How much int needed to do decent heals?

Jackdstripper

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Well it depends what you mean by “decent”.

If we assume that you have Mental Training and Mental Offense to 100, and you are only using Lesser Heal(more mana efficient), it will heal about 15 to 20 HP for 4 mana, if you have around 100 Int.

If you only have 50 int the heal will be more like 9 or 10.

Int gives total mana, and also ads damage/heal to the spell. So a high Int character has more mana and hits harder with all its spells. I think you get 1 mana per Int point, but im not sure.

Then of course there is mana regeneration, which is directly effected by armor weight and the skill Vitalism/mana regen. You can see how its effected by armor in your paper doll. Anything past 4kg reduces you mana regen, except for humans where it starts at 6kg.

So its not just about “how much Int” you need. Its how much Into you need foe the build and gear that you want to use.
 
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Forrestern

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Well it depends what you mean by “decent”.

If we assume that you have Mental Training and Mental Offense to 100, and you are only using Lesser Heal(more mana efficient), it will heal about 15 to 20 HP for 4 mana, if you have around 100 Int.

If you only have 50 int the heal will be more like 9 or 10.

Int gives total mana, and also ads damage/heal to the spell. So a high Int character has more mana and hits harder with all its spells. I think you get 1 mana per Int point, but im not sure.

Then of course there is mana regeneration, which is directly effected by armor weight and the skill Vitalism/mana regen. You can see how its effected by armor in your paper doll. Anything past 4kg reduces you mana regen, except for humans where it starts at 6kg.

So its not just about “how much Int” you need. Its how much Into you need foe the build and gear that you want to use.

"Well it depends what you mean by “decent”.

Enough to heal at least up to half HP in combat or while running in a short amount of time. Maybe a few casts.
 

Jackdstripper

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"Well it depends what you mean by “decent”.

Enough to heal at least up to half HP in combat or while running in a short amount of time. Maybe a few casts.



Ok, so if your total hp is around 180, then you want to heal roughly 90hp.
If you have Mental Training and Mental offence and about 50 mana, you can heal that with 10 lesser heals. you will need 10 points in Psy( lowest it will go) and 40 in Int, for about 50 mana, which is more than you need. However, every less point in Int makes your heals weaker which requires more heals….so lets just say 40 int, 10 Psy for 50 mana.

You wont be able to run while healing. Can only slow walk while casting spells (except for necro spells).

After that you mana will be empty and it will depend on how much armor you have to determine how fast it regenerates. Even at 100% regeneration, its far slower than you think.

When you consider than 1 bandage heals you for 40 hp, and you can do it at full sprint every 40 seconds….it is far more efficient to use bandages if you dont have a lot of Int.
 
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Forrestern

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Ok, so if your total hp is around 180, then you want to heal roughly 90hp.
If you have Mental Training and Mental offence and about 40 mana, you can heal that with 10 lesser heals. For 40 mana you will need 10 points in Psy( lowest it will go) and 30 in Int.
You wont be able to run while healing. Can only slow walk while casting spells (except for necro spells).

After that you mana will be empty and it will depend on how much armor you have to determine how fast it regenerates. Even at 100% regeneration, its far slower than you think.

When you consider than 1 bandage heals you for 40 hp, and you can do it at full sprint every 40 seconds….it is far more efficient to use bandages if you dont have a lot of Int.

I may be approaching a build the wrong way. Is healing with spells a viable combat approach? Or should I just make a dex tank and use bandages. To give you an idea, I was expecting at least half hp in only like 2 or 4 casts. I was planning healing mid-combat a lot.
 

Jackdstripper

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I may be approaching a build the wrong way. Is healing with spells a viable combat approach? Or should I just make a dex tank and use bandages. To give you an idea, I was expecting at least half hp in only like 2 or 4 casts. I was planning healing mid-combat a lot.
Magic healing is only viable if you have high Int (aka a mage build). You can make a dex, dagger/mage that has a lot of healing. Daggers because they are the only melee weapons that require very low strength and do high piercing damage. Even then you have to stand almost still as a mage to heal. Not really something you can do with someone in melee range. And not something you can do while running away. Even mages rely on bandages/potions to heal on the run. Once you have some distance then you stop and pop a heal.

If you want to be a melee fighter, then magic healing isnt really viable because you’ll never have enough Int. All you attribute points will be taken by Strength, Con and Dex. In this case you are much better of using bandages, potions, and HoT food. 2 of which can be used on the run.

Sadly there isnt much available for a hybrid type fighter that has good melee capabilities AND magic healing AND is fast. You kind of have to pick 2 of those.
 
