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Thread: When to heal?

  1. #1
    Community Member Empireworld's Avatar
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    Default When to heal?

    I have a question about healing. When to do it? Since I can't see a players hitpoints I am finding it difficult to judge when I should heal. Usually I think I am overhealing.

    How does everyone judge when they should heal if you don't know the hitpoints someone has?

    ie.. If my spell does 1d8+1 healing and my target only has 10 hitpoints then I should cast when he is at half. But if my target has 50 hit points then I really dont have to freak out when he is at half because he still has plenty of health. Is there any way to add numbers to players health bars?

  2. #2
    Community Member Asketes's Avatar
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    when the rogue goes from 10% to 100% on a cure mod, you put him in your pocket

    when the melee gets to 50% toss him a heal

    when the failmaster dies, put him in your pocket

    when the caster get to 50% show him the benefits of displace and rage

    when the healer gets to 25% explain to him how he can heal himself

    when the ranged ranger gets red DA from kiting too much, throw him a khopesh and a heal.

    when you die, read the above




    when you get the heal spell things will be much easier to heal (wf included) when you get mass heal, you'll generally use that and not cure mass as much (it's WAY cheaper and hits for more)
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    Varys greatly depending on the target.

    Most melee you should look at healing at 50% or less. They usually (SHOULD) have a ton of hp and will be ok until around the 50% mark.

    Rogues you should prolly be healing them at around 80%. Most of them are squishy as hell. And smallest heal possible.

    MOST casters you should be healing at somewhere around 80% With your smallest heal possible.

    Any self sufficient/self healing type toon. Caster/pally/umd build ect... Give em a heal when they hit 10-15% life left or so. Something went wrong and they are now about to die...

    Usually try to just keep everyone out of 1 shot dead range. Or triple jump hit and dead. Ogres. lol

    But you really don't need to worry about topping everyone off. Most especially if you have the healing aura.

  4. #4
    Community Member MartinusWyllt's Avatar
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    Asketes nailed it.

    You'll be able to tell who need what kind of heal when probably soon after your first encounter with that party. If a 50 pt heal takes someone who is level 8 or 9 from incap. to max, well, they can get the cure light/raise dead as needed. So far I've found the class itself gives a pretty good idea when to start individual healing. This could matter with the next update as keeping cure light around, and other lower level single target heals, because it is cheap and is very useful for squishy classes.

    Personally I like the parties where I don't have to play constant reverse whack-a-mole with the party/raid red bars. Some implosion, cometfall and destruction, oh my!

  5. #5
    Community Member Standal's Avatar
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    This doesn't always get the best response from other players, but I'll just ask what their max health is. A lot of barb/fighter types have excess HP for most quests if you're constantly monitoring the red bars. They may not need a heal until 25% for trash fights.

    A lot of rogues/casters/rangers seem pretty squishy to me. They need to manage their aggro such that the high HP/AC/DR toons are taking the hits. You can't keep a HP 30, AC 16 character up.

    Since you're talking about a heal that does 1d8+1, I'm assuming you're level 2 or so. The sad truth is that your mana pool is very limited at this level. You really can't keep the party fully healed without a lot of assistance from the group. I'd recommend only combat healing. If a level 2 toon is alive at the end of the fight, they need to drink pots to prepare for the next one. It's reasonable to expect characters with less than 150 hp or so to use pots IMO. When you ask a level 16 barb whose staggering out of a battle at 10% health to drink CSW pots, that's unreasonable. May occasionally be necessary, but the default should be to heal him up.

  6. #6
    Community Member Lorien_the_First_One's Avatar
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    When I was new I used to ask people at the start about their HP to help me out. After you have been a cleric/fvs for a little bit you get learn to just quickly assess how you heals hit people (and if you have to heal them before they are at 50% they are backpack riders in my book)

  7. #7
    Uber Completionist Lithic's Avatar
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    Quote Originally Posted by fuzzy1guy View Post
    Rogues you should probably count on them hitting themselves with a 150pt heal scroll 0.2 seconds after you toss them a heal
    Fixed that for ya.
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  8. #8
    Community Member Bodic's Avatar
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    basically let them get down to about 50% and toss the small cure/heal you have see how they do. check their numbers/vs percentage of healing done. If you drop a 400pt heal @50% that is going to get everyone full for the most part.

    on my FvS I let her get down to 20% before I heal her, but I know a non crit heal will top her off. I f I am getting swarmed and can't wing away I heal @50%.

    I have a friend with a Healing Amp build the Free CLW crits(599) enough to top her off from 5% health
    Last edited by Bodic; 04-05-2011 at 07:28 PM.

