![]() If you simply mean no dedicated healer, though, at least one or two classes with self-heals make good components. In either event, though, you'll want a party with high damage output to kill things faster than they cause damage. That depends on whether you mean no heal skills available at all or simply no dedicated healer that can heal others. Originally posted by Justice:It seem healer a very crusical part of the team, especially for med, big dungeons or a boss quest stress can be healed with money, but death cannot. in this situation, it's okay to take stress damage assuming it doesn't get you too close to an affliction check. ![]() if you absolutely cannot have any sort of healer, do a short dungeon for the week and bring lots of food and protective trinkets, and bring stun potential too, and, if possible, support abilities like the man-at-arms's bolster. in addition, bh is the only one who can't heal, so you have a very reliable group right there. for example, arbalest-plague doctor-houndmaster-bounty hunter has massive stun potential, effectively negating substantial single-turn damage. classes who can self-heal make not having a main healer much easier. that being said, you should always be prepared to deal with crits and deaths door checks. for harder dungeons a primary healer can be substituded by two support healers like the arbalest and the plague doctor, especially since dots can be a big issue in later dungeons. in easier dungeons you can you have a support healer be the main healer (antiqutarian with her candle of life trinket works pretty well), assuming you have decent max hp and dodge on your party. the two big healers are vestal and occultist. Healers are essential to anything beyond a short quest in my experience.
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