DG Strategy–Healing using monks/clerics/high priests/bishops

Quick disclaimer: as I think of useful tips, I’m going to start writing up some articles. Each article will focus on a particular topic or game play element. The majority of these tips will likely be things that experienced players already know. I welcome any additional feedback on any of the tips and I’m happy to update any OP if you have something useful to add to the topic. Each thread will be originally posted in the Demigod general forum (at least for a bit) and then moved to the DG strategy forums.

Topic of the day: Healing using monks/clerics/high priests/bishops

My goal for this thread is to try to gather a fairly comprehensive list of strategies and explain how healing works in detail.  We’ve had several threads that have touched on the topic, but I’d like to turn this into a one stop shop for all the info you could ever want on the healing mechanic.  Understanding how the healing mechanic works through summonable minions (along with the bonuses associated with having a Sedna on the team) can have a substantial impact on staying power in lanes, late game kills – you name it.  I’m going to start with the most basic strategies and move onto specifics – but first I need to cover this:

How does healing work?

This is probably the most important thing to understand in this article.  If you get this, you are well on your way to using healers strategically.  You know how if you cast a teleport scroll, there is a cool down period before you can use it again?  Healing actually has a cool down associated with it as well – only you can’t clearly see that a healer is on cool down.  Each type of healer (for example, a monk is a type of healer;  a cleric is a type of healer and so on) is able to cast a heal every 5 seconds (eg it casts the heal, the heal ability goes on cool down, and they they can cast it again after 5 seconds).  Now what you might not know is that any time you are healed by a particular type of healer, there is a special cool down that is placed on your Demigod.  This cool down lasts 8 seconds.  That means that you cannot receive a second heal from that type of healer until 8 seconds have passed.  So, you have a healer that can technically heal every 5 seconds, but because of the cool down effect of 8 seconds, you won’t be healed every 5 seconds.  Make sense so far? 

So, you noticed I was talking about types of healers.  This is critical to understand.  Each type of heal casts a different 8 second cool down.  So, to give you an example.  If I have 2 monks with me and there is no other allied Demigod near me, I can receive 1 heal from only 1 of them because the 8 second cool down goes into effect as soon as I get that first heal.  So, even though I have 2 monks there that could heal me every 5 seconds, that 8 second cool down makes it impossible for me to get anything faster than a heal every 8 seconds.  The good news – each type of healer casts a DIFFERENT type of 8 second cool down.  Let me give you an example here as well.  If I have 1 monk with me and 1 cleric with me and there is no other allied Demigod near me, I can receive 1 heal from the monk and 1 heal from the cleric every 8 seconds.  This is essentially double healing.  This is why its more efficient to stack types of healers.  I also do want to stress that if I had 3 generals on my team and each of them purchased monks.  Even if they sent all 6 of those monks to me, I could only receive 1 heal every 8 seconds.  But if there were 2 different types of healers, I could receive 2 heals every 8 seconds… and so on.

Who do the healers decide to heal?

The healers do a check every 5 seconds to see if there are any damaged Demigods in range.  If so, they will heal the Demigod with the lowest HP (fact check plz?) in range.   This places that 8 second cool down on whatever dg has been healed.  But if there are 2 Demigods present, the healer can after 5 seconds heal the other Demigod (as there was no 8 second cooldown on him).   

The following is borrowed from a post from hedige:  [If a healer doesn’t find a damaged Demigod in range, it will then check itself to see if it is damaged. If it is and will not be “overhealed” (eg, if they only lost 5 hp, and the Monk heals for 200, there isn’t much point for it to be healed since it will “overheal” by 195 hp). If it won’t overheal, it will heal itself.]

Borrowing this from an earlier article I posted, but I’m not sure if its accurate – can anyone confirm?

1- they don’t heal a demigod with a larger % of hp than itself.  For instance, if a monk has, say 800/1000 hp (80% hp) and your demigod has 1900/2000 hp (95% hp), the monk will try to heal it self first.  This plays a very important factor when you consider characters that do AOE damage.  If they drop your healers to a lower % of hp than you, YOU won’t get any healing.  This is also another reason why the highest level healer (bishop) is more valuable due to its increased HP.  Anyway, player that constantly hits you with AOE, but doesn’t completely kill your healers, is more than likely stopping the healers from healing you. 