  9. #9
    Community Member Junts's Avatar
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    Before they die is preferable to afterwords, except in some situations.

  10. #10
    Community Member SaisMatters's Avatar
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    Talking

    Heal? I just carry res scrolls!

  11. #11
    Community Member Windex69's Avatar
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    Quote Originally Posted by Lithic View Post
    Fixed that for ya.
    People that know how to play a rogue properly sure..... The other 95% of rogues being played currently... Well it was properly stated what to do with them earlier.

    Fixed it for ya bud!

    pfft....
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  12. #12
    Community Member EatSmart's Avatar
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    Quote Originally Posted by Empireworld View Post
    Usually I think I am overhealing.
    You probably are, but as long as you're still making it between shrines without ooming it is fine.

    Quote Originally Posted by Empireworld View Post
    How does everyone judge when they should heal if you don't know the hitpoints someone has?
    Experience of running with a wide variety of builds.

    Quote Originally Posted by Empireworld View Post
    Is there any way to add numbers to players health bars?
    No, however there are UI mods like InfoBlue, Cosmos and others that have grade markers to make it easier to visially see the %s of health that people are at.

    The real question is, how much danger is my party in? If their current HP total is below the amount they need to survive a spike damage source (at low levels, ogre flurries, shaman lightning bolts; at high levels metoer swarms, cometfalls) then heal them up, even if its overhealing. If its not particularly dangerous, let people's HPs drop a bit so that you can heal efficiently.

    If you're in a quest where you have more SP than you know what to do with, stop worrying and overheal

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    We like the fact it’s a choice as suppose to, “hell we just kill yonder dragon cause we’re OP”.
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  13. #13
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    In a year+ the number of rogues i have seen use a heal scroll....

    Can be counted on one hand. Of a woodshop teacher.


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    what about playing an barbarian.
    the barb got 1k hp, and half healing.

    my heals hit him for 250-ish hp each casting(this is an maximum casting cleric) 50% potency +75% empower heal.
    taking so much damage i needed to activate the eardweller to keep him alive?

  15. #15
    Community Member haku-ba's Avatar
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    Quote Originally Posted by erikbozelie View Post
    what about playing an barbarian.
    the barb got 1k hp, and half healing.

    my heals hit him for 250-ish hp each casting(this is an maximum casting cleric) 50% potency +75% empower heal.
    taking so much damage i needed to activate the eardweller to keep him alive?
    Tell the barb to get some healing amp! Anyone who has that many HP and no healing amp is not worth playing with. Besides, unless they are really geared up and probably multiple TR'd, they are not likely to be doing that much DPS if they have that many hit points anyway. Once you get about 800hp on a barb, you are sacrificing DPS for the extra hp and it is pretty much a waste of time.

  16. #16
    Hero Aashrym's Avatar
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    Quote Originally Posted by erikbozelie View Post
    what about playing an barbarian.
    the barb got 1k hp, and half healing.

    my heals hit him for 250-ish hp each casting(this is an maximum casting cleric) 50% potency +75% empower heal.
    taking so much damage i needed to activate the eardweller to keep him alive?
    Having 1000 hp vs 600 hp and thinking we need to top hit numbers that get the 1000 to full is a mistake. That 1000 hp barbarian will stay alive at 600 hp just as well as the 600 hp character does. If I can keep the 600 hp character alive at 600 hp I can keep the 1000 hp barb alive at 600 hp and just over half his red bar.

    He should be focusing less on hit points and more on DPS.
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  17. #17
    Hero Aashrym's Avatar
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    Quote Originally Posted by haku-ba View Post
    Tell the barb to get some healing amp! Anyone who has that many HP and no healing amp is not worth playing with. Besides, unless they are really geared up and probably multiple TR'd, they are not likely to be doing that much DPS if they have that many hit points anyway. Once you get about 800hp on a barb, you are sacrificing DPS for the extra hp and it is pretty much a waste of time.
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  18. #18
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    Quote Originally Posted by Aashrym View Post
    Having 1000 hp vs 600 hp and thinking we need to top hit numbers that get the 1000 to full is a mistake. That 1000 hp barbarian will stay alive at 600 hp just as well as the 600 hp character does. If I can keep the 600 hp character alive at 600 hp I can keep the 1000 hp barb alive at 600 hp and just over half his red bar.

    He should be focusing less on hit points and more on DPS.
    it was in epic. was getting hit by 2 trash and an boss.
    hp wasnt the issue, it was his healing amp xD.

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