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Enemy - Additional Hits?

Posted: February 2nd, 2013, 7:20 am
by Hilgor
I am fighting with the Clockwork Gnome which is ofcourse a Mechcanical pet so when it dies it comes back to life once in a battle.... Generally because of this ability I wait to use my heal because its almost dead.

The issue I am finding is that because my pet is almost dead when I cast heal the thing i fighting can get up to 4 hits before I get the chance to cast my heal... usually killing me the 2nd time before the heal is cast.

Is the significance me healing or the fact that I am low health? or should I just not be waiting till I am low health to heal...

Re: Enemy - Additional Hits?

Posted: February 2nd, 2013, 7:41 am
by Formerruling
The clockwork gnome heal has a "warm up period", where you do perform no actions for several turns before healing. If you find you are dying during this time you need to use the heal sooner (at a higher health)

Re: Enemy - Additional Hits?

Posted: February 4th, 2013, 4:41 pm
by Spyro
Depending on the fight, it can be a good strat to set up a turret early on and then use repair. If the enemy heals or has a shield the turret may end up having little no effect.

Re: Enemy - Additional Hits?

Posted: February 5th, 2013, 1:36 am
by Lokth
Spyro wrote:Depending on the fight, it can be a good strat to set up a turret early on and then use repair. If the enemy heals or has a shield the turret may end up having little no effect.
This is what I tend to do; Turrnet > Repair > wait 2 turns > (should almost be dead) Heal up > Turrnet 2 > Punch.etc

In general I find this is the most effective way at keeping the little guy alive, if your lucky you can time a 2nd repair to go off after the mechanical racial resses you as well pretty much putting you at full hp.