Maeght wrote:
I'm confused. This ability allows a healer with quick reflexes to stop damage they couldn't heal either because they don't have enough Horus or they don't heal fast enough?
I often throw healing at fallens in a web area to try to give them some survival room just in case they get nailed by stray web.
I have nearly 800 Faustus but that isn't even close to what it would take to keep up with extra bolts/rocks/webs that hit a fallen. But it sounds like this ability would let me negate far more damage than my healing skills could ever do.
I understand the advantage of the ability. I just don't get why it should be there. Seems like it would take all the risk out of rodding.
An example
Fighter A is fighting Mud Golems in Melabrions Tower, he gets hit by a mudball at very low health and is immediately mutilated, as there are other people still fighting the golem there is a reasonable chance that Fighter A will still be hit by more mudballs/rocks or attract co'atcha. Healer B doesn't have the horus to raise Fighter A outright and as such any time spent targetting him is wasted but she has a preservus wand so she uses that on him instead which pits her training (whether that's core training or a special trainer is up for debate) against any further damage that Fighter A may sustain (at a cost of extra spirit loss/reduction in faustus whatever) to prevent or at least reduce that extra damage. So Fighter A will remain at best mutilated and require Healer C to help raise them but because of Healer B's actions won't also require Healers D E and F.
So it would only be usable on fallens not living people which means it has no effect on rodding.
It would be a continually acting ability effectively increasing the fallens health between rocks which would then be reduced by the extra damage being taken.
Just to pull some theoretical numbers out of the air;
Fallen A has an effective health of -300 health, a rock hits him every 20 seconds for another 100 damage, Healer A using a preservus wand would "heal" the fallen for 5 health per second, if Healer A uses the ability 5 seconds after Fallen A falls by the time the first rock hits he would have built up a safety margin of (15*5) 75 health meaning the rock only does 25 damage instead of 100, if the ability keeps healing then by the time the second rock hits they will have been healing for 20 seconds since the last round of damage and have built up a safety margin of 100 health so the rock effectively does no damage. If Healer B also "heals" at 5 health per second then in 20 seconds they would have built up a safety margin of 200 health however this extra health pool has no effect on the actual health of Fallen A so he would still have -300 health (- whatever extra damage was not blocked by the preservus wands) and would need however much horus to raise as that takes at any other time.
Obviously the more rocks/webs/lightning that hit in a short space of time the harder the healer(s) would have to work to prevent the extra damage so if 6 bolts of lightning hit the fallen doing 1500 extra damage to a fallen and Healers A and B have only just used their wands and given him a safety margin of 10 extra health then Fallen A will still drop down to an effective health of -1790 health.
Clear?