
Ceadol Wrote:The trick is, always have a second heal for when your first is on cooldown. You can keep hitting Cure/Sacrifice back to back until you're out of the danger zone and can work on offense again.
Because casters, not gladiators are tanks, right? There's the problem, spending (in a group scenario) six turns casting Sac/Heal on yourself and yourself only, you kinda end up doing nothing but. What you're telling me is A) All casters are healers/tanks, and only heal/tank, while all other melee disciplines are DPS? That's very off.
So far my experience as a caster just hasn't been working. Cures are definately a great help to physical combat classes, but when taking 1066 points of damage from a random "weapon skill" and you're sitting on 700 max it becomes a gambling game more than a game of tactics. Casting for THM is proving to be useless outside of Sacrifice, and Conjury is only good for the start of the fight for buffs like Protect and Shell as well as the cure spell as well. They've mixed the "healing" in with both casting classes, and unfortunately they are so central to the class that you can't do decent damage as a caster simply because there's no way for Gladiators to hold enmity.