View Full Version : Infinite healing?
CrankVulcan
11-16-2010, 12:36 AM
So if Radiant Servant 1 makes your turn undeads regenerate....does that mean you can use your healing burst and aura as many times as you want provided you wait the two minutes for your turns to return?
EDIT:
I just grasped a very interesting concept...If a radiant servant has 14 turns and uses them for a healing aura once every minute as soon as the last one ended....it would last 14 minutes right? So in 14 minutes, 7 turns would have regenerated...by the time you used all of those, 3.5 would have been regenerated. so you could leave your healing aura on for like half an hour straight right? Weird....
Artis_Resistance
11-16-2010, 12:43 AM
That's my understanding of it.
Rodasch
11-16-2010, 12:44 AM
Yes.
Tumarek
11-16-2010, 04:08 AM
there are a few ways to get "infinte" healing. There is regeneration on items, like greensteel, mantle of the world shaper and so on, there is the host capstone for FvS and the bardsongs for virtuoso which also regnerate. Most can be emmulted by lugging a big amount of pots with you.
What is important to a healer is burst healing and so far i have not seen anything that gives an infinitive amount of that. Turns run out fast and most other options wont heal enough to be viable in combat.
LuckyLuke2
11-16-2010, 05:16 AM
Turns run out fast and most other options wont heal enough to be viable in combat.
An RS aura that "ticks" for 40/50 points and say 12 available turns (high cha + enh will do) for healing bursts will be pretty close to "infinite healing" though ... ;)
Zansobar
11-16-2010, 09:29 AM
An RS aura that "ticks" for 40/50 points and say 12 available turns (high cha + enh will do) for healing bursts will be pretty close to "infinite healing" though ... ;)
I have more turns than that at level 7...don't forget if you buff yourself with charisma your turns have a new higher cap to regen to...
elraido
11-16-2010, 09:36 AM
This sort of makes me laugh. I remember back in the day, the ring of trollish regeneration being removed because they thought it was too powerful. You could sit there for 10 min and come out of end cap!!!!:eek:
dunklezhan
11-16-2010, 09:39 AM
Yes for a given value of infinite (which only makes sense for a given value of oxymoron...).
So far what I've seen is that when the Cleric runs out of SP, they have to rely on RS bursts.
These are by no means infinite if the party is not careful, and in a prolonged difficult fight are not enough, either. Great for top ups between fights, and last ditch top ups mid fight (if the cleric wants to run into the middle of the fight, that is), but for consistent main healing - no. They aren't really intended to be.
I mostly see them used right at the start of a fight to keep some heals ticking away (or so the melees can jump out of the fight if they get a bit battered and go loiter near the cleric for a few seconds for a top up form ticks), or after a fight so the group gets a burst and then some more ticks as they head for the next fight. That means that frequently every third RS burst the cleric has had a turn regenerate.
This effectively means that top ups are inifinite, but combat healing is not. When the cleric is out of SP, you are getting top ups only from the bursts, so if you hadn't been up to then you'd better **** well be careful from now on. And the if you're on elite in a quest with few shrines (coalesence being a good one for this in my exprience so far, max toon L16) then you had better have been being careful from the start, or have a large stack of pots for combat chugging. While the cleric has SP left, they do not want to exhaust their bursts by keeping the aura constantly running, because they might well need to do that when their SP are gone. So while SP are there, I would expect to see clerics mostly throwing a burst after fights and that's about it (not that I'm going to complain if they feel secure enough in the party's competency to throw 'em out all the time and use SP for nuking instead)
andbr22
11-16-2010, 09:44 AM
Ring of troll (or something called similary) drops (redwillows, troll shaman chest), but it is rather weak and not worth to use.
Lets see:
2 AC ok can pass...
Regeneration... 1 HP/min oh LOL... By this time I had more than 100 HP... waiting almost 2 hto refill... No thanks...
dunklezhan
11-16-2010, 09:46 AM
Ring of troll (or something called similary) drops (redwillows, troll shaman chest), but it is rather weak and not worth to use.
Lets see:
2 AC ok can pass...
Regeneration... 1 HP/min oh LOL... By this time I had more than 100 HP... waiting almost 2 hto refill... No thanks...
Don't knock it. if you don't have diehard (and who has that, really, unless they're going to swap it later) those 1hp/min items can be a total lifesaver.
Mellkor
11-16-2010, 09:52 AM
An RS aura that "ticks" for 40/50 points and say 12 available turns (high cha + enh will do) for healing bursts will be pretty close to "infinite healing" though ... ;)
Lets be realistic and truthful. MOST of the time auras tick for 19 or so on a normal aura. 40/50 is what you get on a crit aura WITH some healing amp and/or superior ardor 8 clicky. You cant really count on crit numbers since that only happens around 20% of the time at best. At best you CAN have a ~60 point normal and ~160 point crit aura on yourself only with several healing amp items, all the healing enhancements, and healing amp enhancements/racials. Most people do not go to these extremes, though.
