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  1. #1
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    Default I love warforged, but...

    I'm seriously considering crafting a bunch of Blood Docents and giving them out when I'm in a party with a bunch of warforged. Especially melee and tank ones. Lots of HP - lots of work to keep it up. They really put a drain on my SP reserves.


    I play forged and I don't go outside without some self-repair... I actually don't want the healer to heal me unless I'm dying. So how do I make them take a hint? Carry a bunch of repair pots and give them out? I already regret my decision to skip UMD, so no repair scrolls. :-(


    Any advice for a novice favored soul?

  2. #2
    The Hatchery zwiebelring's Avatar
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    The problem is that some playes don't see the benfit of Healer's Friend. They invest in HFI or maybe HFII but 3rd enhancement is considered being too expensive for the gain.

    Whereas I think that is not true, yes, if you do not care about heal amp. at all even the enhancements are useless since the benefit is too little. But especially in pugs I think heal amp is one of the most important defenses and you should invest in gear which increases it.

    Make them boost their heal amp and heal in emergencies otherwise make them use pots or any other sort of self healing.

    Crafting gear you hand out is nice specially for newer players but somehow it feels easier buying cure/heal scrolls than handing out stuff which might not be returned.
    Last edited by zwiebelring; 10-30-2011 at 07:19 AM.
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  3. #3
    The Hatchery karl_k0ch's Avatar
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    On my WF melee, I usually carry a bunch of Repair Serious Pots. If a healer keeps me alive, that's fine, but if I drain too much SP, I can switch to pots. Also, having a Arty or Wiz in party who actually takes care of the repairing helps, too.
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  4. #4
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    WF can be hard to heal in the lower levels but i find they're not usually a problem later on. You'll be over healing most of the time anyway so the penalty to their healing amp isn't as much of a problem, although any non arcane WF should still take healers friend I. Obviously for tanks you want as much healing amp as possible though.

    In the low levels i use repair pots, mostly because its easier at that point to heal yourself than rely on a healer but healers will use up their rather limited sp up twice as fast on a wf.

  5. #5
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    If a WF doesn't care enough to get at least healer's friend 1, I don't care enough to heal them.

    That simple.

    No joke, I actually ran into a WF fighter in a shroud earlier that was getting exactly 50% out of every heal I threw his way. I asked him why he had no healing amp, and he replied that he didn't really need any, that it was my job to keep him up no matter what. He didn't last long after that comment.

    If a WF is draining your SP, Stop healing them and tell them to drink pots until they get some healing amp. As other posters have said, this is mostly a problem at lower levels, where self healing via pots is still viable.

  6. #6
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    Yeah, I noticed they're not that much of a problem anymore. Just a few levels above and it's better. I actually thought about it, and invested in Unyielding Sovereignty. So on long quests and limited SP, I can max off that unlimited pack of warforged hitpoints when no negative levels are incoming.

    I suspect not much out of this enhancement in later levels, but it's nice now. Thanks for advice all.
    Last edited by d1mitri; 10-30-2011 at 04:07 AM.

  7. #7
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    Quote Originally Posted by d1mitri View Post
    Yeah, I noticed they're not that much of a problem anymore. Just a few levels above and it's better. I actually thought about it, and invested in Unyielding Sovereignty. So on long quests and limited SP, I can max off that unlimited pack of warforged hitpoints when no negative levels are incoming.

    I suspect not much out of this enhancement in later levels, but it's nice now. Thanks for advice all.
    Unyielding Sovereignty is awesome at later levels. In addition to being a big heal, it also removes all death penalties, perfect for when a tank dies and needs to re-establish aggro as quickly as possible. Being able to remove those death penalties is well worth the 4 AP's, plus you'll need it for the second tier of AoV.

  8. #8
    Community Member FuzzyDuck81's Avatar
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    Quote Originally Posted by mute_mayhem View Post
    Unyielding Sovereignty is awesome at later levels. In addition to being a big heal, it also removes all death penalties, perfect for when a tank dies and needs to re-establish aggro as quickly as possible. Being able to remove those death penalties is well worth the 4 AP's, plus you'll need it for the second tier of AoV.
    ^^ this

    Unyielding Sovreignity is the ONLY way apart from resting or waiting to get rid of death penalties & the effective negative levels associated with it, which will stack up quickly in some areas or with inexperienced (or dumb) players who do the whole thing of get killed, run back into fight, get killed again, run back & die again etc. & getting more squishy every time
    I used to be with it, but then they changed what it was, now what's it is weird and scary to me.

  9. #9
    The Hatchery zwiebelring's Avatar
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    When reading (didn't play the LoB raid yet) about the dps of this boss here I guess Unyielding Sovereignity is the upcoming needed! insta healing for the new dedicated tank types with somewhat about 1k+ hp. No one else needs this amount of hp and strange is, when I use it on my Paladin with zeal cast on me it frequently doublestrikes 1100 hp. Don't know if its a display bug/glitch/whatever but I guess healing tanks with this ability will become important in new Cannith content.
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  10. #10
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    Quote Originally Posted by zwiebelring View Post
    When reading (didn't play the LoB raid yet) about the dps of this boss here I guess Unyielding Sovereignity is the upcoming needed! insta healing for the new dedicated tank types with somewhat about 1k+ hp. No one else needs this amount of hp and strange is, when I use it on my Paladin with zeal cast on me it frequently doublestrikes 1100 hp. Don't know if its a display bug/glitch/whatever but I guess healing tanks with this ability will become important in new Cannith content.
    The problem with this idea is that Unyielding Sovereignty has a 10 minute cool down, and I would not want to waste it when a regular heal could do the job just fine.

