When I was 60, pre-mod 6, I had 26K or so HP, and the top healing potions healed 8500. Now at level 70, I have 58K HP - more than double, and my top healing potions heal for 10K - just 1500 more points.
Any time I get into any fight, if my chaotic growth or lifesteal doesn't proc, I'm chugging 2 or 3 healing potions.
I'm all for increasing the difficulty. Most players that had been 60 for a while were ridiculously overgeared and overpowered for most content. Almost everything was a cakewalk. I was kiting every mob in a lair into the boss room and nuking the lot of them from there. My CW was facetanking.
I feel like just dumping a bunch of extra hit points on us and making trash mobs hit for 8-10K with a normal hit is a bit much. The Striders in fiery pit are great, but they open combat with a rush attack that hits for 10K or so, and they travel in groups of 3 or so, meaning I'm getting hit for 30K the moment I aggro them.
I can learn to play like this, and I can deal with it, but a 10K heal from a superior pot is a drop in the bucket. And I'm a fragile little wizard. I can't imagine being a GF or GWF with a 130K swimming pool of health and trying to fill it with a shot glass.
Long story short - we need bigger heal potions. MUCH bigger. 20K or so would be scaled up properly from mod 5 levels. You don't do the whole game in a party. I solo most content and party for dungeons and skirmishes and I need a way to reliably heal myself in and out of combat without having to swallow dozens of healing potions every time I do a quest.
I'm impressed that you manage to use 3 potions. At lvl 70 my combat sequence for a typical "end game" trash mob works like this:
1. Initiate attack.
2. Lose 80% of HP in their first attack.
3. Chug potion.
4. Kite around until one of the following occurs:
a) I break aggro.
b) 18 long seconds has passed.
c) Death.
One of these options is more common than the others.
So, yeah, a bigger potion hit would help but, erm, not much.
That's IWD for me right now. Get hit -> Press 4 -> Get dead.
I changed tactics and slotted my Stone of Life in slot 6. Now it's: Get hit -> Press 6 -> Get hit -> Get hit -> Get dead.
Meanwhile, I'm floundering about wildly, pressing ALL THE BUTTONS!, and still unable to dash or dart or sprint or anything because of the lag. Farewell, precise combat.
It's actually kind of insulting to be fighting a cultist and he very clearly pulls out and drinks a potion and heals for 30K, and when I kill him he drops a pot that heals for 10K.
It's like 'do you have any idea how long it took me to get those THIRTY THOUSAND hit points off of you?!'
That's why there are things like sharandar boons, lifesteal, and most importantly, healers.
Also, you play a CW. Stuff dies before i lose 10% of my hit points with mine. Shard is an excellent spell in mod 6. Don't be stupid, don't engage npcs with conduit, start with shard, steal time, OF if up, terrain and finally CoI. Works on 100% of the solo encounters, and you will take exactly 0 damage. And NEVER stay in red, even if you think you'll kill things faster.
Well yeah, red means dead. I don't have the defense to stand in the red. Those Death Slaadi and their moving red zone of doom are scary.
I actually am to the point where I handle most encounters easily. Things like giants, that can't be CCd, those give me trouble. How am I supposed to kill you if you hit like a sack full of trucks and I can't freeze you?
I am going to try that rotation. Thanks for the advice.
Well yeah, red means dead. I don't have the defense to stand in the red. Those Death Slaadi and their moving red zone of doom are scary.
I actually am to the point where I handle most encounters easily. Things like giants, that can't be CCd, those give me trouble. How am I supposed to kill you if you hit like a sack full of trucks and I can't freeze you?
I am going to try that rotation. Thanks for the advice.
Giants are a bit more tricky, you need to count mentally between their ranged attack. Also, if you stay at max range, they will use the said ranged attack. If you're closer, they may switch to the melee one, which is far easier to dodge. What I do is killing them before they kill me, ie disintegrate, ray of enfeeblement, conduit of ice and icy rays on mastery, but I guess that shield on TAB is the safest thing to do when your build isn't a dps one. It'll be slower though.
A healer pet also helped me tremendously to level up in spinward rise. If you have the old freebie FEMALE cleric (not the male one with the ridiculous voiceovers), then use it, her healing word will heal you for 20% of your max hit points, ie 20k now. :rolleyes: If you don't then you might want to invest in an angel if you're one of these oppressors with a quite low dps and a tanky build. Don't forget to give it r5 recovery runes and recovery rings and you're good to go.
