Healing Minions: Sharing the love

A not-to-deep discussion on Healing Minions

I play mostly LAN games with Demigod, and my group of friends and I have developed a few strategies which we've found to be quite useful. Due to the nature of the game, I assumed that one of the most helpful strategies - seperating your healing minions - would be common practice, however after playing a few online games over the weekend I noticed that hardly anyone did this. I thought I'd take the time to explain why this strategy works, and why it should be common practice.

Please forgive me if this has already been written up, I had a quick look through the forums and I wasn't able to find a topic on it readily available. Please also keep in mind that this is based entirely on our observations rather than LUA code and any additional information would be welcome.

How it Works
Firstly, Healing Minions (from my observations) have unlimited mana and a short cooldown on their healing ability. What mostly restricts their healing, however, is an invisible debuff on a Demigod that prevents them - or any other Healing Minions of the same type - from healing that Demigod until the debuff has worn off, and this debuf is reapplied whenever you're healed. This enables them to heal multiple Demigods at the same time with no penalty. On top of this, each Healing minion (as in each of the two summoned) heals for a set percentage of a Demigod's health pool. You gain no additional healing for having two Minions with you, as each of them is capable of healing you for that percent on their own.

Why it works
As anyone who's tried to push a lane against a General with Healing Minions will attest, the additional healing they offer can be quite substational. However, as Assassins do not have access to the Healing Minions, and no Demigod can be in two places at once, Healing Minions kept together restrict the potential healing available to your side on the field - the object of this strategy is to increase your potential healing as much as possible by seperating your Healing Minions and placing them on different lanes, effectively doubling the potential healing available to your side! This, naturally, allows Demigods who do not have access to Healing Minions to push back against Demigods who do right from the beginning of the game as one healing minion heals for the same amount as two healing minions - at least from what I've passively observed.

Making it work
Basically, the idea is to keep your Healing Minions seperated at all times to maximise the healing potential on the field. I play with one with me, to return the cost of the idol, and the other where ever it is needed. If I see one of my Team Mates is fleeing, for example, I'll direct my stray Minion towards them so that they receive a heal once the minion is close enough and this may increase their chance of survival.

Now, if your side has multiple Generals, such as Sedna and Erebus, communicate with the other General and organise which level Healing Minions your each going to purchase. Why? As I mentioned above, each level of Healing Minions appears to have their own debuff - if you have one Level 4 and one Level Three healing minion with you, you will actually be healed twice. The increase in potential healing available to your side cannot be understated in this situation, and all it takes is a little organisation. The effects of this kind of healing minion stacking can be game changing if you have multiple Generals on your side.

The last thing to keep in mind is the speed of your Minions. Increasing your Demigod's speed through items also increases the Speed of your minions, and as such if you're planning on playing as, what we call, the Doctor (keeping their Healing Minions moving) you'll need to increase your speed to maximise the time they're on a lane and minimise travel time between them.

This does require a bit more micro-management than most players are used to however it's more than worth the effort if you can have multiple Demigod's pushing multiple lanes against their opponents right from the beginning.

3,050 views 24 replies
Reply #1 Top

Good post, annoys me when people don't do this even after I've asked/explained it to them ingame.

Reply #2 Top

that tactic is old though there are still many people out there who dont wanna share. then you take their hand and explain the world to them but they just ignore you because they still have arguments that are plain better, like "no".

Reply #3 Top

I thought it was old myself, but there are apparently people who just don't understand the mechanics behind it.

Reply #4 Top

When I'm using QoT or oak, I usually stick a healer on UB, Tb, or Rook those are the one I usually see use them mos effectively.

Reply #5 Top

Also, when you summon the healing minions, as long as the debuff isnt on you already, you get one heal instantly instead of trying to guess how long it has been since the last heal. (i often use this to heal fleeing teamates once i get in range) 

Reply #6 Top

Ummm, I am either assuming that noone else read the entire post, missed this, or I am just wrong, but i am pretty sure the monks(etc) have a cooldown on their heal, one monk(etc) cant heal everything in one lane, they have some sort of CD on it, though i am pretty sure it is under 8 seconds...

DaBRUM

Reply #7 Top

The main reason I have problems with this is that I iike to use a hotkey to select all my minions and get them moving with me. The other problem is how hard it is to just park a monk at a corner. They are always wondering off and getting themselves killed. I do agree, however, that to be the most effective you should share priests. I'm just not great at doing it.

