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TOPIC: Charm of Shared Recovery - Yay or Nay?

Charm of Shared Recovery - Yay or Nay? 1 year 2 months ago #1

With the PYP's around the corner, I wanted to get a feel for how many people plan (or don't plan) to use the Charm of Shared Recovery (CoSR) in their builds.

Heal HP upon entering each room based on # of CoSR in the group: 1-3=2HP, 4-9=3HP, 10=4HP

As its a synergy item it has up to double the value if everyone has one on. It cuts into people damage or saves, but as I tend to do alot of healing I see this as a useful item for a group. Assuming you take damage in the first room, this could be up to 24 extra HP per person. However if the healer is the only one wearing one then this may be a slot better used with something else.

Open to discussion or if others plan to use this going forward in synergy builds.

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Last edit: by Limitless.

Charm of Shared Recovery - Yay or Nay? 1 year 2 months ago #2

How do you get to 32 hit points per person? To me it looks like the max you'd be able to recover when entering room 2 would be four hit points if everyone had one of these charms equipped.
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Charm of Shared Recovery - Yay or Nay? 1 year 2 months ago #3

4 per room @ 6 rooms would be 24HP

Sorry had disc golf on the mind and was thinking a 9 room dungeon, and 8 rooms of healing. Correctly changed 32 to 24.

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Last edit: by Limitless.

Charm of Shared Recovery - Yay or Nay? 1 year 2 months ago #4

Limitless wrote: 4 per room @ 6 rooms would be 24HP

Sorry had disc golf on the mind and was thinking a 9 room dungeon, and 8 rooms of healing. Correctly changed 32 to 24.


Not super high on this, but wonder if it's a requirement for a Team Synergy run.

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Charm of Shared Recovery - Yay or Nay? 1 year 2 months ago #5

Too many other charms that I don't have room for,,, I don't think I'll have this in any build.

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Charm of Shared Recovery - Yay or Nay? 1 year 2 months ago #6

I could see this one for certain builds and runs.

Get 4/room from this, add ring of regeneration (1/room), icecrag (1/room), templar set (3/room)
Then add items that heal on hits (ring of dark health (1/hit), the srow maces (1-2/hit), scepter of stirge (1/hit)
Next, add modest dr (kvothe’s and shaed) reducing dmg by 2-3.
Last, have very good saves to avoid non-dmg effects.

You end up with paladins, fighters, clerics, etc healing 9 per room plus more from every time they hit. Assume 1 hit per room for another 1.5 hp. With 3 combats, that works out to 4.5 plus 54. Apply that to 4 characters and its 200 healing.

As long as you can do enough damage to kill the opponents, you wouldn’t need healing at all.

You would be giving up about 9-10 dmg per hit (on max builds.) Usually, it is better to go first and just wipe out opponents but this approach could work pretty well too. It would be interesting to try.
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Last edit: by Fred K.

Charm of Shared Recovery - Yay or Nay? 1 year 2 months ago #7

It's a solid amount of regen if you have a max set of them - enough that I'll get one to have for a regen run like Fred laid out. I've always wanted to do a run where I ran Templar and Ice Craig, so might as well be looking at charm based regen as well.

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Charm of Shared Recovery - Yay or Nay? 1 year 2 months ago #8

I expect that I’d like to have this token as an option, but wouldn’t wear it as a matter of course.

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Charm of Shared Recovery - Yay or Nay? 1 year 2 months ago #9

My group enjoys regeneration, so I'm considering getting 10 for the group. I'm not sure I've got room for it though, I don't use slot expanders and two of our charm slots are locked down (synergy and avarice).

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Charm of Shared Recovery - Yay or Nay? 1 year 2 months ago #10

With so much competition for charm slots, I don't think this makes the cut.
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Charm of Shared Recovery - Yay or Nay? 1 year 2 months ago #11

This seems like a token that will be used on a handful for theme runs where healing is limited. I expect to add one to my collection.

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Charm of Shared Recovery - Yay or Nay? 1 year 2 months ago #12

If I end up having one or more, I might.

While the question may be more nuanced (or not), to think of tokens as binary is an issue for token production. We want different people to do different things and same people to do different things, otherwise there's no point in making 20 URs every year, can just make like two with transmute paths for people to power up their existing builds.

Not every run should have the same optimal plays or even same goals.

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