I compare AoE Heals
Posted: June 4th, 2008, 3:31 am
Okay, well i play a lot at the moment and notieced somethign riddiculous, just watch:
The major AoE healing spells are: Ki-Strike, FotD, Healing Wave, Sacrifice Altar (i think i missed something, just cant figure out which one, so tell me
):
Lets start witch Ki-Strike:
AoE:
It has not really an at all but it works llike one, those balls spawn and hit random units in an AoE centered on the hero, i can just roughly estimate the range at ~1000.
Its Effectiveness:
Well, it actually heals some units and can eventualy be enough to turn a wave battle, that is aalready almsot even into your favour, but usually it helps your units almost not. On allied Heros if they are in the vicinity of the spell, they have a good chance to get 1/10 to 2/5 of their hp back (depending on you/their level, KI level, total hp of healed hero).
The Casting:
ITS GODDAMN CHANNELING -> can be interrupted and leaves you very vulnerable, usually you are surrounded by allied units and stand in the back row though.
Damage (/w talent):
Over an average game you can kill maybe 5-10 units in total, but just maybe.
Havent managed to kill heros so far.
(although a REALLY stupid move of a hag almost made her the first one (but she was the only enemy unit in the range, sorrow was pounnding on her /w mortal strike and we were supported by ~20 ranged creeps on which she casted blade rain, giving me lots to heal))
->gold earned ~100-500 over an entire game
Now the Altar:
AoE:
Heals in an area around the summoned Altar, estimated 1000
Its Effectiveness:
Heals average amounts of health, especially in big battles with lots of dead units, in smaller ones its rather useless.
It can heal heros to full hp if they stay in the AoE but it takes some time, crucial time that chased heros usually dont have.
A great disadvantage is, that it can be attacked, while itself is low on hp, and dispelled (not sure on this one though - havent seen it becoming dispelled so far, but i think it is possible, even more due to its low hp)
The Casting:
Casting range is okay, mana costs are average and its fire and forget. Disadvantages are the immobility pared witht the high cooldown.
Money /w talent:
Not too much, pretty useful though. I assume that an average of 100-600 units dies in range of an altar during a game (very depending on the game duration though) what makes an average of 300-1800 gold.
(i might mistaken here, i THINK it was 3 gold/unit)
here comes the Flame of the Devout:
AoE:
Its defenitley centered on the flame, im not sure about the AoE though, but it seems fair lower than these of KI and Altar.
Effectiveness:
Actually it does heal, but in fact you dont recognize much of it, even at lvl6.
It can be dispelled what has an even greater impact due to its self consuming nature.
The Casting:
Not much to say here other than that its not channeling.
Did i mention the freakin high cooldown? I guess i must have at some point.
++No Talents no Damage no Nothing.
Idea of improvement (besides buffing its healing values - but that should be clear):
Make it consume enemies standing direct on the flame, replenishing the health of the flame.
Sounds strong, but the flame itself is actually pretty small, thus not allowing many enemies to stand on it.
This could be a talent though.
Last but not least (by far not), the Healing Wave:
AoE:
Line area of effect of estimated 300*1500.
Effectiveness:
Can heal huge amounts of hp to lots of units.
And its capable of healing several allied heros from no to full hp INSTANTLY (even gravel with 5k+hp).
Casting:
Fire and forget, not channeling, it moves fast, good cooldown and average mana costs.
Damage:
Compareable to holy strike, little harder to aim though, therefore it can kill whole waves of spawns with one shot.
Managed to kill several heros myself, with and without allied help.
->thousands of shiny gold pieces
Conclusion:
Either healing wave is hilarious overpowered or altar, KI and FotD are totally underpowered or both.
My personal thoughts:
I think the healing wave is slightly too strong, especially on the damag part, -> should be lowered.
As well as the the others, especiall FotD and KI beeing hopelessly underpowered.
Altar is fine, deserves maybe a slight buff, just very slight though.
The major AoE healing spells are: Ki-Strike, FotD, Healing Wave, Sacrifice Altar (i think i missed something, just cant figure out which one, so tell me

Lets start witch Ki-Strike:
AoE:
It has not really an at all but it works llike one, those balls spawn and hit random units in an AoE centered on the hero, i can just roughly estimate the range at ~1000.
Its Effectiveness:
Well, it actually heals some units and can eventualy be enough to turn a wave battle, that is aalready almsot even into your favour, but usually it helps your units almost not. On allied Heros if they are in the vicinity of the spell, they have a good chance to get 1/10 to 2/5 of their hp back (depending on you/their level, KI level, total hp of healed hero).
The Casting:
ITS GODDAMN CHANNELING -> can be interrupted and leaves you very vulnerable, usually you are surrounded by allied units and stand in the back row though.
Damage (/w talent):
Over an average game you can kill maybe 5-10 units in total, but just maybe.
Havent managed to kill heros so far.
(although a REALLY stupid move of a hag almost made her the first one (but she was the only enemy unit in the range, sorrow was pounnding on her /w mortal strike and we were supported by ~20 ranged creeps on which she casted blade rain, giving me lots to heal))
->gold earned ~100-500 over an entire game
Now the Altar:
AoE:
Heals in an area around the summoned Altar, estimated 1000
Its Effectiveness:
Heals average amounts of health, especially in big battles with lots of dead units, in smaller ones its rather useless.
It can heal heros to full hp if they stay in the AoE but it takes some time, crucial time that chased heros usually dont have.
A great disadvantage is, that it can be attacked, while itself is low on hp, and dispelled (not sure on this one though - havent seen it becoming dispelled so far, but i think it is possible, even more due to its low hp)
The Casting:
Casting range is okay, mana costs are average and its fire and forget. Disadvantages are the immobility pared witht the high cooldown.
Money /w talent:
Not too much, pretty useful though. I assume that an average of 100-600 units dies in range of an altar during a game (very depending on the game duration though) what makes an average of 300-1800 gold.
(i might mistaken here, i THINK it was 3 gold/unit)
here comes the Flame of the Devout:
AoE:
Its defenitley centered on the flame, im not sure about the AoE though, but it seems fair lower than these of KI and Altar.
Effectiveness:
Actually it does heal, but in fact you dont recognize much of it, even at lvl6.
It can be dispelled what has an even greater impact due to its self consuming nature.
The Casting:
Not much to say here other than that its not channeling.
Did i mention the freakin high cooldown? I guess i must have at some point.
++No Talents no Damage no Nothing.
Idea of improvement (besides buffing its healing values - but that should be clear):
Make it consume enemies standing direct on the flame, replenishing the health of the flame.
Sounds strong, but the flame itself is actually pretty small, thus not allowing many enemies to stand on it.
This could be a talent though.
Last but not least (by far not), the Healing Wave:
AoE:
Line area of effect of estimated 300*1500.
Effectiveness:
Can heal huge amounts of hp to lots of units.
And its capable of healing several allied heros from no to full hp INSTANTLY (even gravel with 5k+hp).
Casting:
Fire and forget, not channeling, it moves fast, good cooldown and average mana costs.
Damage:
Compareable to holy strike, little harder to aim though, therefore it can kill whole waves of spawns with one shot.
Managed to kill several heros myself, with and without allied help.
->thousands of shiny gold pieces
Conclusion:
Either healing wave is hilarious overpowered or altar, KI and FotD are totally underpowered or both.
My personal thoughts:
I think the healing wave is slightly too strong, especially on the damag part, -> should be lowered.
As well as the the others, especiall FotD and KI beeing hopelessly underpowered.
Altar is fine, deserves maybe a slight buff, just very slight though.