Reply #8 Top

I just recently started playing as TB, & found him quite easy & fun, the only drawback being low HP.  My Erebus buddy, 'Mies' I believe, was awesome & was the first & so far only person in all my DG time over the past few months to use this strategy.  He parked a monk by me & it helped a lot.  If I ever play a general again, I will definitley do this.  It's one of those strats u kinda have to see firsthand to realize how effective it is & how certain game mechanics work.  2 monks with 1 DG is a waste, always share your monks!  :)

Reply #9 Top

Quoting DaBRUM, reply 6
Ummm, I am either assuming that noone else read the entire post, missed this, or I am just wrong, but i am pretty sure the monks(etc) have a cooldown on their heal, one monk(etc) cant heal everything in one lane, they have some sort of CD on it, though i am pretty sure it is under 8 seconds...
End of DaBRUM's quote

Can you get some confirmation on this? From what I've seen, they are capable of healing multiple Demigods at the same time, I can't speak for their ability to heal minions or creeps, though.

Reply #10 Top

Monks do have a cooldown, it is 5 seconds between casts. They also debuff the target which lasts for 8 seconds that prevents that heal from being used on them.

 

This means that most of the time two monks heal faster than one, because a single monk will be on cooldown for about 2 seconds after your debuff is removed.

Reply #11 Top

Monks' heal has a cooldown, or do all Healing Minions have a cooldown?

Also, I thought it was a 10 second debuff, not an eight? If it's 10, this notes why I haven't noticed, it's transparent as the numbers line up perfectly - if it is indeed eight seconds, then I will agree it could be done faster with two minions - however, it still minimises the potential healing across the field as Healing Minions prioritise Demigods over creeps/minions; having one healing minion per Demigod maximises the Demigod focused healing which would result in them being able to stay on the field longer.

Reply #12 Top

It's a 10 second debuff bu the monks actually heal on the 8... though they won't use it if there is a demigod nearby unless it is about to die (Monks with a small portion of hp will heal themself before healing a damaged demigod, if the demigod has a negligible amount of damage).

2 monks will SLIGHTLY heal you more than a single one, but splitting your monk is always better. Always. no exceptions.

When I start teleporting around, I typically stop doing it just because I have better things to worry about. But if I'm not porting, I'm micro'ing my monks.

Also, different tiers of monks apply their own debuff.

Reply #13 Top

Quoting ZehDon,
Monks' heal has a cooldown, or do all Healing Minions have a cooldown?
End of ZehDon's quote

All Healing Minions have a cooldown, and each type of healer has own debuff type.

Quoting Zechnophobe,
This means that most of the time two monks heal faster than one, because a single monk will be on cooldown for about 2 seconds after your debuff is removed.
End of Zechnophobe's quote

Two monks can't heal faster (if there are 1 or 2 Demigods), because they don't delay their heals for Demigod's debuff to be removed.

Reply #14 Top

No, they don't delay, but one is more likely to be ready to heal than the other.

 

And yes, the debuff lasts 8 seconds.  WEll, 7.95 seconds actually:

 

Code: lua
  1. BuffBlueprint {
  2.     Name = 'HighPriest01HealCooldown01',
  3.     Debuff = false,
  4.     DisplayName = 'HealCooldown',
  5.     BuffType = 'HIGHPRIESTHEALCOOLDOWN',
  6.     Stacks = 'ALWAYS',
  7.     Duration = 7.95,
  8.     Affects = {},
  9. }

Reply #15 Top

This is a known strategie but it's harder to do than it seems. You need a couple of things.

- A good general. Some players are just too stupid or something to split up their monks. You can ask them and then they ignore you or send both monks or something stupid like that. Also he needs to send new monks when his old one dies.

- A good player who is willing to take some responsibility for the lane he is in and ask for new monks when the old one has got himself killed. If you leave the lane my monk stands there for no good reason and will probably get killed by the first enemy who feels like it, seriously, dont leave that lane alone. monks or no monks, you should try to protect that tower. Also, when I hold a lane and get a monk from my allies I tell them immediately when the monk dies. (those monks just aren't smart enough to stay away from that tower) I dont expect my allies to hold a lane themselves and pay attention to their other monk at the same time. I sometimes find out my monk died when I get a new monk for myself and 2 of them appear. I can try to pay attention to the other side but monks are quite small so I cant always see them well.

