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Healer Mage

Started by MagicMissle, February 27, 2012, 01:55:08 AM MT

q666

Yeah I like the idea of healing by rolling the dice. Also it would be cool for the healer to have a sacrifice like attack. Maybe sacrifice one life point to add one or two attacking dice to mage and or guards.

MagicMissle

Quote from: Zelanius Forcys on November 11, 2012, 04:05:33 AM MT
Well Kevin, perhaps the Healer's powers forces her to heal everything? Maybe she is a gentle and kind soul who hates seeing people hurt, and her powers reflect that? I mean, the lore is more of a tool for us to build upon.

Still, if you do not want to allow her to heal others, then the only other way would be to nerf her offense, severely, and possibly even cause her Guardians to roll one less dice when attacking or something similar just to prevent overpowering. Between the two, I actually prefer healing opponents, which forces a more strategic use of the healer (through LoS, positioning and so on), as opposed to a straight up weakening of offense.

Besides, it would make gameplay far more interesting.

Benjamin

Well Benjamin, I kind of agree with you about the LoS strategy, but I would actually think Ross might want to have a little "test phase" with it, where we all could customize the healer mage into all the categories and suggestions we have put into this feed. Maybe then, we can figure out what is best for the balance of the game. Really, I don't know what I would prefer until I try it. Thanks again.
-Kevin

jmvh59

I have picked up the game recently, and really enjoy it.  I have been giving some thought to the Recovery specialist and what sort of powers it would have.  I definitely see the character as similar to an old D&D style cleric.  Here are my thoughts for abilities and stats:

Attack 3
Defense 13 or 14
Life 6

Static power:  Draw a card after casting a Recovery spell
5 Valor:  1 or 2 cards: Healing Touch ability
10 Valor: 0 cards: Dispel Magic ability
15 Valor: Recovery spells cost one less mana.

I see this character as more melee oriented than the average hero mage, but not as much as the FM.  As a combat healer, she would need to stand next to the unit to use the 1/turn heal ability. 

This iteration does feel a lot like the pally on steroids.  Alternatively, the 10 valor dispel could be a small (+2 or 3) DEF boost for an ally, or an unsummon effect, or maybe a 'holy smite' effect similar in power to demonic lash.

Before you say 'overpowered,' consider this:

At full valor the character cannot cycle through the deck as well as a wizard, and IMO would be hard pressed to keep up with healing all the damage a full valor sorc or FM can shell out.  Other than the guaranteed 3 close range healing each turn, she'd still have to draw recovery spells.  Only about 10% of the drawable cards in HM actually restores lost life points and one of those spells only works if you're down a guardian.

q666

Quote from: jmvh59 on May 02, 2013, 11:50:02 PM MT
I have picked up the game recently, and really enjoy it.  I have been giving some thought to the Recovery specialist and what sort of powers it would have.  I definitely see the character as similar to an old D&D style cleric.  Here are my thoughts for abilities and stats:

Attack 3
Defense 13 or 14
Life 6

Static power:  Draw a card after casting a Recovery spell
5 Valor:  1 or 2 cards: Healing Touch ability
10 Valor: 0 cards: Dispel Magic ability
15 Valor: Recovery spells cost one less mana.

I see this character as more melee oriented than the average hero mage, but not as much as the FM.  As a combat healer, she would need to stand next to the unit to use the 1/turn heal ability. 

This iteration does feel a lot like the pally on steroids.  Alternatively, the 10 valor dispel could be a small (+2 or 3) DEF boost for an ally, or an unsummon effect, or maybe a 'holy smite' effect similar in power to demonic lash.

Before you say 'overpowered,' consider this:

At full valor the character cannot cycle through the deck as well as a wizard, and IMO would be hard pressed to keep up with healing all the damage a full valor sorc or FM can shell out.  Other than the guaranteed 3 close range healing each turn, she'd still have to draw recovery spells.  Only about 10% of the drawable cards in HM actually restores lost life points and one of those spells only works if you're down a guardian.


Way overpovered. Healing touch at 5 is basicly the better version of sacrifice that the summoner gets at 10. 0 Card dispel makes it almost impossible for the fm to come close also all his augment abilies would be futile. Recovery spells for one less mana seems rather weak compared to the first two