Healing VS. Life Leech For a Dexer....
I noticed that most templates tend to prefer Life Leeching as a source to stay alive for their Dexer Template...
Is it really THAT better as compared to using Healing and Parrying as a way to stay alive ?
I have been trying to find Guides and Templates Building example working around a Template using Healing, Anatomy and Parrying together with maximizing Hit Point Regeneration (Cap is 18), the First Aid Belt and Enhanced Bandages for the healing Bonus but, unless I was poor in my searching, I could not come up with anything.....
So, my Question to the Expert Dexers is, is it worth and Competitive to build a "Tanking" Melee Template revolving around Healing as a way to stay alive, also against multiple Attackers (PvM), or there is no Healing+Anatomy+Parrying set up which could be competitive versus the Life Leeching Templates ?
One thing that particularly bothers me about entertaining the idea of an Healing+Anatomy+Parrying Tanking Template, is where the UOGuide Healing page (Healing - UOGuide, the Ultima Online Encyclopedia) mentions :
Considering that with Life Leeching ways such interruption or points healed reduction does not happen, does this mean that Healing+Anatomy+Parrying as a way to stay Alive, against High End creatures, is fundamentally "flawed" and can never ever be "as effective" as Life Leech as a method to stay alive ?
Has any UO Dexer found a Template and gear setup using Healing+Anatomy+Parrying and 18 Hit Point Regeneration that can be competitive versus the Life Leech Templates ?
Thanks !
P.S. Often, for combat comparisons, there is a DPS (Damage per Second) Data thrown around.... is there a similar thing quantifiable in UO about health healed ?
That is, is there a way to see the HPS (Healed per Second) healed points that a character can heal using this or that other way of healing so to more easily figure out what would be the most effective healing Template to heal oneself ?
Is it really THAT better as compared to using Healing and Parrying as a way to stay alive ?
I have been trying to find Guides and Templates Building example working around a Template using Healing, Anatomy and Parrying together with maximizing Hit Point Regeneration (Cap is 18), the First Aid Belt and Enhanced Bandages for the healing Bonus but, unless I was poor in my searching, I could not come up with anything.....
So, my Question to the Expert Dexers is, is it worth and Competitive to build a "Tanking" Melee Template revolving around Healing as a way to stay alive, also against multiple Attackers (PvM), or there is no Healing+Anatomy+Parrying set up which could be competitive versus the Life Leeching Templates ?
One thing that particularly bothers me about entertaining the idea of an Healing+Anatomy+Parrying Tanking Template, is where the UOGuide Healing page (Healing - UOGuide, the Ultima Online Encyclopedia) mentions :
Interruption will occur if the healer is hit for more than 26 damage by a monster or more than 19 damage by another player. The amount of damage healed will be reduced by 35% per interruption.
Has any UO Dexer found a Template and gear setup using Healing+Anatomy+Parrying and 18 Hit Point Regeneration that can be competitive versus the Life Leech Templates ?
Also, according to https://uo.stratics.com/content/skills/healing.php , the Healing Speed Formula is
Healing Self: 11 - (Dexterity / 20).
Healing Others: 4 - (Dexterity / 60).
Now, it mentions Dexterity, NOT Stamina.....
The CAP on Dexterity is 150 YET, the Table mentions as MAX Dexterity possible, the Range 140-159....
What gives ?
Yes, there do are Stamina Increase Items but they are for Stamina, NOT for Dexterity....
So, how is it possible to increase one's own Dexterity "beyond" the 150 Dexterity CAP in order to increase the speed at which heals can be done ?
And, if this is possible, what is the actually maximum speed that one can reach to heal oneself or others?
Thanks !
P.S. Often, for combat comparisons, there is a DPS (Damage per Second) Data thrown around.... is there a similar thing quantifiable in UO about health healed ?
That is, is there a way to see the HPS (Healed per Second) healed points that a character can heal using this or that other way of healing so to more easily figure out what would be the most effective healing Template to heal oneself ?
Comments
I can find tons of write-ups about various forms of Sampires and variations, but very little about Dexers' Templates NOT using Life Leech as a way to stay alive but, rather, Healing with Anatomy and Parrying to reduce the damage sustained...
Yes, cross-healing in between 2 Dexers is faster but I am more interested in finding out what is the highest speed/damage healed that a Dexer ONLY relying on Healing (with Anatomy and Parrying) and Hit Point Regeneration maxed out (CAP is 18, I understand) can achieve on a single, SOLO player.
What I am trying to find out is, whether the 2 different methods to "heal up" are comparable to one another (I actually am of the opinion that, given the significant skill points investment, Healing+Anatomy+Parrying should provide better results as compared to Life Leeching....), or whether, as the game currently is, there is simply no way for Healing to be competitive with Life Leech.....
If so, it would be quite upsetting though....
Because, with Life Leeching a Template is not investing in skill points but, rather, in modifiers on items.
With the use of the Healing skill, instead, one has to invest 120 points in Healing, 120 in Anatomy and likely 120 in Parrying for best results...
That is a 360 skill points having to be invested, versus ZERO for those Dexers using Life Leeching ways UNLESS they use Necro which often is about 100 points spent, at most...
So, I would find it very weird if Healing+Anatomy+Parrying in the end results an "inferior" way as compared to Life Leeches considering the substantial cost in skill points that it requires...
@Bleak , @Kyronix , could you please look into this and, if necessary, bring some love to Dexers that used Healing+Anatomy+Parrying to justify the significant investment in skill points as compared to Life Leeching ?
