Posted by Gnome healer on December 4, 2000 at 11:24:33:
In Reply to: I'll be quick: posted by Proud Blade(VIP) on December 4, 2000 at 11:01:26:
>> Translating mana into hit points by assuming that you can cast a whole pile of rejuvenates is a bad idea. I suppose it's fine when you are fighting a long drawn out battle against a single foe who can't do anything particularly devastating. However, in a real fight, you are going to want to get an opponent cursed, keep your groupmates alive, use the mighty kick, activate cabal powers, and the like. My view is this. Curse takes one round to do, barring failures. Keeping my groupmates alive would make the assumption that they're the ones being attacked, in which case I don't have to worry about my own hp. Now, conversely, if I were the one getting attacked, my groupmates would be wailing away (I doubt I'd be grouped with anything that can't deal damage, being a healer and all). Cabal powers, bah, no matter what cabal you're in, its still only a round or two to get your power off. With sanc and protections and such, a round isn't too much to worry about. And I don't think anyone EVER uses kick in a PK situation (except at low levels, which don't count). Ok, now, why would I want to sit smugly with an air of semi-invincibility for a few extra rounds. As a healer, if I'm getting my ass kicked, I'll flee right away. Healers have no business in a fight for the most part. And anytime that I would have to spam rejuvinate would mean I'm probably going to be in deep trouble anyways (having to spam rej. would mean I'm losing around 200hp a round, not a good thing no matter how you look at it). I'll agree with you here. Saves are what its all about in a purely defensive class.
>>This is where having extra hp in the bank helps you out: with all the protections you have up, you can sit smugly with an air of semi-invincibility for a few extra rounds, and get the other things done. If you have to span rejuvenate to keep alive in a difficult fight, you aren't doing anything else.
>> For gear: Also remember that against a lot of classes, saves are like having extra hp. If an invoker is desperately trying to nuke you, making all of your saves means a lot less damage from the invoker, which means less rejuventates. Ditto for maledicting classes- you won't have to take the time/mana to cleanse and such so often. Saves are king.