    Going back to the original aim of this thread (healing amp), a good tank will have healing amp, making a 1000 point, once per 10 minute heal completely pointless unless the tank has just been rezzed.

  11. #11
    The Hatchery zwiebelring's Avatar
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    The problem with this idea is that Unyielding Sovereignty has a 10 minute cool down, and I would not want to waste it when a regular heal could do the job just fine.
    Using it immediately. 10 minutes doesn't seem too long for me when reading about this raid here. And imagine situations where the blue bars cannot chug pots any more. Also, if more people have this ability, it can be very nice.

    Then, heal amp is comparably harder to get than this ability. It is meant for support not main healing . The more people can give this support the better.
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  12. #12
    Community Member WruntJunior's Avatar
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    The only thing about unyielding sovereignty at high levels is that I flat-out refuse to use it on people that don't have many death penalties (and even then, only if they're important)...it's my oh-**** button for MYSELF, not for them. >_> The lovely part of that ability is that it removes negative affects, not so much the 1k heal for me.

    As far as healing 1k hp tanks in lord of blades, it can help there in an emergency, but generally you want a tank with good enough healing amp to easily be kept full by people tossing heal scrolls anyways. I can tell you from experience that the LoB does too much damage too quickly for unyielding sovereignty to be anything more than a once-every-ten-minute oh-**** button in there.

    Also, if someone doesn't have healer friend 1 and possibly 2 on their wf, they must like being soulstones if they can't keep themselves alive. I assume that, and let them be in the state they seem to enjoy. I can tell you that just the first rank is enough, though...my wf fvs gets >500 from a heal with just the first rank.
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  13. #13
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    As has already been said - if they dont take any amp and want to be healed let 'em look to their pots.


    I run mostly Warforged and the only ones I dont putany more than one level of HF amp on are my Sorc and my Wiz. I always tell the healer up front that Im self sufficient and not to worry about healing me and that if theres another non healing WF in the group I'll help keep them repaired.
    My melees always have a Blood Docent and a Finger neckie as a minimum - then Leviks (planned but never dropped one yet) and DT runes

    Has always worked so far.



    So back to the OP, if they cant be bothered to show you and your class a little respect by using just 2 APs and using one slot for amp then let them be self sufficient.

  14. #14
    Hopeless Romantic dunklezhan's Avatar
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    blood docents are brilliantly easy to make thats true but don't forget that the item binds on equip so you have to keep making them... better is to advise them to invest in healer's friend or carry self healing if you can't keep up.

    My WF savant can self heal. Whenever I get a healer complaining that I need to invest in HF, I say that I've put into L2 but L3 isn't affordable on the build if I wants mah boomboom (which I do), so don't worry about me unless you see me critically low (which usually means I haven't noticed and a ding is imminent). I'll get my own top ups, and most of the time my own full heals too. Being a sorc, even with maxed out WF Con, I have a fraction of the HP of a proper toe-to-toe melee toon (though apparently on a par with most rogues), so that healer's standard Heal spell is likely to top me off just like it would anyone else even with just HF2.

    If this was a melee character however, I would have HF3. It would be stupid not to, and quite rude to assume your healer is going to keep you up.
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  15. #15
    Community Member Standal's Avatar
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    HFI is one of the best enhancements available. HFII and III are just too expensive on an AP tight build. I just reviewed my WF barb, and there's no way he can fit 10 AP in for 10% healing amp. Not when there are so many other sources of amp available to him.

  16. #16

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    Quote Originally Posted by Standal View Post
    HFI is one of the best enhancements available. HFII and III are just too expensive on an AP tight build. I just reviewed my WF barb, and there's no way he can fit 10 AP in for 10% healing amp. Not when there are so many other sources of amp available to him.
    While I agree with you -- I also have trouble fitting the 10 AP for the next two tiers -- it's worth pointing out the common misconception that II and III each are equivalent to 5% healing amp.

    Healing amp is multiplicative, whereas the Healer's Friend line is additive.

    So, for example, a Warforged gets the same benefit from Healer's Friend I as from a 30% Healing Amp item. (0.50 base healing * 1.3 healing amp = 0.65, same as Healer's Friend I).

    The second tier is equivalent to a 40% healing amp (0.70/0.50 = 1.4). The third tier is equivalent to a 50% healing amp item (0.75/0.50 =1.5).

    So, in terms of healing-amp-for-your-buck, the Warforged Healer's Friend line is actually far more powerful than the human/helf lines -- it's just easy to overlook that because Warforged start at such a big penalty to begin with. All the goodness is baked into the first tier, but the tier II and III are roughly equivalent to the tier II and III human/helf lines, which a lot of folks find a way to fit.
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