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  #11  
Old May 20th, 2008, 06:47 PM
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Lingchih Lingchih is offline
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Default Re: Healers

Low level healers need to be massed. 5-10 of them at at time... it is the only way to get any kind of use out of them. In numbers, they heal pretty well.

The Faery Queen is useless in that role, since the cost to mass them would be ungodly expensive.
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  #12  
Old May 20th, 2008, 07:29 PM
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Default Re: Healers

I wish there were a few more healers, either Independents or summons. Don't have to be much good but the chances aren't that good to heal many things anyway so there is an opportunity cost to healing.

And even 100%ers are not that good at healing, while those at 20/30% are hopeless. All afflictions semingly have a chance to resist healing. So while limps etc may be easier than feebleminds they can still take multiple turns even to the Arco Priestesses.

Healing is one of those things you think should be a choice in Domminions. It needs an otherwise useful unit and so costs research, searching, combat potential or lost castings but appears to offer good rewards. But like summoning Drakes or Zizes it's frustratingly ineffective even in sp let alone mp. It's there but just don't bother. Ever. Unless you have 100%ers.
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  #13  
Old May 20th, 2008, 07:48 PM
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Default Re: Healers

Well, you can multiply the effect by having many patients rather than many healers, and experienced troops tend to be the ones with afflictions.
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  #14  
Old May 20th, 2008, 08:18 PM

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Default Re: Healers

Hmm. There's a mod command to increase the heal %, so in a sense it is "one of those things that [is] a choice in Dominions." Increase Faery Queen to Healer(80), Arco Priestess to Healer(100). (Not sure what happens if you increase to 200--do you get two checks?)

I play RPGs so I'm quite ready to incorporate "House Rules" into Dominions.

-Max
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