View Full Version : Pale Master healing (Reaper)
Smokewolf
03-30-2017, 11:25 AM
Just wanting feedback from those that play Pale-Masters.
How bad is the Reaper healing-debuff while in undead form?
Can't image that this was well received by PM's, considering that most parties are ill equipped to heal negatively. Would think that most PM's would TR or change enhancements as a result. Maybe allowing negative-healing to function as before, would offset the fact that most groups are incapable of healing a PM. (not counting cocoon)
Thoughts and comments are welcome...
Resin
Arty_Farty
03-30-2017, 01:00 PM
A well built/geared/played palemaster can survive and contribute in reaper content with the small amount of self-healing available, even in high reaper levels.
Obviously any friendly party members willing/able to use Harm etc, or a 2nd palemaster in the group will make things easier but it is certainly not a requirement.
Reaper is meant to be about challenge, the idea of putting negative healing back to full power in reaper seems quite ridiculous to me.
Focus on getting the best negative spellpower and negative healing amp to get the most out of what little healing you still have, and above all as a palemaster ... just kill it before it hits you :-).
Sartorin, Palemaster.
Enoach
03-30-2017, 01:11 PM
The debuff for Negative healing is no different then Positive or Repair healing.
As with Positive Energy self healing there is a change in how you approach a dungeon as Aura/Negative bursts don't take you from near zero to full.
There are different ways to approach this...
1. Be more cautious by Shrinking the Gather/Kill # of mobs
2. Use more Charms/Holds more to reduce incoming damage then for setting up large kill zones
3. In a Party stand further in the back, sometimes it is tempting to run ahead because the party is too slow, but this can get you killed
Having another PM in the party does make a difference as you feed off each other. However, having party members that are willing to provide some healing can also help. I use inflict/harm on my Cleric and my EK/AA Archer build uses the Lesser Aura and has used it to help healing PMs since even as low as it is, it can be better then a self heal.
The one thing I do wish is that SSG would reconsider the going unconscious and you die a second later. Personally as undead it should work like an auto stabilize with you getting up after the same amount of time other players do. Right now Undead Form you don't get the advantage of unconscious and to me that just seems like the wrong approach.
SpartanKiller13
03-30-2017, 03:50 PM
Find another PM and become friends! Then just watch their HP bar instead of yours, and vice versa! It's the same thing everyone should do, but more important for PM's due to their lack of easily available party heals.
PM's are one of the main reasons I keep my Aid Bracers (http://ddowiki.com/page/Bracers_of_Assistance) (like 3 of them, ML on Wiki is wrong) until at least lvl 15 or so.
As a party member you often can't do much other than throw temps at them (if you have).
However, if they removed the NegAmp penalty everyone would swap to PM builds, which would be terribly boring (imagine 4 overlapping auras without any penalties). So I'm glad they didn't.
Kriogen
03-30-2017, 04:01 PM
On reaper you get one-shotted. Makes no difference if you are undead, living or robot. One or two fast hits and anyone, with maybe the exception of dedicated tank, is dead. On high skull reaper even dedicated tank gets down fast. There you need a "runner" not chew-toy.
It more sucks to be melee then undead.
Boost your DC sky high. CC what can be CCed, instakill what can be instakilled and mem lots of cloud spells and a couple of DoTs for big boss. Oh, and max your UMD skill. Must have. For rez scrolls. Buy lots of them.
Mofus
03-30-2017, 04:06 PM
Leveling up a palemaster wasn't to bad, I didn't use the undead form that much, so I was able to get heals. When I was high enough level to use wraith and lich forms, It wasn't that bad either, And as stated before, if in a group with another, u can heal from their death aura or bursts. I did notice that burst was giving a fair amount of health back on lower level reapers.
Fallout47
03-30-2017, 04:52 PM
I run a dedicated healer in high skull reaper and I make a point of asking players if they are undead at the very start of the quest or when they join. Our guild rarely posts our 10 skull runs, but occasionally we do. Only rarely do I get an undead, as our guild cc caster made a point of not going undead for the difficulty of harming. I see the problem with harming undead associated with the need to be facing the player. This is the biggest issue with palemaster deaths. They aren't always 1 shots. But if I can't find them with disco balls, sleet storms and my own aura running, I often have to give up and focus on the rest of the party. There is little room for error above 8 skulls
I think it would level the playing field a bit by removing the requirement to face the person for a successful harm. I am not for dumbing-down reaper, it's meant to be a challenge, and the healing debuff seems to be one of the biggest challenges. Healers who aren't harming, may not belong in high skulls reaper.
-Feelgooddr
Qezuzu
03-30-2017, 05:02 PM
I bought a stack of 100 Harm Scrolls from the Remnant Vendor on my Bard, and took the 75% better scroll enhancement, just because it got so annoying having PMs die without me being able to do anything about it. Wasn't really doing anything with my Remnants anyway.
I agree with the above poster that it would be nice if the "must be facing" requirement was removed from the Inflict and Harm spells. The requirement just makes healing PMs, who already require special planning, that much harder, and I really doubt being able to hit mobs behind you is going to make the spells OP, seeing as no one uses them for damage anyway.
Nhennan
03-30-2017, 09:47 PM
Yeah, it hurts, but the only changes I would suggest are (like others have said) removing the facing requirement.
I've run with other PMs and that works nicely with death aura.
I haven't looked into in much detail, but it seems that you can't boost Neg Hamp as much as you can for Pos Hamp?
Otherwise it's tactics - I stay at the back and either CC or pick off juicy targets with instakill.
If you have good communications going in your group, keep in mind you can drop the form anytime to get that big heal from another party member.
DaggomaticDwarf
03-31-2017, 06:21 PM
I think it's time to add more options for negative healing. Harm scrolls, negative heal pots, negative wands. even something similar to the Silver flame pots, maybe some form of necro favor?
Sorry still at work so it aint beer:30 yet
I leveled a shiradi zombie 15wiz 4fvs 1ftr, sometimes undead form, sometimes not. Neg heals was just as good/bad as Pos heals. Form I used depended on party make up and who had what.
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