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If you want an attacking caster instead, you can hire a sorcerer. (or even tow, but then, it's recommended, that they have at least both one of the big spells, becaus of the spell-synching-mechanic.)
I also recommend, to have your mage the halidome-spell (that's a debilation-healing spell) And try that it has 100% silence-protection. so it can heal the other debilations.
And last, not least, the legions might staff has the function, that mage-pawns will revive automatically. (this staffs works only for pawns. And since, pawn can't have the hybrid-vocatons, they must be a mage to use it.)
Only mages have the ability to heal life-points with an ability. There are other classes, which can heal several debiltaions, though. (Sorcerer: lowered stats and petrifications with the high void spell. Magic Archer can heals and protect agains ALL debilations, including drenched and any element-effects with the greater Ward arrow.)And there is no class, which can heal grey life-bar.
However: later you might finde several equipement, which has a regeneration effect. But I think this won't replace direct, quick healing.
- learn to avoid damages
- spellscreen to reduce damage taken and increase KD thresold
- consummables
The main point behind a limited effect of the healing spell (only white part) and the fact that consummables cant be carried in infinite quanrtities is to prevent a "face tank while healing faster than you get damaged" kind of player behavior.
Also healing is only really usefull to pawns, arisen is supposed to learn how to avoid damages in the first place... but now, pawns can be revived indefinitely, there's even an augment that make them stronger when revived....
So the only support spell you have to worry about is spellscreen, reducing the amount of health you lose when you mess up while preventing staggers/knock down when you get hit.
Doesnt sound that much ? SS can be stacked 4 times for a +100% buff to defense and KD thresold.... in DDDA defense work as a flat substraction to the damages received (if your defense exceed the damage, you only take 1 point of damages, aka: you become freakin impervious to attacks that cant beat your defense).
Mages spell barre should go as follow:
- 1 spell of the same tier for each basic element (fire, ice, thunder), so 3 of them.
If they arent of the same tier, the pawn that have them will always use the one with the highest tier, regardless of the target elemental weakness.
- An affinity spell (most often holy)
- Grapnel. Mage signature and most usefull control spell.
- Freakin' spellscreen.
Basically turns any curative you have into a group target instead of a single target.
I still always have a mage with Anodyne as well, but I imagine you could probably get by with just this cloak and always being stocked up on potent greenwarish.