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Originally Posted by Le Grinder
Divine favours what, 30-40 health max? Its handy, but comparitively, its not going to keep the team going any longer than any other healer.
And each class has their own benefits - Energy management and N's - By the time a N/Mo gets down to low mana there should be dead things boosting its energy, so there should be no worries for N's continuly healing their party members with more powerful heals, unlike monks. Energy and E's - no comment needed Fast casting and Me's - yeah, for some of those longer casting spells... heal party, healing seed, etc... As for runes, well, the other classes can take superior runes to help them deal more damage, so that they will never have to heal as much. Or to lay down wards, or weaken/slow enemies, or to backfire/interrupt their casters. To prevent, rather than cure. |
A necro is going to have more energy because things are dying. But they're only healing 60 per cast. For arguments sake, lets make it heal other with a lovely recharge of 3 seconds. 151 Healing. Divine favor would have brought that up to 179 and gone to hit orison for another 98. 277 healed out of 15 energy with two spells cast as opposed to 211.
Say we add a third heal to this wonderful mess (zoomj, three heals in one battle?) Dwayna's, which heals for a measly 51 and for the hell of it, lets have an enchantment on this person cause that wammo loves his mending. 68 heal from a necro. Boom, 106 from the monk. Now your necro has healed a total of 279, three casts and it just 2 health better than the monk's 2 with divine favor. It's still 114 short of what the monk could bust out in three moves.
Now for a fourth spell. Getting to 152 short. Fifth, 190 short. Sixth, 228 short. Your tank is now dying because you can't heal him fast enough. No, well of blood isn't going to outheal that damage. Your tank is now dead. The monsters are coming for you.
It's okay though, you have full energy.


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