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A How-To page for general Healing in [[Dragon Age: Origins]].
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A how-to page detailing '''healing spell efficiency''' in ''[[Dragon Age: Origins]]''.
   
āˆ’
=Usage=
+
==Usage==
  +
===Effectiveness===
āˆ’
'''Ranking:'''
 
  +
#[[Regeneration (Spell)|Regeneration]] benefits most from increase in [[Spellpower]] by <span style="color:lime">+10hp</span>/<span style="color:mediumpurple">10spellpower</span>. An additional 10 points in Spellpower will increase the effect of [[Regeneration (Spell)|Regeneration]] by the total of 10 (1 per tick).
  +
#[[Heal (Origins)| Heal]] comes in second with <span style="color:lime">+4hp</span>/<span style="color:mediumpurple">10spellpower</span>.
  +
#[[Group Heal (Origins)|Group Heal]]'s efficiency can vary depending on how many party members benefit from the heal.<br/>If 2 party members benefit from a full effect of Group Heal, its efficiency will be higher than [[Heal (Origins)|Heal]].<br/>If 4 party members benefit from a full effect of Group Heal, its efficiency will be higher than [[Regeneration (Spell)|Regeneration]].
  +
#[[Lifeward]] should be used before combat or as the last resort due to its effect and efficiency.
   
  +
===Summary===
āˆ’
1.)[[Regeneration| 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).
 
  +
It is most efficient to let your healer cast repetitive [[Regeneration]] and [[Heal (Origins)|Heal]] on your party members. [[Mass Rejuvenation]], while theoretically less efficient than both [[Rejuvenate]] and [[Spellbloom]], actually is your best spell combination practically, affecting your whole party at once. [[Spellbloom]] is the close second. [[Mana Drain]] could be a great option for mana regeneration considering its availability and efficiency, yet since it requires draining mana from spellcasting enemies only that are both relatively rare and usually short-lived - it's very situational. Note that if you do not personally control the healer, the AI healer will '''never''' cast [[Regeneration]] on top of an existing one (as you might do), so if you are not controlling the healer yourself, you can take the [[Regeneration]]'s total effect and effectiveness as it actually is.
   
  +
==Efficiency Comparison==
āˆ’
2.)[[Heal| Heal]] comes in second with +4hp/10spellpower.
 
  +
The tables below compare the efficiency of healing spells based on different levels of [[Spellpower|spellpower]] [[Attributes (Origins)|attribute]].
   
  +
30 spellpower
āˆ’
3.) [[Group Heal]]'s efficiency can vary depending on how many party members benefit from the heal.
 
  +
{| class="sortable daotable" width="100%"
  +
|- style="background: #333333; text-align: center; vertical-align:bottom; "
  +
!style="width: 8%; "|Spellpower
  +
!style="width: 8%; "|Spell
  +
!style="width: 8%; "|Cat.
  +
!style="width: 8%; "|Coold.
  +
!style="width: 10%; "|Availability / min
  +
!style="width: 8%; "|Cost
  +
!style="width: 8%; "|Duration
  +
!style="width: 8%; "|Effect / s
  +
!style="width: 8%; "|Total Effect
  +
!style="width: 8%; "|Efficiency
  +
|-
  +
|Health
  +
|[[Regeneration (spell)|Regeneration]]
  +
|[[Creation spells (Origins)|Creation]]
  +
|5s
  +
|12.0
  +
|25
  +
|10
  +
|13
  +
|130
  +
|5.20
  +
|-
  +
|Health
  +
|[[Heal (Dragon Age II)|Heal]]
  +
|[[Creation spells (Origins)|Creation]]
  +
|5s
  +
|12.0
  +
|20
  +
|1
  +
|52
  +
|52
  +
|2.60
  +
|-
  +
|Health
  +
|[[Group Heal (Origins)|Group Heal]]
  +
|[[Spirit Healer (Origins)|Spirit Healer]]
  +
|20s
  +
|3.0
  +
|40
  +
|1
  +
|65
  +
|65
  +
|1.63
  +
|-
  +
|Health
  +
|[[Lifeward]]
  +
|[[Spirit Healer (Origins)|Spirit Healer]]
  +
|30s
  +
|2.0
  +
|55
  +
|1
  +
|39
  +
|39
  +
|0.71
  +
|-
  +
|Mana
  +
|[[Rejuvenate]]
  +
|[[Creation spells (Origins)|Creation]]
  +
|45s
  +
|1.3
  +
|25
  +
|10
  +
|4
  +
|40
  +
|1.60
  +
|-
  +
|Mana
  +
|[[Spellbloom]]
  +
|[[Creation spells (Origins)|Creation]]
  +
|30s
  +
|2.0
  +
|25
  +
|20
  +
|1.5
  +
|30
  +
|1.20
  +
|-
  +
|Mana
  +
|[[Mass Rejuvenation]]
  +
|[[Creation spells (Origins)|Creation]]
  +
|90s
  +
|0.7
  +
|45
  +
|15
  +
|2.5
  +
|37.5
  +
|0.83
  +
|}
   
āˆ’
: If 2 party members benefit from a full effect of [[Group Heal]], its efficiency will be higher than [[Heal]].
 