Especially in early game when I am tower farming in a lane with rook, or holding it with some other assasin, a monk increases my pushing power so that I can push anyone back to his tower and the monk allows me to stay in the lane far longer, as long as I am conservative with my mana.

when u are a general and an assasin is in a lane alone there is no excuse for not sending him a monk. (when noone on the team got monks at the start your general(s) are probably stupid)

Reply #16 Top

Quoting Zechnophobe, reply 14
And yes, the debuff lasts 8 seconds.  WEll, 7.95 seconds actually:

 
Code: luaBuffBlueprint {     Name = 'HighPriest01HealCooldown01',     Debuff = false,     DisplayName = 'HealCooldown',     BuffType = 'HIGHPRIESTHEALCOOLDOWN',     Stacks = 'ALWAYS',     Duration = 7.95,     Affects = {}, }
End of Zechnophobe's quote

Perfect, thank you very much for this. Which LUA file was this stored in?

Reply #17 Top

This is why I LOVE counter-healing and Healing Wind II as Sedna. It wipes out the opposing team's monk advantage. I'm seriously surprised that Sedna is one of the least played Demigods.

 

Great guide, ZehDon.

Reply #18 Top

Units -> Minions -> HighPriest folder, there is an abilities lua file for each type.

Reply #19 Top

Thank you, I'm going to look into this further and then refine this strategy guide.

Reply #20 Top

the reason why many people do not share their priests ist not allways becasue they do not know how it works and why. many have only select hero, select all and select minions binded to keys. and getting into an heavy fight you often have to redirect fast your minions.

a second reason is that opponnents often kill the priests if he is alone, enforcing you to resummon them and they kill him again. this costed you mana and you cannot resummon it now for quite a time.

obvioulsy the first point can be partially solved by having one or better two addisional binds what can be difficult to get keys for (one for priests only, one for the rest).

but the second reason can get you quite into trouble, considering me, i often share my monks when i play sedna but rarly if at all do so when playing erebus. and later in the game i cannot permit to share them even with sedna, as the game got too dynamic to handle this with this interface not ment to do such things.

 

so, i disagree on the agressive comments made here against player that do not share their priests, as their are reasonable reasons to not do so. the bad ingame handling together with a very dynamic playing player is not working very well together!

edit: additionally some here seem to heavly underestimate the dmg monks do in early levels. two monks alone can bring an ub to half hp quite fast. in fact, one monk does more dmg in 8 sec than he heals in 8 sec in the first levels. thus not every general with every build would do right to share his monks!

 

but the other point you mentioned, using two different tipes of priests is nearly allways a nice idea. has some flaws too, but  the benefits usually are greater. but while pugging it is not working.

Reply #21 Top

Quoting CelMare, reply 20
...two monks alone can bring an ub to half hp quite fast...
End of CelMare's quote

I was with you till you go to here; if Two monks can bring any UB to half HP on their own, the player behind the UB needs to log off, sell his account and never touch a computer again.

Reply #22 Top

Quoting Epiphenomenon, reply 17
This is why I LOVE counter-healing and Healing Wind II as Sedna. It wipes out the opposing team's monk advantage. I'm seriously surprised that Sedna is one of the least played Demigods.

 

Great guide, ZehDon.
End of Epiphenomenon's quote

Noooo that's just wrong, counter healing is just a huge waste of a skill point, seriously.

Why put a point in counter healing when you can just as easily get morale or yeti's???  (oh wait a minute, i remember your fun yeti build epi :thumbsup:

Why not just dump healing wind all together and make your minions OP with morale?  (of course the above only counts when the sedna player is not on my team) 

 

If you have 2 people in a lane, assuming a general (oak or erebus) and an assassin, then the general 'should' keep both monks there.

j

 

 

Reply #23 Top

Bahaha, very funny jongalt. :P

 

I just played a game with another player that told me that same level priests from different generals stack. I didn't think that Bishops stacked with each other. Anyone know about this?

Reply #24 Top

No, they don't stack. Monks can stack with Bishops, for example, but Bishops cannot stack with other Bishops. It's why you need to organise who'll be buying what level of healing minions. It's better to have a High Priest and a Cleric than two Clerics.