Another issue is the AI of your companions, of which don't always do what you want them to; refusing to
use healing spells when your health drops to dangerously low levels or wasting powerful and expensive magical spells on the weakest of enemies that could easily be dealt with in a physical and far less costly manner for instance.
If you picked Warrior at the start of Oblivion, you could still
use healing spells or the occasional fireball.
Not exact matches
For example, you can set a condition to
heal a character if his / her HP falls below a certain percentage, or you can make a condition to
use restorative
spells on enemy if the said enemy is an undead (thus dealing damage to them).
There are dozens of units and different weapons and magic
spells, each with its own strategic benefits - high - flying Pegasus knights move effortlessly over varied terrain, fast - moving mounted cavaliers can
use swords and lances, unarmed curates
use healing staves to mend the wounds of other units and so on.
The only way to get them back is to find a health potion in a chest or to
use the one
spell that can
heal.
Nei's «Technic» power is a
healing spell, which you will be able to
use the «Orders» command to have her
use each turn in combat.
Healing -
spells are designed mainly to be
used on your friends, your survivability will most likely raise if you work together and
heal each other, before it is too late.
Team Cooperation: Fight in team battles where players can
use different
spells to
heal their allies, boost their power, or even create teleport points by casting
spells together.
Due to the nature of this system, there are no
healing spells, nor can magic be
used outside of battle, so HP is restored via the
use of refillable medicine bottles or through special battle - only equipment functions.
Stratagems essentially work like magic
spells, allowing your officer to
heal allies, directly attack enemies with the elements or even set up surprise attacks
using your fellow AI controlled officers to turn the tide of battle.
As an added incentive, attacking enemies in specially placed circles can increase or decrease certain elements, such as attack power or the amount of health you increase if
using a particular
healing spell.
This allows you to go all out with attacks, make some combinations (like
using an ability that makes an enemy weak to a specific element, and then
using a
spell of that element),
heal some teammates, and more.
Level your Mirage's Carnage and you can unlock various Command, Session and Passive skills to
use against foes, like new
spells, attacks, buffs, debuffs,
heals and lingering effects.
It's a pain to
use and there are no defensive /
healing spells.
For example, you can set a condition to
heal a character if his / her HP falls below a certain percentage, or you can make a condition to
use restorative
spells on enemy if the said enemy is an undead (thus dealing damage to them).
The
heal is not substantial enough to justify
using this
spell in most circumstances, however if you find yourself in a situation where your group is under constant pressure then it can be useful to help sustain health.
For example I have a Marauder who
uses the Gladiator skill Convalescence, which increases
healing from
spells or skills by 20 %.
You also come across magical cards that work as a one - time -
use per battle magic
spell that can cast buffs,
heal, cause damage, and more that allows for a little more strategic freedom.
It matters early on in the game when Maribel only has 22 MP and you want to
use her MP on attack and
healing spells instead of having to save most of it for Evac from a dungeon.
Magic
uses should
heal, buff the party, and
use group
spells on the BabyClouds or
spells that attack all enemies.
Not only does this speed up the game to an extent, but it also limits the number of random encounters, thus sparing the
use of unnecessary
healing spells.