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Gods and items can also provide healing to any kind of build.
But honestly, it really depends on how often you are going to take damage. There are some builds that basically are able to completely kill the whole map before any enemies can react.
Those usually do not need much or all healing.
Other builds just have a good amount of health and lower defenses build around just out-healing everything thrown at them.
There are just a lot of ways to be healthy. Including a lot of point into willpower to strengthen otherwise insufficient healing effects.
You don't have to stick to 2 skill paths, you can work in healing of a 3rd type. Doesn't mess with prestige classes much, other than getting the one you want a little later.
While some builds can survive without healing, that's usually where they end up & not where they start. Planning how you're going to stay alive is crucial. If your god does not provide healing, you probably need it in your build somewhere, or have a really good idea of what you're building.
I also won first game with a Poison summon build and 2nd game with a Blood self-healer. I won 3rd game with a Lightning dodge build, by picking a god that recharged healing prayer on dodge. The Lightning build wasn't viable until I unlocked Tengu + that dodge god, before that all my Lightning builds died due to no healing.
Personally if purposefully avoiding the healing skills, dodge (on step damage) and summon (on stand still damage) are the easiest ways to go. You generally don't want to go mono a mono, but gods/prayers change the gameplay. As you continue unlocking everything more options will become available.
I will add that if you are not playing the first cycle you are punished more for non synergistic builds.
-having maxed out speed and praying for healing every now and then when needed.
-having a character who can clear a room and pray for healing after all the enemies are dead.
-having a "chanter" type character who spends every turn praying (You'd need a deity who recharges prayers quickly, such as on enemy death like Humbaba)
-having a passive on-hit or on-kill source of healing (EG. Bruder culture, Fire healing, Poison body, Jackal form, etc.)
-healing with divine intervention (Eg. Apophis deity, Phoenix deity, Apostle class)
-healing on level-up
These are all valid but need to be built around.
- Emerald Helm: heal 10% of Max HP + Willpower bonus + Skill bonuses per turn = 20-30% heal per turn if you find this. It seems available in the majority of runs before the void.
- Life chant skill: heal much less than the helm, but still a decent amount. Good with self-damage builds that would otherwise slowly chip away your health.
- Gods with a strong healing prayer (e.g., Oros, Dumuzi). Usually it's a couple of huge hits that end my runs (a lucky Firebird, Jawhara). No time to wait a few turns to heal with Life chant with those guys around.
+1: Meat shield summons that draw attention away from me. Other than melee builds, I do not need to be in the thick of combat. Skills and items that summon an ally per turn are great to draw attacks while you smite the monsters.