Disciples III: Renaissance

Disciples III: Renaissance

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Aku Aug 10, 2013 @ 5:31am
So whats the point in bringing a healing class along with me? Every one i've had, has been healing for like, maybe 80-90 health a turn, while i'm getting hit for closer to 150, and if i get crit, 2-300. They seem like a waste and i should just ditch them asap for more damage, am i missing something?
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Showing 1-5 of 5 comments
Psychos Aug 10, 2013 @ 7:08am 
The only factions with healers are the Humans and the Elves, if we are talking about the elven healers they are fairly lackluster, especially the lower level units. The elven spell Life Water (both level 1 and level 4) tends to surpasses their abilities, but it still doesn't hurt to have at least 1 healer for the buffs they provide

The human healers on the other hand are much more powerful. You need to consider the fact that every time you get hit and heal off you are basically negating damage, no matter how much, it is still buying your units maybe 1 - 2 extra turns of dealing damage of their own. If you are getting hit for 150, it may be worth changing your tactics, using the defend button to half the damage to that unit for a single attack and also attempting to split attacking enemies across multiple front line melee units, so that there is less damage to heal per unit.

In the early levels this is easier said than done, but in later levels the Empire healers are basically what allow you to take down enemy capital cities. The target-all line of healers specifically, allows you to basically negate most if not all damage done

If you are playing on Easy, perhaps healers aren't required as much, but on normal and hard I would say they are more than required. Even if the simple fact is that I can end a battle at a higher health than I would without them means it may change the outcome of a battle a few turns from now. If you plan ahead with certain tactics, e.g. spin turns defending in battle while a single weak enemy remains, you can nearly end every encounter at full health, turning encounters directly to your advantage.

TLDR: Empire healers: Highly advised you use 1 if not 2 (if you decide on the single target line) alongside Inoel, especially in later acts. Elven Healers, you can nearly forgo them altogether in favour of Level 4 Life Water, or use 1 for the buffs they provide. But then again it depends on your playstyle so it's all a bit subjective.
Last edited by Psychos; Aug 11, 2013 @ 9:54am
Aku Aug 10, 2013 @ 2:28pm 
No i'm on normal, and these are on the empire healers. I'm in act 2, and i've got the scripted healer that i'm supposed to protect. She's decent, about 90 a tick now, but it is an all party heal. Maybe it's just that in te earlier acts i'm not able to unlock everything?
Mizerykordia Aug 11, 2013 @ 5:37am 
Yes, you will get access to more powerful healers later. I'd recommend to have at least Inoele+Prophetes.
thethomasgeorge Aug 19, 2013 @ 1:17am 
Yeah Inoele negates healers in general, I just put all my slots into giants. That erthquake attack is so OP, and a line up of 5-6 of them ensues that only the most tankiest units make it to my line of defenders.
Gavener Jan 7, 2014 @ 1:54pm 
Thats a Army build AoE healer and Titans
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