MOST of the time my normal auras hit for 19's on most people around me while hitting for 54 on myself (I am human with almost all the healing amp one can have).
At 19 a tic it simply takes too long to heal up folks. It is certainly not enough to keep people healed up in end game combat. A nice crit aura with a lot of healing amp is a whole different story. If your entire party was human with all 3 tiers of healing amp, and had a lot of healing amp items to get thier total healing amp in the 300 to 400 % range, I can see healing with just an aura, and especially a crit aura going most of the time in end game combat.
biggin
11-16-2010, 10:18 AM
Since all my RS were 20 respecs I'm not sure about leveling, but at end game I keep the aura going to keep the arcanes/fvs topped off from AOE damage and when I run into combat. Same thing goes for burst. However, I wouldn't rely on it to keep a raid party healed through anything epic or a hard/elite raid. Like Mel said, healing amp is a big factor. While normally I see 19-26 on non-crit auras, you're still going to have that WF that it only hits for 9. You could hypothetically just let them die, but personally I want my WF hacking away to make the runs faster.
Bottom line, auras and the burst are great SP free healing tools (say for instance when you have 1 cleric and 1 FVS, go to your SP run out then get in with the melee and use the bursts), but nothing you can depend on to keep end game content healed.
voodoogroves
11-16-2010, 10:22 AM
I tend to use the radiant burst early in big fights and keep an aura on all the time. The aura simply helps even things out.
I was in a nice VOD run the other day where the 3 radiant servants stood right behind the melee while we hammered on the boss. Very very very quick and smooth for a pug.
Carpone
11-16-2010, 10:36 AM
there are a few ways to get "infinte" healing. There is regeneration on items, like greensteel, mantle of the world shaper and so on
+1 hp/minute is so laughable those effects might as well not exist.
Adrian99
11-16-2010, 12:12 PM
So far what I've seen is that when the Cleric runs out of SP, they have to rely on RS bursts.
I find I do the best with the opposite approach: Relying on my RS aura and burst until they are nearly out, then using my SP as a backup while my turns regenerate. It could be that this works for me because I take the Extra Turning feat (+4 turns per rest) and start with at least 14 charisma. I also make sure to have a Sup Pot 6 item or weapon on all the time as early as possible so that it affects the aura and burst. Because of this approach, I almost always enter a boss fight with at least 50% SP, allowing me to button mash my mass cures, cometfalls, etc. when it matters most.
FuzzyDuck81
11-16-2010, 04:40 PM
I find I do the best with the opposite approach: Relying on my RS aura and burst until they are nearly out, then using my SP as a backup while my turns regenerate. It could be that this works for me because I take the Extra Turning feat (+4 turns per rest) and start with at least 14 charisma. I also make sure to have a Sup Pot 6 item or weapon on all the time as early as possible so that it affects the aura and burst. Because of this approach, I almost always enter a boss fight with at least 50% SP, allowing me to button mash my mass cures, cometfalls, etc. when it matters most.
I use a similar approach on my clonk, but can pretty much always be found on the front lines with an aura running & swinging/punching away spamming FoL & Healing Ki as i go - as people always seem to forget, you dont need high dps for dual vorpals to be handy when fighting mobs :D and for non-vorpallable enemies, anything to bypass DR & ensure Ki generation is good enough.
Antheal
11-16-2010, 04:47 PM
Don't knock it. if you don't have diehard (and who has that, really, unless they're going to swap it later) those 1hp/min items can be a total lifesaver.
If it takes about a minute and a half to drop from 0 HP to -10 HP, and you recover 1 HP over that time, it only works out to one extra chance to roll for stabilization, doesn't it?
LeofricLac
11-16-2010, 04:49 PM
the wand at the end of catacombs is quite useful if everyone in the party has one for general topping up, it is 50 charges of 1 or 2 hp per cast, umd 15, and it regenerates fater than 1 charge per minute, might not be worth anything at end game but for general levelling, it is very cheap.
CrankVulcan
11-16-2010, 06:24 PM
Hmmm....Interesting stuff.
Silverr
11-16-2010, 07:14 PM
If it takes about a minute and a half to drop from 0 HP to -10 HP, and you recover 1 HP over that time, it only works out to one extra chance to roll for stabilization, doesn't it?
No, it means you will regenerate. :)
Freeman
11-16-2010, 08:17 PM
If it takes about a minute and a half to drop from 0 HP to -10 HP, and you recover 1 HP over that time, it only works out to one extra chance to roll for stabilization, doesn't it?