Oh I'm a renegade MoF. I'll kill everything near me if I can stay alive long enough. I'm 70 with both elemental artifacts now, so it's just a matter of building up. I do so love disintegrate, though.
at 7.5 silver per potion (the 8.5 K ones) I need a total of x8 potions (it's actually 8.1) for a full heal on my 69K HP CW = 60 silver
at 10 silver It takes 7 (10K HP) potions to fully heal = 70 silver.
The math behind this whole module is just too weird...higher rank HP potion should be more cost efficient especially when the HP scaling to potion HP yield is all wrong.
And since I'm using potions to heal up between fighting mobs, I'll stick with the 8.5K ones.
That extra 1.5K on the new ones ain't gonna save me in dungeons or any other fight since I'm getting one shot anyway.
at 7.5 silver per potion (the 8.5 K ones) I need a total of x8 potions (it's actually 8.1) for a full heal on my 69K HP CW = 60 silver
at 10 silver It takes 7 (10K HP) potions to fully heal = 70 silver.
The math behind this whole module is just too weird...higher rank HP potion should be more cost efficient especially when the HP scaling to potion HP yield is all wrong.
And since I'm using potions to heal up between fighting mobs, I'll stick with the 8.5K ones.
That extra 1.5K on the new ones ain't gonna save me in dungeons or any other fight since I'm getting one shot anyway.
Full health stones are available in the Zen store. Hope this factual statement doesn't break any rules.... 😛
Comments
That's IWD for me right now. Get hit -> Press 4 -> Get dead.
I changed tactics and slotted my Stone of Life in slot 6. Now it's: Get hit -> Press 6 -> Get hit -> Get hit -> Get dead.
Meanwhile, I'm floundering about wildly, pressing ALL THE BUTTONS!, and still unable to dash or dart or sprint or anything because of the lag. Farewell, precise combat.
"...I grab my wiener and charge!" - ironzerg79
It's like 'do you have any idea how long it took me to get those THIRTY THOUSAND hit points off of you?!'
Also, you play a CW. Stuff dies before i lose 10% of my hit points with mine. Shard is an excellent spell in mod 6. Don't be stupid, don't engage npcs with conduit, start with shard, steal time, OF if up, terrain and finally CoI. Works on 100% of the solo encounters, and you will take exactly 0 damage. And NEVER stay in red, even if you think you'll kill things faster.
I actually am to the point where I handle most encounters easily. Things like giants, that can't be CCd, those give me trouble. How am I supposed to kill you if you hit like a sack full of trucks and I can't freeze you?
I am going to try that rotation. Thanks for the advice.
Giants are a bit more tricky, you need to count mentally between their ranged attack. Also, if you stay at max range, they will use the said ranged attack. If you're closer, they may switch to the melee one, which is far easier to dodge. What I do is killing them before they kill me, ie disintegrate, ray of enfeeblement, conduit of ice and icy rays on mastery, but I guess that shield on TAB is the safest thing to do when your build isn't a dps one. It'll be slower though.
A healer pet also helped me tremendously to level up in spinward rise. If you have the old freebie FEMALE cleric (not the male one with the ridiculous voiceovers), then use it, her healing word will heal you for 20% of your max hit points, ie 20k now. :rolleyes: If you don't then you might want to invest in an angel if you're one of these oppressors with a quite low dps and a tanky build. Don't forget to give it r5 recovery runes and recovery rings and you're good to go.
at 10 silver It takes 7 (10K HP) potions to fully heal = 70 silver.
The math behind this whole module is just too weird...higher rank HP potion should be more cost efficient especially when the HP scaling to potion HP yield is all wrong.
And since I'm using potions to heal up between fighting mobs, I'll stick with the 8.5K ones.
That extra 1.5K on the new ones ain't gonna save me in dungeons or any other fight since I'm getting one shot anyway.
Full health stones are available in the Zen store. Hope this factual statement doesn't break any rules.... 😛
How about I have no intention on spending a single dime on a completely Broken game ?
I have chipped in from time to time cause I loved playing neverwinter and actually wanted to support it.
Not anymore...