   
  +
40 spellpower
āˆ’
: If 4 party members benefit from a full effect of [[Group Heal]], its efficiency will be higher than [[Regeneration]].
 
  +
{| class="sortable daotable" width="100%"
  +
|- style="background: #333333; text-align: center; vertical-align:bottom; "
  +
!style="width: 8%; "|Spellpower
  +
!style="width: 8%; "|Spell
  +
!style="width: 8%; "|Cat.
  +
!style="width: 8%; "|Coold.
  +
!style="width: 10%; "|Availability / min
  +
!style="width: 8%; "|Cost
  +
!style="width: 8%; "|Duration
  +
!style="width: 8%; "|Effect / s
  +
!style="width: 8%; "|Total Effect
  +
!style="width: 8%; "|Efficiency
  +
|-
  +
|Health
  +
|[[Regeneration (spell)|Regeneration]]
  +
|[[Creation spells (Origins)|Creation]]
  +
|5s
  +
|12.0
  +
|25
  +
|10
  +
|14
  +
|140
  +
|5.60
  +
|-
  +
|Health
  +
|[[Heal (Dragon Age II)|Heal]]
  +
|[[Creation spells (Origins)|Creation]]
  +
|5s
  +
|12.0
  +
|20
  +
|1
  +
|56
  +
|56
  +
|2.80
  +
|-
  +
|Health
  +
|[[Group Heal (Origins)|Group Heal]]
  +
|[[Spirit Healer (Origins)|Spirit Healer]]
  +
|20s
  +
|3.0
  +
|40
  +
|1
  +
|70
  +
|70
  +
|1.75
  +
|-
  +
|Health
  +
|[[Lifeward]]
  +
|[[Spirit Healer (Origins)|Spirit Healer]]
  +
|30s
  +
|2.0
  +
|55
  +
|1
  +
|42
  +
|42
  +
|0.76
  +
|-
  +
|Mana
  +
|[[Rejuvenate]]
  +
|[[Creation spells (Origins)|Creation]]
  +
|45s
  +
|1.3
  +
|25
  +
|10
  +
|4
  +
|40
  +
|1.60
  +
|-
  +
|Mana
  +
|[[Spellbloom]]
  +
|[[Creation spells (Origins)|Creation]]
  +
|30s
  +
|2.0
  +
|25
  +
|20
  +
|1.5
  +
|30
  +
|1.20
  +
|-
  +
|Mana
  +
|[[Mass Rejuvenation]]
  +
|[[Creation spells (Origins)|Creation]]
  +
|90s
  +
|0.7
  +
|45
  +
|15
  +
|2.5
  +
|37.5
  +
|0.83
  +
|}
   
āˆ’
4.) [[Lifeward]] should be used before combat/as the last resort due to it's effect and efficiency.
 
   
  +
100 spellpower
  +
{| class="sortable daotable" width="100%"
  +
|- style="background: #333333; text-align: center; vertical-align:bottom; "
  +
!style="width: 8%; "|Spellpower
  +
!style="width: 8%; "|Spell
  +
!style="width: 8%; "|Cat.
  +
!style="width: 8%; "|Coold.
  +
!style="width: 10%; "|Availability / min
  +
!style="width: 8%; "|Cost
  +
!style="width: 8%; "|Duration
  +
!style="width: 8%; "|Effect / s
  +
!style="width: 8%; "|Total Effect
  +
!style="width: 8%; "|Efficiency
  +
|-
  +
|Health
  +
|[[Regeneration (spell)|Regeneration]]
  +
|[[Creation spells (Origins)|Creation]]
  +
|5s
  +
|12.0
  +
|25
  +
|10
  +
|20
  +
|200
  +
|8.00
  +
|-
  +
|Health
  +
|[[Heal (Dragon Age II)|Heal]]
  +
|[[Creation spells (Origins)|Creation]]
  +
|5s
  +
|12.0
  +
|20
  +
|1
  +
|80
  +
|80
  +
|4.00
  +
|-
  +
|Health
  +
|[[Group Heal (Origins)|Group Heal]]
  +
|[[Spirit Healer (Origins)|Spirit Healer]]
  +
|20s
  +
|3.0
  +
|40
  +
|1
  +
|100
  +
|100
  +
|2.50
  +
|-
  +
|Health
  +
|[[Lifeward]]
  +
|[[Spirit Healer (Origins)|Spirit Healer]]
  +
|30s
  +
|2.0
  +
|55
  +
|1
  +
|60
  +
|60
  +
|1.09
  +
|-
  +
|Mana
  +
|[[Rejuvenate]]
  +
|[[Creation spells (Origins)|Creation]]
  +
|45s
  +
|1.3
  +
|25
  +
|10
  +
|4
  +
|40
  +
|1.60
  +
|-
  +
|Mana
  +
|[[Spellbloom]]
  +
|[[Creation spells (Origins)|Creation]]
  +
|30s
  +
|2.0
  +
|25
  +
|20
  +
|1.5
  +
|30
  +
|1.20
  +
|-
  +
|Mana
  +
|[[Mass Rejuvenation]]
  +
|[[Creation spells (Origins)|Creation]]
  +
|90s
  +
|0.7
  +
|45
  +
|15
  +
|2.5
  +
|37.5
  +
|0.83
  +
|}
   
