Armsman -> RE: Healing Spells (1/14/2021 8:07:05)
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There is also Your Body Heals At The Speed Of Light, which heals you based on the enemy's Light resistance, which means depending on your enemy, you can actually get some decent healing done. It also uses DEX for calculating stat bonuses, and has a small chance of trying to apply Celerity to your side. The Paladin armour now comes with a once-per-turn quickcast healing ability as well, but it's pretty small. However, healing spells overall are generally considered being too weak to make any meaningful difference in a fight, especially with the nuke meta. Why spend a turn undoing maybe 1-2 turns worth of monster damage when you could delete a quarter of the enemy's HP bar instead? And even in a defensive setup such as a Beastmaster might have, there are just straight out better options for mitigating damage. The shields from the Dragonlord sets can give you a massive buffer to absorb damage from. The Geocastellum set has a quickcast skill that can reduce enemy damage to a point where they're basically not going to be putting a dent in you. And if you grabbed the most recent spell giftbox, you can basically turn a monsters nuke into a light slap if you're paying attention to their SP bar. And finally, potions not only tend to heal more, they do so consistently and are ridiculously easy to get ahold of, with an additional upside of not taking up a spell/skill slot that could go towards something more unique and interesting. So, yeah. Healing magic/skills aren't really in a good place right now. But at least there are other options to get around healing's relative weakness.
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