First Aid: Difference between revisions
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Increases the effectiveness of the [[First Aid Tent]] and gives the player manual control over what troop the First Aid Tent targets. The First Aid Tent regenerates damage done to the first creature in a target stack. | Increases the effectiveness of the [[First Aid Tent]] and gives the player manual control over what troop the First Aid Tent targets. The First Aid Tent regenerates damage done to the first creature in a target stack. | ||
'''Recommended for:''' Almost noone. This skill is arguably one of the least useful skills in the game. This is because the 100 health | '''Recommended for:''' Almost noone. This skill is arguably one of the least useful skills in the game. This is because the 100 health this skill offers per turn have a very little impact in combat unless it is used in a very small battle. Small battles are most commonly fought early in the game, and therefore with mostly level 1 and level 2 creatures which have a low health level. As a result, this will rarely heal more than 20-30 health in the early game which has very little impact even then | ||
However this skill | However this skill is not completly worthless. It can be somewhat useful for a player who manages to get a level 6 or 7 unit early on in the game, typically from undefended level 6-7 dwellings on the map, [[Griffin Conservatory|Griffin Conservatories]] or [[Army Camps]]. These units can be healed for the full 100 health provided by this skill, which, in some cases, greatly helps winning early game battles. | ||
==Heroes with a specialty in this skill== | ==Heroes with a specialty in this skill== |
Revision as of 09:53, 14 April 2014
Increases the effectiveness of the First Aid Tent and gives the player manual control over what troop the First Aid Tent targets. The First Aid Tent regenerates damage done to the first creature in a target stack.
Recommended for: Almost noone. This skill is arguably one of the least useful skills in the game. This is because the 100 health this skill offers per turn have a very little impact in combat unless it is used in a very small battle. Small battles are most commonly fought early in the game, and therefore with mostly level 1 and level 2 creatures which have a low health level. As a result, this will rarely heal more than 20-30 health in the early game which has very little impact even then
However this skill is not completly worthless. It can be somewhat useful for a player who manages to get a level 6 or 7 unit early on in the game, typically from undefended level 6-7 dwellings on the map, Griffin Conservatories or Army Camps. These units can be healed for the full 100 health provided by this skill, which, in some cases, greatly helps winning early game battles.