   
  +
==Tactics==
āˆ’
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.
 
  +
An example tactical setup:
   
  +
'''Type:''' Main Healer (Wynne)<br/>'''Behavior:''' Passive
āˆ’  
āˆ’  
āˆ’
=Efficiency Comparison=
 
āˆ’
[[File:Healing_Spells_Efficiency.jpg]]
 
āˆ’  
āˆ’  
āˆ’  
āˆ’
=Tactics Setup=
 
āˆ’  
āˆ’
'''Type:''' Main Healer (Wynne)
 
āˆ’  
āˆ’
'''Behavior:''' Passive
 
 
{| border="1" cellpadding="1" cellspacing="1" style="width: 600px; height: 77px;"
 
{| border="1" cellpadding="1" cellspacing="1" style="width: 600px; height: 77px;"
 
| style="text-align: center;"|'''Condition'''
 
| style="text-align: center;"|'''Condition'''
Line 40: Line 305:
 
|-
 
|-
 
|Self: Mana/stamina < 75%
 
|Self: Mana/stamina < 75%
āˆ’
|[[Spellbloom]] (high avaliability)
+
|[[Spellbloom]] (high availability)
 
|-
 
|-
āˆ’
| style="vertical-align: top;"|Self: Mana/stamina < 75%
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| style="vertical-align: top;"|Enemy: Nearest visible mage
 
| style="vertical-align: top;"|[[Mana Drain]] (most cost effective)
 
| style="vertical-align: top;"|[[Mana Drain]] (most cost effective)
 
|-
 
|-
 
| style="vertical-align: top;"|Self: Health < 25%
 
| style="vertical-align: top;"|Self: Health < 25%
āˆ’
| style="vertical-align: top;"|[[Group Heal]] (counter AoE damage)
+
| style="vertical-align: top;"|[[Group Heal (Origins)|Group Heal]] (counter AoE damage)
 
|-
 
|-
 
| style="vertical-align: top;"|Self: Health < 75%
 
| style="vertical-align: top;"|Self: Health < 75%
Line 52: Line 317:
 
|-
 
|-
 
| style="vertical-align: top;"|Ally: Health < 25%
 
| style="vertical-align: top;"|Ally: Health < 25%
āˆ’
| style="vertical-align: top;"|[[Group Heal]] (emergency heal)
+
| style="vertical-align: top;"|[[Group Heal (Origins)|Group Heal]] (emergency heal)
 
|-
 
|-
 
| style="vertical-align: top;"|Ally: Health < 50%
 
| style="vertical-align: top;"|Ally: Health < 50%
Line 61: Line 326:
 
|-
 
|-
 
| style="vertical-align: top;"|Ally: Health < 25%
 
| style="vertical-align: top;"|Ally: Health < 25%
āˆ’
| style="vertical-align: top;"|[[Heal]]
+
| style="vertical-align: top;"|[[Heal (Origins)|Heal]]
 
|-
 
|-
 
| style="vertical-align: top;"|Ally: Health < 50%
 
| style="vertical-align: top;"|Ally: Health < 50%
āˆ’
| style="vertical-align: top;"|[[Heal]]
+
| style="vertical-align: top;"|[[Heal (Origins)|Heal]]
 
|-
 
|-
 
| style="vertical-align: top;"|Ally: Health < 75%
 
| style="vertical-align: top;"|Ally: Health < 75%
āˆ’
| style="vertical-align: top;"|[[Heal]]
+
| style="vertical-align: top;"|[[Heal (Origins)|Heal]]
 
|-
 
|-
āˆ’
| style="vertical-align: top;"|''your main tank'': Being attack by melee or range attack
+
| style="vertical-align: top;"|''main tank'': Being attack by melee or range attack
 
| style="vertical-align: top;"|[[Heroic Defense]] (last priority after all heals)
 
| style="vertical-align: top;"|[[Heroic Defense]] (last priority after all heals)
 
|}
 
|}
āˆ’
By: '''[[User:Fycan|<span style="color:lawngreen"> Fy</span>]][[User:Fycan|<span style="color:greenyellow">can </span>]]'''
 
