Had a good discussion in General in game earlier, figured I'd post a follow up to the forums.
From my personal experience, it seems to help a lot early game when the AI rushes. The healing rate seems slightly better than a Priestess healing in combat without any good gear or the healing boost research. Even if you stuck with just one of infantry/ranged/calvalry, which I don't think most people do,it would only be 4 or 5 "wasted" points to get there.
What do you guys think?
|||fun to have in PvE, useless in competitive PvP|||It stacks with Conall and Hyginus too, I think, giving 3.6 or 4 health per second.|||its not completely useless in competitive pvp
when ur withdrawing from a raid with 2 almot dead units, they heal. so if u leave them there for 1 minute or so, they might be back to half hp, and even more|||
This might be too obvious but this star tech scales much better with lot of cheap units than few elites.
But compared to other star techs out there it does feel... underwhelming.
|||What he said, good for PVE, limited use for PVP
In PVE, where the AI does not focus fire, it effectively is a -2dps on a 1v1 unit engagement.
On PVP, where focus fire is king, you wont really tell the diference.
|||The healing rate seems slightly better than a Priestess healing in combat without any good gear or the healing boost research.
Uh? The priestess heal is 10 health per second base, 5 times as powerful without any gear or research.
|||Camels have about 750 hp so it would take 6 mins for the camel to fully heal itself. Might as well just use trainer thoth and make a fresh camel.|||
Static healing rates have the disadvantage of reverse level scaling: They get worse as you get to higher levels. Whether this is because they are balanced for use at level 40 or for lower levels is a relevant question, of course. Regardless, it is at odds with how the rest of the game works.
A priest healing 10 hp/second is one thing at level 15, and a rather lesser thing at level 40. A unit regenerating 2 hp/second is much better at level 20 than it is at level 40, because units will tend to have more hit points due to better gear. Units also tend to become relatively cheaper due to higher gathering rates from gear, which also makes it a bit less cost-effective to heal them at higher levels, even if the rates scaled.
There's some gear that boosts priest healing rates, but at the expense of other (useful) properties. It should probably be standard that priest healing rates either automatically scale by level, or that priest staffs have a default healing rate bonus that matches hit point increases by level (similar to how nearly all weapons except a few useless ones add to damage).
There's no gear that makes the star techs better (and equipping non-hp boosting gear to maximize the utility of the star techs would probably be a very bad idea).
|||So nobody of the good players is using the autoheal startech? Guess i'll have to adjust my techtree.|||This was my biggest negative about the star tech, too: I don't know if this is good strategy or not, but I've been having a lot of fun with Elephant Archer Champions and with the gear I have right now they've got around 1900 health. So that's almost 16 minutes to heal up?
I also didn't realize the priestess healing rate was 10/sec, thanks. I was just looking at the rate health bars filled and not the numbers themselves but that's pretty big. With +healing gear it seems like the points would be better spent elsewhere, especially if the 3 points could go right into the 15% train time or cost techs.
|||same goes for me. time to experiment with different upgrades/star techs, and see which suits me best
i'm also thinking that speed startech for catapults (and upgrade for pal) isnt worth it either, so might change those as well
|||If regen is useless, I'll guess that Mummy Wraps are useless too?
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