Darkest Dungeon® II

Darkest Dungeon® II

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Vestal healing
Why the ♥♥♥♥ someone needs to be under 30% hp to be healed by the Vestal ?
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Showing 1-10 of 10 comments
Shiku Jan 30 @ 12:43am 
Don't forget the 2 turn cd on top. Nobody knows why RH decided to dumb THAT hard on Vestal and not do much about it for 2 years.
I always use vestal, I NEVER use this single heal skill. Divine Grace/Mantra all the way. Mantra in particular is completely busted (Confessor path)
Presumably because it's a 50% heal with a whopping 15% crit. And because it's on a hero that already has DoT+stun removal (Ministrations), block/dodge generation (Consecration of Fortitude), guard & destress (Sanctuary), party-wide regen (Divine Comfort) and threshold-less, multi-target heals (Mantra).

Take away Divine Grace's restrictions, and Vestal would just about eclipse every other healer.
Last edited by QuartzBeam; Jan 30 @ 5:19am
Originally posted by QuartzBeam:
Presumably because it's a 50% heal
it's a 20% heal. it only goes up to 50% with conviction

Originally posted by QuartzBeam:
And because it's on a hero that already has DoT+stun removal (Ministrations)
so what? plague doctor has both and is far better at healing AND damage AND support

Originally posted by QuartzBeam:
party-wide regen (Divine Comfort) and threshold-less, multi-target heals (Mantra)
divine comfort is overrated. it's only 2 regen, which means only 3 dmg from a DoT (which is a single blood commune by the way) is enough to proc a death's door check. even when upgraded it's still extremely underwhelming

Originally posted by QuartzBeam:
Take about Divine Grace's restrictions, and Vestal would just about eclipse every other healer
absolutely not. even with no restrictions, she wouldn't be anywhere near plague doctor
granted i don't think the health threshold should be removed because it's an integral part of DD2 design philosophy. but the cooldown is nonsensical and makes her a pathetic and unreliable healer. her only real niche is spamming tokens and off-tanking
> absolutely not. even with no restrictions, she wouldn't be anywhere near plague doctor
granted i don't think the health threshold should be removed because it's an integral part of DD2 design philosophy. but the cooldown is nonsensical and makes her a pathetic and unreliable healer. her only real niche is spamming tokens and off-tanking

Quartz is very right. Even currently she's a better healer than pd. Grace is a VERY good move. To buff it even further would be ludicrous
Shiku Jan 30 @ 5:21am 
Originally posted by QuartzBeam:
Take about Divine Grace's restrictions, and Vestal would just about eclipse every other healer.

Originally posted by Loyal Cygnaran:
Quartz is very right. Even currently she's a better healer than pd. Grace is a VERY good move. To buff it even further would be ludicrous

If you think Vestal is somehow in the same ballpark as PD or anywhere close to the top I recommend "basic math" on Youtube.
The Face Jan 30 @ 5:48am 
Cooldown is the stupid part. Limits on healing to stop spam has been accepted. But no other heal has such a stupid delay on healing. No, having a mediocre regen does not counter the massive cooldown
because of the health restrictions it definitely shouldn't have a cooldown,
No One Jan 30 @ 4:12pm 
wanderer mantra is a 30% heal on two targets with no threshold. Use it every time they get a boo-boo. Plus you're spamming prot and str everywhere at the same time. If it somehow gets bad you have sanctuary; stall a turn for more conviction. If you really really need a spot heal, use a salve. Take grace off the bar.

mantra+ can be used as a 30% no-threshold heal every other turn, effectively a one-turn cooldown
infinite-uses battle heal, but takes up three ability slots

Further, the vestal can do this from row 2, the least in-demand position in the game. Why strenuously try to compare PD and VES when you can have both?
PD-OCC-VES-FLG, artillery formation with full healing capabilities.
Though I would prefer warlock-instructrice-vestal-monarch
On-demand 100-point meteors, after bloodthirsty.

tag: [z-z-z-z]
Comfort heals 24 or 36 over 3 turns (less likely to waste). Heal the party, stop the strongest DoT next turn. Sanctuary halves two incoming damage on 2 of 4 party members. Damage mitigation is essentially healing. Divine Grace is just clutch and should usually not need to be on the bar.
Last edited by Gal Kraft; Jan 30 @ 4:51pm
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Date Posted: Jan 29 @ 7:59pm
Posts: 10