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ElPerro

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Around 80 int for decent heals

Sadly there isnt much available for a hybrid type fighter that has good melee capabilities AND magic healing AND is fast. You kind of have to pick 2 of those.
wdym you only need a couple 11% damage trinkets, ezpz
 

Jackdstripper

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Around 80 int for decent heals


wdym you only need a couple 11% damage trinkets, ezpz
Yea ezpz, lol. As soon as ELPerro gives you those two rings and cronite swords you can make your build….

Those are mad expensive rings.

And yea, 80 int is basically a mage build. It only leaves you with about 70 strength (on Alvarin) which would require cronite swords to be able to do decent damage against steel or better armor (hence why the need for rings).

It also doesnt change the fact that if you wear any decent (14kg or more) armor your mana regen will be terrible. You will heal once to full and then no be able to heal for a while. And you still have to stand still to cast, which you cant mid fight. You would have to run away, find a safe spot, and then heal. And while you heal they also heal.
 
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Forrestern

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I decided to ditch int altogether. Doesn't seem worth it. or at least it's a bit more skill based for melee.
 

Jackdstripper

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I decided to ditch int altogether. Doesn't seem worth it. or at least it's a bit more skill based for melee.
Frankly thats why you dont see many hybrids around. They were all the rage in MO1 but were nerfed hard in MO2. If there was a very strong hybrid build everyone would be using it.

It is technically possible to make a hybrid, like El Perro said, but you just end up being a shitty melee and a shitty mage. Making that work successfully in pvp is extremely hard and other builds work so much better.
 

MolagAmur

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Yeah they kinda fucked hybrids with the changes to the INT curve. Like El Perro said, I'm sure you can make them viable again with proper trinkets and gear...but as far as just making the "old hybrid" builds with 50 INT and being good to go are gone.

Its annoying because in MO1 people who were very good at both mage and warrior could make a hybrid extremely powerful. They obviously sacrificed a lot making a hybrid, but their personal skill made up for it. Put 5-10 of these players in a group and they could kill double and triple their numbers. But yeah I guess Henny didn't like that and would prefer pets and max armor weight warriors ballerina spinning. Thats the vision.

(On second thought I think the hybrid nerf wasn't even intentional. It was just lazy ass decision making on how to rework the int curve. I'm partially responsible for it even happening since I made the post even though I included a chart of what I was recommending. And its NOT what we have today)
 
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ElPerro

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Yea ezpz, lol. As soon as ELPerro gives you those two rings and cronite swords you can make your build….

Those are mad expensive rings.

And yea, 80 int is basically a mage build. It only leaves you with about 70 strength (on Alvarin) which would require cronite swords to be able to do decent damage against steel or better armor (hence why the need for rings).

It also doesnt change the fact that if you wear any decent (14kg or more) armor your mana regen will be terrible. You will heal once to full and then no be able to heal for a while. And you still have to stand still to cast, which you cant mid fight. You would have to run away, find a safe spot, and then heal. And while you heal they also heal.
Technically you can go sheevra max height and still get 80 int and max str while losing 1-2 dmg bonus vs veela and some speed. But veela or sheevra, your damage gonna suck unless you get some rather expensive trinkets.

Also a true hybrid would wear armor weight below 10kg but with the new dumbed down armor system its pretty hard to get decent armor below that so might as well go full paladin, but then your limited to small heals mostly.

Hybrids are really a meme build unless your somewhere with lots of obstacles like kran, gaul kor, fab gy, etc. so you can jump around while healing. In an open field its very hard to get enough distance tbh
 
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Forrestern

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I'm also discovering dex speed is tied to height. My thursar has more dex than my ogh and my ogh is faster and has less dex.
 

Jackdstripper

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I'm also discovering dex speed is tied to height. My thursar has more dex than my ogh and my ogh is faster and has less dex.
This sounds strange. It shouldn't be that way. Height shouldn't effect running speed. Only dex should. How did you test this? Are you sure you tested both characters at full sprint with their weapon out?
If you open paper doll when you test this it should show you your max speed. Higher dex should always have a higher max speed.
 

MolagAmur

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Yeah sounds like you're just basing it off the way it feels. Shorter characters are going to feel much faster.
 

finegamingconnoisseur

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I decided to ditch int altogether. Doesn't seem worth it. or at least it's a bit more skill based for melee.
Int is worth it if you're into crafting or related skills that give bonus skill points based on the attribute. Coupled with the insane amount of clades designed to give humans even more profession skill points, you get to play semi-self sufficiently on one character.

But I digress.