Mending charm/bat bogey hex useless?
To the magizoologists and professors out there, do you find the Mending charm to be essentially useless? For those who don't know, the Mending charm allows the player to heal one of their teammates (or themselves) a small flat amount. I don't know what it is for professors, but for magizoologists, the most we are able to heal is 4 stamina points for the Mending charm Maxima. That's 4 flat points, not 4 percent or anything more useful like that. What use is healing 4 flat points of mine when I currently I have a stamina of 233? Am I doing this wrong? I made the mistake of using scrolls for the first mending charm (not the mending charm maxima though) when I wasn't quite sure what the various profession stats were, and now regret using them.
I imagine the Aurors have a similar conundrum with the Bat bogey hex (used to bring down a foe's stamina by a small flat amount)? What use is bringing down your opponent by only 4 points when I've encountered some with 500+?
Again guys correct me if I'm doing something wrong with this. But it seems like a pretty stupid skill to have, and waste scrolls on, to put it bluntly. Would look forward to them straight up nixing it and replacing it with a better skill in a future update.
Comments
You are correct, both spells are a waste of time. Thankfully the Bat Bogey Hex is down its own leg, so you don't need it to get to anything useful, the same as your Mending Charm.
This shows that they Knew it was a useless spell when they laid out the Auror skills in book one. Why these basically useless spells are there.... I have no idea.
Professors get +2 stamina for the base spell, upgradeable to 4 (so far, there might be more that I haven't seen yet).
I find it useful in team battles, since you can cast it every 5 seconds without focus.
@M3lkor Yeah I see you're right. I actually googled it as well, and found on a "wizardsunitehub.info" site for "choosing a profession" (can't post the whole link because the forums don't let me) that the main allure is it costs 0 focus and thus is spammable with a 6 second cooldown. The site also has a bunch of other great useful information. I suppose especially at the end of the battle when all the foes are almost defeated it can be used to help heal teammates, or yourself if you're low on stamina and on your last foe (gotta keep an eye on the clock.) Thanks!
is the + stamina really translate to the number? or is it scaled?
Professor with a base level +2 stamina mending charm here! I use it at least once per enemy in every fortress encounter but purely for the Achievement. I think it kept me from getting knocked out once when I was low on HP potions power soloing but I came close to losing on the timer.
Note: you can flee mid fight, cast charms or use potions and return to the same damaged enemy. Of course when you can get knocked out for +30s (depending on level) and regen 100% hp vs healing 20hp after spending restricted books to advance your charm it doesn't seem to beneficial.
I agree, that its mainly useful for gaining the strategic spells cast achievement, and mostly use it myself when in a team battle with no foes left to engage myself.
Bat Bogey Hex for Aurors are so usefull! ya when the foe has something like 50-51% stamina, you can use it to lower stamina to 49%, then you have +10 power for your next atack. that the power of aurors!!
By the way, you can **** a foe with it, if you have so much time. It’s really usefull for lower level wizarding challenges.(just know that if you **** them with bat hex, it doesn’t count in achievement as a ****!)
It’s a brilliant strategic spell, that’s why they are there!
I’ve come across a few time battles that leave behind single digit hp enemies and it’s their turn to do damage. Just exit, let batbogey do the rest. Don’t want to wait 5 secs? Do it after you defeat the next enemy. It’s not a big spell, but there are uses.
mending, Ive saved team mates with remaining 1-2 hp, and that’s because I’ve been casting mending every 5 secs on them.
I’m a professor and my mending charm is still at +2. Haven’t upgraded it yet, so it’s not terribly useful in challenges. I’ve still been spamming the heck out of it during challenges to reach the gold level strategic spell achievement. I need those 15 spell books!
Same here. I am only using it when there's nothing more to fight and I'm waiting for the others to clean up their bad guys.
Pretty useless for the rest.
As a magizoologist, I use the mending charm (fully upgraded) all the time. I find it very useful. When you exit a fight, you can immediately use it, because it has a 5 second cool down. So, if I finish off an enemy or exit a fight early and need to heal, I use the mending charm first, than use stamina charm, which takes about 1 second to do, then wait 4 seconds and use the mending charm again. Doing that, I just added 8 stamina to myself on top of the 25% I just healed with the stamina charm. The mending charm doesn't do a lot in a use or two, but it really adds up through out an entire fortress run. Plus, magizoologists get +10 power and +6% defense (when the corresponding skills have been unlocked) for having over 50% stamina. So if you watch how much damage an enemy does, as they always do the same amount (enemies currently don't critical attack) and you know how much stamina is your 50% mark, you can exit a fight early, heal up with the mending charm enough to be back over 50% for one more attack or protego and stay in the fight a bit longer and save a potion or your focus. I use this strategy a lot on the final enemy of a solo fortress run. For magizoologists staying over 5 focus is VERY important, so healing a little bit for 0 focus instead of healing 15%-30% for 2 focus can be used to your advantage. I didn't even cover how the mending charm is useful in a group battle, but it's just as important as a solo battle, if not more. You can literally spam +4 stamina to an ally as they fight something you're weak against. All in all, I love the mending charm for sure.