Healing even one point will stabilize you and start the regeneration process.
LuckyLuke2
11-17-2010, 03:55 AM
I have more turns than that at level 7...don't forget if you buff yourself with charisma your turns have a new higher cap to regen to...
I ment 12 "available" turns for healing bursts ;). You need 2 to keep the RS aura up and running (1 min duration and 2 min turn regen) + a few for DM (I melee quite a lot so).
Seliana
11-17-2010, 04:36 AM
You could get radiant aura to do 35-40 to everyone in the group non-crit if you could convince everyone you party with to gear a 10%, 20% and 30% healing amp item and actively keep their guild buffed +10% going... it would mean 188% or more healing amp for the party and that radiant aura would go a lot father in combat towards infinite healing during raids.
That is assuming you raid and party with a static group willing to do that.
Arlathen
11-17-2010, 07:00 AM
Quicken + Healing Amp = The new AC :D
haclya
11-17-2010, 07:09 AM
there are a few ways to get "infinte" healing. There is regeneration on items, like greensteel, mantle of the world shaper and so on, there is the host capstone for FvS and the bardsongs for virtuoso which also regnerate. Most can be emmulted by lugging a big amount of pots with you.
What is important to a healer is burst healing and so far i have not seen anything that gives an infinitive amount of that. Turns run out fast and most other options wont heal enough to be viable in combat.
Elyd Edge don't work atm I have the rapier, hope they fix it but sword is useless 0+ damage mod see to that.
bryanmeerkat
11-19-2010, 12:12 PM
So far what I've seen is that when the Cleric runs out of SP, they have to rely on RS bursts.
As much as possible i try and do this the other way round . Burn all my bursts up first and only use spell points if i have too . That way the bursts can regen while you use SPs
Artis_Resistance
11-19-2010, 12:34 PM
As much as possible i try and do this the other way round . Burn all my bursts up first and only use spell points if i have too . That way the bursts can regen while you use SPs
Same here. I'll use a cure wand and DH before burning SP if I'm not in a decent position to burst as well.
ellamonster
11-19-2010, 01:14 PM
If it takes about a minute and a half to drop from 0 HP to -10 HP, and you recover 1 HP over that time, it only works out to one extra chance to roll for stabilization, doesn't it?
Actually no, when you regenerate 1 hp you automatically stabilize.
CrankVulcan
12-10-2010, 11:57 PM
Actually no, when you regenerate 1 hp you automatically stabilize.
If you drop to the negitives with healing aura going will it still heal you?
Illiain
12-11-2010, 11:04 AM
So if Radiant Servant 1 makes your turn undeads regenerate....does that mean you can use your healing burst and aura as many times as you want provided you wait the two minutes for your turns to return?
EDIT:
I just grasped a very interesting concept...If a radiant servant has 14 turns and uses them for a healing aura once every minute as soon as the last one ended....it would last 14 minutes right? So in 14 minutes, 7 turns would have regenerated...by the time you used all of those, 3.5 would have been regenerated. so you could leave your healing aura on for like half an hour straight right? Weird....
Actually the aura last like 1 minute and 24 seconds. At least that's how long mine lasts with a 19cleric/1fighter build. With 10 turns, I'm only ever down 2 if there's any downtime between fights. Just pop an aura at the start of combat, and you should be good.
CrankVulcan
12-11-2010, 07:40 PM
Actually the aura last like 1 minute and 24 seconds. At least that's how long mine lasts with a 19cleric/1fighter build. With 10 turns, I'm only ever down 2 if there's any downtime between fights. Just pop an aura at the start of combat, and you should be good.
I've been playing with the idea of "dropping" charisma on my clonk. I guess a base ten would get me 12 turns altogether(with enh+chr item). But then again there is divine might....choices, choices...
CrankVulcan
12-22-2010, 12:15 AM
+1 hp/minute is so laughable those effects might as well not exist.
I agree in most cases. On the other hand, 2hp/15 seconds on a greensteel is almost useless unless you have healing amp...Certain builds are hitting >400% healing amp and that means 8 hp/15 seconds(≈1hp/2seconds). Now that is far more viable depending on the situation. Maybe for nerfing the effect of vicious? Sorta like shooting a weak cure light wounds potion 4 times a minute. It's not gonna keep you up but when combined with other forms of healing, it might make a difference. I would love to see some discussion around this because one of my healing amp spec toons might be putting regen on his con-ops item soon.
kaleid0star
12-22-2010, 12:37 AM
If you drop to the negitives with healing aura going will it still heal you?
No, i tried it, but it still heals those around you, crazy right?
CrankVulcan
12-22-2010, 02:26 PM
No, i tried it, but it still heals those around you, crazy right?
hehehe the fate of a selfless pure good healer....
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