Healing spells efficiency

Ranking
1.) Regeneration benefits most from increase in Spellpower by +10hp/10spellpower. An additional 10 points in Spellpower will increase the effect of Regeneration by the total of 10 (1 per tick).

2.) Heal comes in second with +4hp/10spellpower.

3.) Group Heal's efficiency can vary depending on how many party members benefit from the heal.

If 2 party members benefit from a full effect of Group Heal, its efficiency will be higher than Heal.

If 4 party members benefit from a full effect of Group Heal, its efficiency will be higher than Regeneration.

4.) Lifeward should be used before combat/as the last resort due to it's effect and efficiency.

It is therefore most efficient to let your Healer spam Regeneration and Heal on your party members, while relying on Mana Drain and Spellbloom for mana regeneration considering their availability and efficiency. Note that if you do not personally control the Healer, that Healer will never cast Regeneration on top on an existing one (as you might do) so if you are not controlling the Healer yourself, you can take the Regeneration's total effect & effectiveness as it actually is.

Main Healer Tactics Setup
Type: Main Healer (Wynne)

Behavior: Passive Condition	Action Self: Mana/stamina < 50%	Mass Rejuvenation Self: Mana/stamina < 75%	Spellbloom (high avaliability) Self: Mana/stamina < 75%	Mana Drain (most cost effective) Self: Health < 25%	Group Heal (counter AoE damage) Self: Health < 75%	Regeneration Ally: Health < 25%	Group Heal (emergency heal) Ally: Health < 50%	Regeneration Ally: Health < 90%	Regeneration Ally: Health < 25%	Heal Ally: Health < 50%	Heal Ally: Health < 75%	Heal your main tank: Being attack by melee or range attack	Heroic Defense (last priority after all heals)

By: Fycan