@GlastonEverfang excellent analysis! Though I have little experience using the mending charm so far, I've been hesitant to right it off so quickly as useless. Perhaps it's not so great in the early stages of skill development, but I did wonder how effective it could be in a group situation and your description of spamming an ally while they tackle a strong foe was exactly what I had in mind.
I also never considered leaving a fight early to heal myself. I often factor in a knockout to avoid having to heal but sometimes I just need a little boost to get over the hump. I will definitely consider once I have skilled it up.
I know the mending charm can seem pretty slow and not strong at first glance. Since I solo most of the time, I do feel that it seems basically useless then. However, when you are in a group of 5 and you have 3 people all casting it on you at the same time...it can make that last battle of the fortress a lot easier so you can focus on killing the baddie instead of focusing too heavily on your health meter.
as an auror, now that i have completed the gold level achievement of 'strategic spells cast' which was 3,000 strategic spells cast in wizarding challenges ... i never use the bat bogey hex anymore except in one circumstance:
if a monster knocks me out in a dungeon fight, i will cast it on that monster when the knockout timer expires before i go back into battle if i remember to do so. it is no more then a novelty, and i definitely do not rely on it.
the skill i do rely on is 'first strike' which does "+50% critical power against foes with full stamina" - if i use the bat bogey hex on a monster before i go into combat with it the first time it completely negates this skill.
lets be real, a random chance that i may do a serious amount of more damage on my first hit is way more valuable then knocking one single solitary health point off a monster.
i expected that once the strategic spells achievement was completed, the bat bogey hex would become about useless, and this has proven to be true.
i will eventually obtain the second level of the bat bogey hex (7 scrolls, 4 restricted books) to complete the achievement 'auror lesson plans completed' ... but it will be the absolute last auror skill i learn from the auror fundamentals lesson plan.
bat bogey hex was helpful to accomplish the strategic spells achievement.
i cannot speak to the 0 focus hex/charm the professor or zoo person have, but as to the auror one, this is my summary.
@Digitalis Use bat-bogey in situations like this:
Bat Bogey Hex for Aurors are so usefull! ya when the foe has something like 50-51% stamina, you can use it to lower stamina to 49%, then you have +10 power for your next atack. that the power of aurors!!
-In the middle of the fight.
My biggest damage with bat-bogey to a sginle foe was (~70) stamina, for lower chambers, when I had a few minutes remaining before doing the last blow. Also it's very useful when you want to save every single drop of spell energy. And ofcourse for that lovely achievement prize!! :p
P.S: just make sure that you have a calculator or a good mind for calculate the 50% of foes' stamina.
@Zakhi forest level battles have foes with over two thousand health points. a single point of stamina is not helping, and running from a battle to use the hex costs too many precious seconds on the timeclock for the fortress battle as a whole.
i have 89 power now, what you are suggesting might be a method in a ruins level battle, but the lowest levels i will spend a rune on solo are typically tower levels. again monsters have way more health then one single point of stamina is going to tactically be useful - especially at the cost of time to run, use, and then rejoin the battle.
good tactic - but one only really useful at lower level fights when you are a lower level wizard. there comes a point where you level way beyond it being a valid tactic.
@ZookiTabooki Oh yeah, I didn't even realize you could leave a fight early without penalty to use charms/hexes/potions until one of the other players in my area mentioned it. A very useful tip that was. 👍️🤜🤛
I hadn't been knocked out in a solo fortress run for the longest time because I thought it would end the battle completely. It just goes to show, you don't know until you try.
Professors have:
0 - Mending Charm
7 - Proficiency Charm
3 - Deterioration Hex
3 - Protection Charm
Mending Charm is great for the Achievement but seemingly useless in high tier battles. Perhaps as @Overflow4487 mentioned it can prove useful on a final opponent in a large team battle, I'm lucky to find a single other person to play with though.
Haven't used Proficiency yet, once again primarily solo player.
I cast Deterioration first if I have 3 or fewer opponents to knock them out quickly. For 4 or more I cast it after I get my Protection Charm up.
As I said 4 or more I go Protection first to reduce knock outs to 1 so I don't waste those precious seconds, especially in the Forest!
@Digitalis You're right, it's just for lower level fortresses, not higher ones. & good for achievements too. that's all.
btw, it's not a single point of stamine, it's 3 points of stamina for me. I upgraded it. at least I have so much red books now.