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Infinite Heals Tactic

#1
This is a battle tactic I thought of a while ago. This is manufactured for a Mordris bossfight, you can tailor it however you wants, depending on your druids' cooldown rate. Of course, this tactic alone will not work, you will still need DPSes, druids for other players, and whatever else you'd need to kill a boss.
Say that you have someone working on tanking Mordris, if that is actually possible. For this tactic, you would need 3-6 level 190+ druids, with their Nature's Touch leveled at about 45/40-50/40.
Now, thanks to two druids I know who were so generous as to help me, I have found that Nature's Embrace, at that level, takes 2 seconds to cast, and 3 seconds to cool down.
So, while the main tank is doing his doing his job, the 3-6 druids fan out behind him/her, and will be surrounded by other players killings Adds, the Priestess, or Mordris herself.
All druids must be in Still Stance (Standing straight up, not hunched in battle position, like when casting a skill)

The first druid starts their heal. Once the second druid sees the first go into Battle Stance, the second starts their heal. Then next druid sees its former go into battle stance, and casts their heal. This goes on and on.
No druid starts their heal until the druid before them goes into battle stance, unless it is the first druid to start the cycle.
If this works as I hope it will, it will keep the tank's health fully replenished, since it has a heal every second. But the tank should regularly taunt, so Mordris doesn't get wise and take out your druids.

Thank you for reading, I hoped this helps you a lot, and a special thanks to Ravenwolf and Mazzie, who supplied me with information about their cast times and cooldowns.
Server- Sulis
Clan- Transcendant (Clansman)
Gemwing-Level 140+r
Aodhan- Level 55+ Mage

http://celtic-heroes.com/forum/viewtopi ... 45&t=51052

Re: Infinite Heals Tactic

#4
I find myself doing this already. With one other druid, I'll watch his or her heal rate and base my cast times on that. Another point to make. Only one druid with shield of bark and embrace is needed. Since you cannot cast over a higher shield or embrace. This allows the other druids to put points in other areas. Such as group spells like wards breath and sanctuary... The downside to this is it will only effect the people in that druids group. So more than one druid with max ward is required. Doing this tactic leaves a lot of room for error. Such as the main druid missing a shield cast or embrace would really hurt the pattern you have going.

Re: Infinite Heals Tactic

#5
I find myself doing this already. With one other druid, I'll watch his or her heal rate and base my cast times on that. Another point to make. Only one druid with shield of bark and embrace is needed. Since you cannot cast over a higher shield or embrace. This allows the other druids to put points in other areas. Such as group spells like wards breath and sanctuary... The downside to this is it will only effect the people in that druids group. So more than one druid with max ward is required. Doing this tactic leaves a lot of room for error. Such as the main druid missing a shield cast or embrace would really hurt the pattern you have going.
And what if your bark druid isn't available, you're gonna be alting people around all the time?

Lugh
[list][*]Vulture - Level 220 Rogue
[*]Venus - Level 195 Druid[/list][/color]

Re: Infinite Heals Tactic

#6
Well then yes, if you're not a reliable druid and cannot be on call, then Your team is screwed. My idea for infinite heals is ... Are you ready?... A group of druids with sanctuary maxed. I mean a full group. Constant sanctuary. Yes you'll still take damage. I think with a group of good players a whole druid team will out beat any group of same character in a boss battle.

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