āˆ’  
āˆ’
==my god what's going on with the Content crap==
 
   
  +
==Notes==
āˆ’
deleting this will cause the Content Box to disappear.. so plz dont
 
  +
*Force Field - though the most efficient instrument in the main healerĀ“s hands - should be cast at roughly under 25 % health by a directly controlled healer, followed by regeneration.
  +
*Sometimes you may want to delay or avoid a lower cost action in order to be able to use a more helpful one.
  +
[[Category:Guides]]

Revision as of 12:18, 4 May 2015

A how-to page detailing healing spell efficiency in Dragon Age: Origins.

Usage

Effectiveness

  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 or as the last resort due to its effect and efficiency.

Summary

It is most efficient to let your healer cast repetitive Regeneration and Heal on your party members. Mass Rejuvenation, while theoretically less efficient than both Rejuvenate and Spellbloom, actually is your best spell combination practically, affecting your whole party at once. Spellbloom is the close second. Mana Drain could be a great option for mana regeneration considering its availability and efficiency, yet since it requires draining mana from spellcasting enemies only that are both relatively rare and usually short-lived - it's very situational. Note that if you do not personally control the healer, the AI healer will never cast Regeneration on top of an existing one (as you might do), so if you are not controlling the healer yourself, you can take the Regeneration's total effect and effectiveness as it actually is.

Efficiency Comparison

The tables below compare the efficiency of healing spells based on different levels of spellpower attribute.

30 spellpower

Spellpower Spell Cat. Coold. Availability / min Cost Duration Effect / s Total Effect Efficiency
Health Regeneration Creation 5s 12.0 25 10 13 130 5.20
Health Heal Creation 5s 12.0 20 1 52 52 2.60
Health Group Heal Spirit Healer 20s 3.0 40 1 65 65 1.63
Health Lifeward Spirit Healer 30s 2.0 55 1 39 39 0.71
Mana Rejuvenate Creation 45s 1.3 25 10 4 40 1.60
Mana Spellbloom Creation 30s 2.0 25 20 1.5 30 1.20
Mana Mass Rejuvenation Creation 90s 0.7 45 15 2.5 37.5 0.83


40 spellpower

Spellpower Spell Cat. Coold. Availability / min Cost Duration Effect / s Total Effect Efficiency
Health Regeneration Creation 5s 12.0 25 10 14 140 5.60
Health Heal Creation 5s 12.0 20 1 56 56 2.80
Health Group Heal Spirit Healer 20s 3.0 40 1 70 70 1.75
Health Lifeward Spirit Healer 30s 2.0 55 1 42 42 0.76
Mana Rejuvenate Creation 45s 1.3 25 10 4 40 1.60
Mana Spellbloom Creation 30s 2.0 25 20 1.5 30 1.20
Mana Mass Rejuvenation Creation 90s 0.7 45 15 2.5 37.5 0.83


100 spellpower

Spellpower Spell Cat. Coold. Availability / min Cost Duration Effect / s Total Effect Efficiency
Health Regeneration Creation 5s 12.0 25 10 20 200 8.00
Health Heal Creation 5s 12.0 20 1 80 80 4.00
Health Group Heal Spirit Healer 20s 3.0 40 1 100 100 2.50
Health Lifeward Spirit Healer 30s 2.0 55 1 60 60 1.09
Mana Rejuvenate Creation 45s 1.3 25 10 4 40 1.60
Mana Spellbloom Creation 30s 2.0 25 20 1.5 30 1.20
Mana Mass Rejuvenation Creation 90s 0.7 45 15 2.5 37.5 0.83


Tactics

An example tactical setup:

Type: Main Healer (Wynne)
Behavior: Passive

Condition Action
Self: Mana/stamina < 50% Mass Rejuvenation
Self: Mana/stamina < 75% Spellbloom (high availability)
Enemy: Nearest visible mage 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
main tank: Being attack by melee or range attack Heroic Defense (last priority after all heals)

Notes

  • Force Field - though the most efficient instrument in the main healerĀ“s hands - should be cast at roughly under 25 % health by a directly controlled healer, followed by regeneration.
  • Sometimes you may want to delay or avoid a lower cost action in order to be able to use a more helpful one.