Monday, March 11, 2013

Header Spotlight: Healer

The Header Spotlight segment is a way to deliver some information about the specific Headers and to highlight their strengths and weaknesses.

Today, we'll be covering the Healer Header. 


The Healer is a staple in Fantasy games, and this game is no different.  If your character is hurt or has been hit with some nefarious effect, hopefully there's a healer to back you up.  While many Headers have means to remove certain effects or perform limited healing, none of those come even close to the usefulness of a Healer.


While you can choose to adventure without a Healer, it's really not suggested.  Every team that's serious is going to have at least one person who goes deep into Healing.  Healers can Cure practically any Effect and most of the standard Traits, provide exceptional healing, and even Cure Death.  What's not to like!


The Prolonged Healing ability gives the Healer the option of saving Attributes by delivering Healing in a slower, more controlled fashion.  But when stuff starts to get ugly, they've got a slew of abilities that they can dump their attributes on.

Finally, remember that not every healer has to have everything!  It's perfectly viable to have a Healer that is specialized in Healing instead of Curing, or a Healer that's great at spot removal of effects, but isn't generally as useful when removing trait effects.  Feel free to spread it out amongst a few people if you don't have anyone who wants to be a dedicated Healer.

Bound High Magic: Call Forth Spirit, Create Haven, New Lineage, Unfinished Business, Vampire's Bane

Good Header Combinations: Cryomancer (Water Mastery leads to powerful Healing), Shield Bearer (Defend yourself while helping others), Infusions (Plenty of useful spells in the Healer Header for Wands)

Pro: It's healing.  You're going to need some healing in your group.  As a Healer, everyone will want to be your friend, and you'll have plenty of opportunities for adventure. 


Con: Unless you pick up some offensive headers, it can be pretty difficult to defeat an enemy as a healer.  And even if you do, every Attribute you spend taking someone out is an Attribute you don't have to heal your friends.    


How many Healers will your team have?  If you are going Healer, what type of Healer are you focusing on?  Let us know in the comments!

6 comments:

  1. In a core group of 3, we are taking 1 healer. I'm not sure what all headers he is thinking about going in, but we are looking to supplement his healing with status removal potions and things. This way he can focus on healing and life spells.

    I imagine having such a small group plus a healer, it will be easy for us to pick up an extra tank or a damage dealer or two and go.

    I think if you roll healer you will never be excluded from mods. Even if they already have one or two, the more the merrier.

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  2. I plan to be a Healer and use the Bard skill to help supplement it. Prob get one of the masteries, too, so that I can reduce the Attribute cost.

    I think the hardest thing will be people remembering they don't have endless cantrips anymore. Use the passives whenever possible.

    I remember in Ashton when there were no life spells at all and with the healing, it was few and far between. People had to fight smarter and be way more careful. No more stalking off to face the bad guy alone cause the group will come to get you, lol. I'm actually super jazzed about it.

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  3. Rebuilding my wild elf, I'll be going for Healer/Infusions/Archer to start with. I'll give it some time to see if I want to go towards High Magic or Warden.

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  4. I think Archer/Healer is going to be a sick build.

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  5. Well, I've personally decided to go healer/guardian since I'm primarily responsible for keeping one person alive (but will still be able to help others).

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  6. Clara,

    That's a great idea. I think I may actually change Jade to Guardian, Healer, Enchanter....and either Sentinel or Warrior.

    Thanks!

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