.
#31
Posté 15 mars 2011 - 08:38
#32
Posté 15 mars 2011 - 09:10
#33
Posté 15 mars 2011 - 09:20
#34
Posté 15 mars 2011 - 10:54
Atmosfear3 wrote...
The only worthwhile healing in the game is Hawke and thats only if you have the upgraded version of the healing aura.
why bother with it, get a spell that will do more toward removing damage sources.
#35
Posté 16 mars 2011 - 01:09
SuicidialBaby wrote...
Atmosfear3 wrote...
The only worthwhile healing in the game is Hawke and thats only if you have the upgraded version of the healing aura.
why bother with it, get a spell that will do more toward removing damage sources.
This is true. In most cases, at least on Hard difficulty, you're much better off with CC spells. Healing aura is still necessary though if you intend on getting group heal and revive, both of which are very useful.
#36
Posté 16 mars 2011 - 01:30
#37
Posté 16 mars 2011 - 05:31
#38
Posté 16 mars 2011 - 06:34
#39
Posté 16 mars 2011 - 07:25
Im sure some people in this world would be satisfied with half of a supercar.Spartansfan8888 wrote...
I actually found panacea to be very useful. I kept it active for Anders all the time and had him use creation and arcane spells for healing and CC. I used the glyphs and mind blast a lot to rescue companions and line up mobs for AoE's
#40
Posté 16 mars 2011 - 01:09
SuicidialBaby wrote...
Im sure some people in this world would be satisfied with half of a supercar.Spartansfan8888 wrote...
I actually found panacea to be very useful. I kept it active for Anders all the time and had him use creation and arcane spells for healing and CC. I used the glyphs and mind blast a lot to rescue companions and line up mobs for AoE's
And I am sure some people think so highly of themselves even though it is a single player game. That takes no skill.
#41
Posté 16 mars 2011 - 03:12
#42
Posté 16 mars 2011 - 03:53
Blood of the First stops healing, but NOT health regen. Panacea is basically +200 mana regen for Merrill with my current setup. I've NEVER had her get low HP from casting spells, which means she can spam all day long with no problems. Build Merrill damage/cc/debuff and give her elemental weapons. Mine currently maintains elemental weapons, rock armor, and blood of the first (having 80% mana reserved doesn't matter if you don't use mana). Make Anders a heal/buffbot and add a rogue + warrior to the party for fun times. Also, do NOT neglect cross-class combos on your party members. With good tactics, they use them all the time and you will absolutely wreck stuff, even on hard/nightmare.
Modifié par Rehwyn, 16 mars 2011 - 03:56 .
#43
Posté 16 mars 2011 - 04:05
Rehwyn wrote...
Also, do NOT neglect cross-class combos on your party members. With good tactics, they use them all the time and you will absolutely wreck stuff, even on hard/nightmare.
Agreed. Shield bash is a great AoE to stagger multiple people and chain lightning and fist of the maker can instantly kill most enemies after that.
#44
Posté 16 mars 2011 - 04:52
#45
Posté 16 mars 2011 - 05:17
Zhel_Ryn wrote...
@Rehwyn: That setup would be better suited to a mage Hawke than Merril, since Merril is best positioned just outside melee range, dealing decent damage and getting 1% health back per enemy she hits with her nature sustain. I'd rather this, setting her up with entropy/brittle spells, and having Anders in Vengeance, casting CCC exploiting spells with a 20% damage buff that no other mage can get.
Are you talking about on Nightmare? I'd imagine having Merrill in melee range would just get her owned by friendly AoE, but I could be wrong I suppose.
I just skipped all her Dalish Pariah talents except Blood of the First and put the points elsewhere. At the end, I had a completely filled Primal (which allowed tons of cross-class combos and some non-friendly AoE), all 3 hexes in entropy and their upgrades, upgraded Crushing Prison, upgraded Mind Blast, elemental weapons, and CoC + upgraded Winter's Blast. That's a lot of CC/debuff/damage. I'm not sure losing 3 points from this setup is worth it for her to be able to sustain an AoE that requires melee range (desipite the fact it heals her).
That said, Panacea is kinda meh outside the situation I described. I suppose if I wanted to be more "hands-on" in my party control I could manually switch between Panacea and Vengence for Anders, but it's rather difficult to fit the required tactics into the number allowed to get that working well otherwise. I might test it out late-game though when I have a full set of tactics available... and have run out of useful non-offensive spells for Anders to get.
EDIT: One other note.. having Anders dedicated heal/support would likely be a waste on Normal because stuff dies too easily, I agree wholeheartedly there. It's also likely not needed when you're running a good Aveline or tank Hawke. If you're running with Fenris or a 2h Hawke on Nightmare as the tank, you'll likely need the healing and buffs he provides for any challening encounters. And in this case Merrill would most likely get owned by the 2H AoE if she's melee range.
Modifié par Rehwyn, 16 mars 2011 - 05:22 .
#46
Posté 16 mars 2011 - 05:30
x-president wrote...
Yea like many others, I only use it when I need to revive. Plus the revive is bugged creating super companions so go figure. I just wonder if that was intentional.
Hard to figure how they could have missed it. I'm seeing this bug nearly every time I revive someone, be it with a spell or the grenade.
#47
Posté 16 mars 2011 - 06:10
I mainly controlled Hawke, but I did micro manage the rest of the group's positioning on big fights. The only times Merril ever died or seemed in danger of dying was if enemies were directly attacking her though (or she decides to stand in front of Varric when he uses Archer's Lance).
Merril was setup with most of Pariah, cold spells, heavy Arcane, and half of Entropy. Anders, full Primal, bottom half of Creation, little bit of Arcane, and bottom half of his Vengeance tree.
Early on, Heal, 2 Barriers, and stonewall were enough for them (Unstoppable achievement). Late game, I found even those were overkill though lol.
#48
Posté 16 mars 2011 - 07:42
inEden wrote...
And I am sure some people think so highly of themselves even though it is a single player game. That takes no skill.
Was that suppose to hurt or even be relevant?
#49
Posté 16 mars 2011 - 07:49
Really what it seems to boil down to is personal play style I guess.
#50
Posté 16 mars 2011 - 07:55
After all, a dead enemy cannot strike back.





Retour en haut






