What is the die roll check mechanic as to whether a heal skill is successful?
Thank you.
What is the die roll check mechanic as to whether a heal skill is successful?
Thank you.
You mean when you try to use a healing pack on an incapacitated party member? I havn't used those in a while, but I think you must roll d20+<your heal skill>+<bonus from healing kit> vs 20+<actual negative hit points of the incapacitated party member>.
If someone can confirm this, or correct this, I think it's how it works, but I havn't checked around, only from what I remember.
Other than that, the skill also helps recovering hit points at a shrine, but I don't know the formula for this.
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http://ddowiki.com/page/Heal
The DC of the Heal check to revive a wounded player is 21.
The Heal skill is passively used to determine the number of hit points that are regained at rest shrines. The number of hit points regained at a shrine is determined by the highest Heal skill of any nearby ally (thus, it is helpful for Clerics or other high-Wisdom characters to stand in rest shrines when someone else is using them).
The exact formula is: 10 + 3 * (level + maximum score in Heal of a nearby party member). Note that this does not apply to warforged, who rely on the repair skill.
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How useful is the heal skill?
Im currently making a cleric and can't decide if my skill points are better spent on another skill or if i should lvl Concentration and Heal mainly.
The heal skill has two purposes
1) bring incapacitated (neg HP up to -10) players back to 1 HP by using a heal kit so that they can move around and perform actions again.
2) Give a bonus to the amount of HP you and nearby party members receive when resting at a shrine.
Any party member who is incapacitated will be revived in the same manner as soon as their HP reaches 1 again. This can be done in a variety of ways including healing kits (heal skill), cure spells (from mana, wand or scroll) and temporary HP buffs (aid, heroism). Being a cleric it would be much more efficient to use a cure spell to revive a player from incap rather than a healing kit. Additionally, the healing kit will have a delay animation and a DC check to use whereas a cure spell is instant and guaranteed success. The only use I could think of for a healing kit would be if two 'no-mana' 'no-umd' melees are alone in a dungeon, one falls incap and the other is out of starter aid clickies.
Come next module, all characters will heal to full HP when using a rest shrine so it will further invalidate the healing skill.
If Turbine does change the heal/repair skills in the future to balance the upcoming nerf back to it's already low functionality or better, they have also announced a likely skill respec in the future. Given all that, I would say it's safe to forgo the skill under most circumstances.
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