What are the stats?




High Priests


Healing (Non-DG)





Healing with Healing Wind I/II (Non-DG)





Healing (DG) – % of Target DG’s MAX HP





Healing with Healing Wind I/II (DG) – % of Target DG’s MAX HP





What are the strategies?

I’m going to several different strategies here and I expect you folks will be kind enough to add to them as you think up things I’ve missed.

Share your monk

This one is a no brainer for experienced players, but not so much for new folks.  If you are the only general on a team, buy monks at the start of the game and share them.  There are some strategies that don’t buy monks immediately, but generally speaking, you will always want monks at the start.  So, now that you have monks, you will want to share them with your teammates.  If it’s a 2v2, it’s a no brainer – just send a monk over to your teammate.  In many cases, you can just click on your monk and then click on the Demigod you want them to follow.  However, you are almost always better off if you micromanage the monk and guide where he will go to keep him safe and healing your allies.  If it’s a 3v3 game, then you’ll occasionally need to put a little more thought into it.  I’ll often move monks as they are needed in different places.  For instance, if I sent the monk originally to a Demigod on the mana flag (on cataract) and he’s at full hp and fighting no one, I might send that monk to the experience flag if someone on my team is trying to capture it… and then move the healer back afterwards.  The number 1 rule though is that you want to keep your healers safe and healing as much as possible.

Sharing with 2 or more generals

So, as I discussed in the section on how healing works, you can get a heal of multiple types if you share your healers.  At the start of any game with 2 generals (where I’m a general anyway), I’ll ask in chat “you monks?  me clerics?”  If they respond quickly, I just get whatever I need and head out, then buy clerics ASAP.  If they don’t respond quickly, I’ll just wait a few moments and see if they get monks or not.   If they do, I’ll often ask them to share one of their monks with me and tell them I’ll be getting clerics soon.  As soon as I make it back to base to get those clerics, I’ll immediately send one of them to one of my teammates and keep the other to myself.  Now, there are quite a few strategies here.  Some folks will skip clerics completely and just save up for bishops or high priests.  But if there are 2 generals, you will pretty much always want 1 player to get monks at the start of the game and share them.  And you will pretty much always want to have the other player pick up some sort of different type of healer and share that as well.  Double heals every 8 seconds can do a hell of a lot for team battles or even staying power on a flag solo.  The same rule applies if you have 3 or 4 generals.  Communicate in game and make sure each of you gets a different type of healer.  with 4 generals, that’s potential for 4 heals every 8 seconds… which is HUGE.

So, I have 2 generals – what healers should I get?

This question can have many possible answers.  If you don’t have a sedna on your team, I suggest going with monks and clerics initially.  You’ll note that the difference between heal levels on clerics and high priests is only 1%.  If you just want the best of the best, then getting bishops/high priests is the answer; however, monk cleric is great for early/mid game and ending the game having only clerics and bishops would be adequate in most circumstances.  If there is an enemy sedna in the game, its often best to just stick with monks/clerics as she will likely get counter healing – which will shut down a good chunk of your heals.

Sedna and healers

Sedna certainly deserves a section to herself for healing.  As you can see from the stat info section, there are some nice bonuses associated with having healing wind along with nearby healers.  In short, any type of healer in the healing wind aura will heal at increased levels.  You only need 1 level of healing wind to get the healer bonus.  Healing wind 2 only gives you additional health per second (and it isn’t bad for that) and allows priests (the type that come from portals) to heal at a higher bonus if they are near her), but it is not required to get the healing bonus.  As you can see, bishops and high priests are ideal if you have a sedna.  With the healing wind bonus, we’re talking about healing 22% of the healing targets max HP along with a heal of 19% of max HP.  So, its possible (based on all of the other factors involved with healing) to be healed 41% of a dg’s max HP every 8 seconds.  That can be gigantic.  Without healing wind, a combo of bishops/highpriests would yield 15% and 13% for a total of 28%.  That’s not bad, but you can see is a pretty sizable difference. 

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