Jump to content

RaygunCourtesan

Members
  • Posts

    6
  • Joined

  • Last visited

Everything posted by RaygunCourtesan

  1. Yes, sorry - to be clearer: My conclusion (which I concede is a value judgement and so subjective) is that the only worthwhile healing is CR-style mechanics and per-encounter abilities (I like ancient memory for keeping my portraits nice and not-red, but I can't see its slow trickle being much help in any situation where it'd matter but since its a passive on a class that's incredibly powerful anyway I don't care) all of which are essentially 'free', excepting the time it takes to use things like Lay on Hands. But LoH is so damn big its usually worth the missed action if you're using it at all. The other sources (per-rest spells and potions for example) are simply vastly outpaced by mitigation abilities of the same tier and while CR is free for fighters, I can't give up better defenses (again, damage prevented > damage restored) or DD abilities (because killing things dead is the most reliable form of damage prevention) to take things that improve it, the way Health/End actually work.
  2. I meant more specifically stocking up on healing items, spells and talents - since they don't actually make your fighter any more durable except in responding to abrupt damage spikes, which his high constitution equips him to soak and fix up with CR (which i'll concede although irritatingly good at draining your Health, is essentially 'free' healing spells. Its more that actual healing spells stink. Using your example: You hit 200 endurance with Eder around 6th level iirc. Since you're applying the 20 DR only once I assume this is from a single strike or effect tick? A healing spell available to a sixth level group (Moderate Stamina) restores from say Durance a pitiful 26 endurance . That's a third level spell - of which you have only a couple - to undo a single three second tick of damage. Or you could use that 3rd level spell for Despondent Blows, drastically cutting the incoming damage at source which if we're measuring over the lifetime of the spell (healing being a one-off benefit) adds up to a great deal more time to live. (Repulsing Ward, 2nd level, even more effective at stopping things from hurting you). Similarly the first level spell Armor of Faith grants 4 universal DR, a 20% increase on 20 DR. This grants the same fight-duration staying power as TWO level 3 heals (4 DR, applied to 10 'ticks' over thirty seconds = 40 damage prevented) AND reduces the loss of Health since the damage was never taken. My summation is that outside of very narrow circumstances, healing is just an extremely sub-par use of resources and the Fighter doesn't bring enough to the table to make CR and its 'one-fight-Eder' stylings when you compare it to the other viable front liners. CR is 'free' but its bad at coping with sudden spikes, keeps turning off your resistances, makes you rest more frequently while a paladin with Strange Mercy and Lay on Hands can dish out a lot more punishment, has better defenses to stop damage at source and can snap their fingers and jump back from death's door with per-encounter powers. Anyway, thanks for the breakdown you guys! Helped me to figure out where I stand and why I was side-eyeing Eder and his perpetually failing health.
  3. I am right then, about healing generally being a bit naff and being vastly better off with more mitigation (disables, stuns, deflection, DR etc) up front?
  4. (Double-post, sorry) or to put it another way - far from being effective tanks by preventing the party from taking as much damage, fighters soak up all your resources to keep them alive because all they CAN do is take damage. At least other front line classes have significant mitigation (mmm...paladins)
  5. Why is it that I only see health dropping once the battle is over then? Another completely hypothetical set of numbers for illustration purposes but: Eder has 250 Endurance and 1000 health lets say. He takes 190 points of damage in one very painful hit (totally happens...honest). His endurance drops, but his health stays right where it is - that green bar doesn't move an inch. When the fight is over, regardless of how much Endurance he regains (whether its 10 points because I healed 180 with spells) or all 190, his health bar drops by 190 points. Which sort of makes me wonder why healing spells exist if restoring endurance doesn't actually make you last any longer. It seems like a very all or nothing proposition. Either you fill up on heals, dump constitution (because your endurance is less relevant since you'll be constantly topping it up with spells) and just rest after every encounter more or less (its not like mobs repop so you can even go back to town to do it) or you completely ignore healing magic and abilities altogether, get a big fat Health pool and lots of up-front mitigation and roll on through until everyone's missing both eyes and their left leg. It just seems to make healing a bit...well...****.
  6. Perhaps one of you people who live and breathe the mechanics can help me out. As I understand it during combat, Endurance on your party members goes up and down as they receive damage and are healed. At the end of the fight, any missing Endurance is topped up from the Health pool and when health is low, its time to rest up or your characters may not survive the next encounter. The Fighter's 'Constant Recovery' mechanic restores Endurance during combat at a rate of (formula). The problem is that damage taken by my fighters and restored by constant recovery seems to STILL be deducted from their Health. For example: Fighter receives 100 damage over the course of a fight. By the time it ends, he has recovered 80 points of it through constant recovery, another ten from healing effects and is left ten points short of maximum Endurance. But I am consistently seeing health pools on fighters fall by not the 10 points missing from Endurance but by all unhealed damage AND every point restored by constant recovery. As if the effect of the ability were not to restore endurance, but rather to transfer points out of Health and into Endurance while combat is still on-going. In the above (hypothetical) example, Health would drop by 90. This leads to situations where despite ending every fight close to his total Endurance, my party fighter is sitting around with a red Health bar while the remainder of the party are nowhere near needing a rest - the fighter has now become a drag on the group by forcing constant naps to recover his Health. Am I imagining this? Are the tool-tips on the ability grossly misleading? Is Constant Recovery really this much garbage? While its nice of my fighter not to lie down and die mid-combat, id rather be able to heal his damage through spells and procs that don't make him a one-fight wonder than be forced to watch his Health pool irrevocably slurped up by a passive before it even becomes worth dropping a moderate heal on him. The endurance enhancing ability is making him much less durable than everyone else - at this stage id sooner swap him out for a Strange Mercy+Lay-on-Hands paladin.
×
×
  • Create New...