The Healer / Support Thread Mar 6, 2020 17:56:09 GMT
Post by prepared on Mar 6, 2020 17:56:09 GMT
To answer the above, Manuka and I, and the Profiteers as a group because of the two of us changed how we started playing HG which changed in some respects how the party needed to operate and all of this came as a result of Limbo. The runs were a slog. How we run Limbo is we mass every single map, we spawn the entire map in GS, and then cast Drawmij's Preclusion to pull the entire map to us but mobs with mantles, and fight the entire map in one epic fight. It eliminated all of the caster spawns because none of the casters were there. If a tank died, he immediately needed rebuffing. If a tank stopped bashing to pop a heal, it slowed us down. Our clerics / druids became true supports where we were slotting GRs and heals, Endure Elements, Monstrous Regeneration, Regenation, Protection From Elements, UEFs, Mass Camos, Fonts, etc. And both roles functioned almost exclusively in support roles. Why spam Pesticide to kill all the mobs when you can wear a 1/2 KB item and bash them? Everything we did was geared toward maximum up-time for the tanks.
Ideally this is an experience I woudld like to preserve in future areas. Atropros should not be a problem (and I'm not saying why, but fear not, it's Evil), but other areas may be. What about the run is making this a necessary role. Obviously lots of damage, but... ? May want to stick in another thread depending on how complicated the answer is.
This mindset works in all areas of the mod because we followed suit elsewhere. Mass the map, or just rambo it with tanks and the cleric and / or druid would keep them going. We would do 3 maps of the Abyss on a single rest. This play-style started well before we had all of the uber gear too, which is what really created the need for the support and then because it was just such a different experience we both happened to enjoy, we stuck with it.
I don't think HG as a whole is set-up to really capture a true healer / support role without dramatic changes. Everyone having an unlimited beaker and grapes / pearls makes it hard. It also depends on the pace you wanna play too. A caster party can do this just as easily as tanks depending on the run which would still require the support / healer, you just need really talented multi-boxers or way more active players to cover every role. A run which inhibits the frequency heal potions specifically, not spells can be spammed is an idea, and / or limiting the frequency of use of grapes. You have to question with a small population though if you want to take that much control away from the individual to save themselves or not. This is the crux of it. With the Profiteers, we were all highly capable players and we knew we could trust the jobs would get done from the others so when your health dropped to 5% you knew the heal was coming. It would force a lot of players to relearn how they play HG.
A key difference in our Clerics versus most peoples now are we kept them genuine caster clerics, even with a reduced DC because they could also offer so much save drop, we want to still get the HB's or the implosions if needed. A lot of the support clerics running around are meatshields with cleric buffs which our tanks already did for us, so we kept the DCs as high as possible.
Currently in HG, regardless of your class, and assuming a somewhat decent party composition for the run being done, can ensure you NEVER die, if you wanted. A player can heal themselves, a player can restore themselves, if you're given a rage, if you spam click or run far enough away you avoid blindly running in until clarity comes, etc. You'd have to take some of the self-service. I don't think any experience on HG I have had has topped my being a support cleric though, I just personally love that and get a lot of enjoyment out of it.