Thanks.
If i understood it correctly, then, as it stands, with the current game mechanics, simply put, Healing is NOT a good way to stay alive...
It takes too long to heal, it is too easy to get interrupted and thus have damage healed be substantially reduced and all that...
As it stands, if I understand it correctly, with the current game mechanics, the only significant way to stay alive is through the Life Leeches and through maximizing Damage output which brings back more Healing, consequentially....
Did I get it as right ?
If I did, then I think that the Developers should look into giving to Healing as a way to stay alive as opposed to Life Leeching, some love.... increase the healing speed at 120, increase the health healed when in combination with Anatomy, whatever to make it so that Healing, considered the skill points investment, was no longer much inferiour to Life Leeching as a way to stay alive for a Dexer....
So, in between long healing intervals (yes, when under attack 6 or 4 seconds can well be a very LONG TIME....) and reduced healed points, the end result is that Healing does not help much, really, in staying alive when one compares it with Leeching Life methods....
My swordfighter has healing and anat for bandage healing, chiv for close wounds etc and some of her weapons have a little life leech too.
The key thing in Shannow's info is 'if damage received exceeds 26'. With a decent all 70s suit, that only happens with the very biggest mobs.
"Jack of all trades, master of none"
Yes, one can have both but neither one to excel.....
The problem with Leeching Life is, as other explained, that is needs damage to be maxed out as much as possible and, having to invest points in Healing, could affect this ability....
Quite a good number of Templates do not even have Anatomy (which healing needs much in order to increase the amount of life healed...)...
There is only "so many skill points" that one can fit in a Template....
So, rather then considering a Template having both but doing neither one really well, I was more considering and comparing EITHER one as a way to stay alive, but brought up to their "best"....
And see which one works as more effective in hekping a Dexer to stay alive whether when having to deal with high end Bosses or a multitude of Spawn....
Would a Template having 120 healing + 120 Anatomy be able to cure the max level 5 Poison then?
With what chance and how many points would be healed back then ?
Also, how does Life Leech deal with Poison at all ?
If one gets poisoned, does Life Leech work just the same, fine, to Leech Life back, or would no life points be leeched back until the Template stays poisoned ?
Not only Life Leech, as compared to using Healing, permits to restore faster and more health points, but it ALSO permits to heal oneself while being poisoned, contrary to Healing which does not work when poisoned and only heals up to max poison 3 ?
@Kyronix , @Bleak , hallo ?
And the 2 differying ways of healing oneself, that is, Leeching Life (at no skill points investment) OR Healing (with a significant investment of skill points) should then be considered as well balanced ?
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Perhaps, JUST perhaps it is about time that Healing gets a BOOST to be brought on par or, considering the necessary investment of additional skill points to take up Healing AND Anatomy (which many Life Leeching Templates do not use...), that Healing is actually made BETTER as compared to Leeching Life with a Weapon in order to heal oneself ?
No, I'd rather see the Developers bring some true Love to Dexers who, instead, rather then using Life Leeching ways to stay alive, want to use Healing+Anatomy+Parrying to keep their Dexer alive when fighting Solo High End Bosses or a multitude of Enemies....
Healing must be made more effective and usefull, to my opinion, make it so that to get the real added benefits a Healing Dexer needs 120 REAL Healing Skill and, perhaps, ALSO 120 REAL Anatomy Skill thus making it so that Templates using Life Leeching ways to stay alive would not be able to afford on a Template so many "real" skill points, create perhaps a Healing Mastery which needs 120 REAL skill for the top healing advantages but, definitively, to my viewing, it is necessary to BALANCE OUT Healing with Life Leeching and make it worth the heavy investment of skill points that the Healing way requires as compared to Life Leeching as a way to stay alive....
Healing is WAY more ineffective and inefficient as compared to Life Leeching, it is not fair that when poisoned a character using Healing is rendered useless in healing health back while Life Leeching can heal through being poisoned....
Also, maxing out the investment in Healing and Anatomy skill points, should definitively make it possible to also heal the highest types of poisons, me thinks....
For example, at the Highest skill investment in both, 120 Healing and 120 Anatomy, REAL skill points and not on items, this could permit heal speed to be further increased, possibly to cure level 5 poisons AND heal points back, stuff like this....
Also, a Mastery for Healing could be introduced to add special, added healing benefits to the Template....
There is only 1 Mastery that one can pick and, obviously, if the player was to choose a Healing Mastery, they would need to choose not to take advantage of a combat Mastery, for example...
Obviously then, a Healing Mastery, if it was to be introduced, should provide significant advantages in order to compensate for the giving up of the advantages coming from a combat Mastery....
What I am trying to say, is that, at least for characters investing the FULL 240 skill points in Healing + Anatomy and perhaps 120 REAL Parrying skill points on top of that, the advantages to stay alive should be so significant, one way or the other, that the Template should then, as a result, be able to become a real TANK template, also when facing toe to toe the Highest End foes in Ultima Online (stuff like the Roof Enchantress, Dark Fathers, Corgul, Charybdis, Exodus....).
I mean, characters with Life Leech and no (or less points invested) points invested in Healing, Anatomy, Parrying can currently sustain, toe to toe, melee encounters with those High End Bosses and survive, why should then Templates chosing instead to invest 240 or even 360 REAL points (not from items) in Healing, Anatomy, Parrying should not be made able, likewise, to be able to succesfully TANK these High End bosses ?