Gremlin Healers
Wouldn't it be a good idea to make it so that they can not revive each other?
I just came across two of them, and they would just cast an energy dome and revive the other one whenever I killed one of them. It literally took me 10 minutes to finish them off.
What I'm saying is: They should still be able to revive any other Gremlin creature, just maybe not other Healers.
Is there any reason to allow priests to attack? They're actually harder to kill than normal and shield gremlins (assuming they aren't being healed) because there's no way to pace yourself when fighting them. If you try to press the attack, they can just hit you (without charging) with their staff, something other gremlins don't do. If you try to play carefully, they'll never die because they can continuously shield and heal themselves.
I feel like cornering them is difficult enough, and killing them is harder still when you've got other gremlins surrounding you. Having the priest smack you freely seems like overkill.
Pit Bosses don't attack, but they're still dangerous because they can promote/fire other devilites. I think the priests should be on about that level. Having just one around really spikes the difficulty of an encounter. Having two can ruin your entire run.
I also agree with the reviving deal. It's nearly impossible to kill two healers if they can revive each other endlessly. There has to be some kind of limit on it.
I think it might have been a bug, but I had a single priest cornered and was beating him down. He shielded as he was dying, and immediately respawned right outside of the shield. I thought another priest might have been reviving him from off-screen, but the corpse didn't disappear. It happened two or three times in a row before he started spamming magic missile (which seems to hit before he's even done casting when at point-blank range), and I was dead before I even realized I was taking damage. The magic missile stuff might have been me lagging, but I don't know what was up with the respawning thing. If it was another priest reviving him from off-screen, then I can't imagine any way I could have solved this situation.
I ran across a gremlin healer that could use the AoE-heal for 180, and effectively made himself and his hammerin' cohort completely invincible by immediately healing any damage done to himself or his friend; try as I might I couldn't beat them
since I was at only depth 9 or 10 or so and don't suck at this game, I wasn't really expecting an unwinnable encounter -- I suppose it would have been possible (even easier) for me to just blaze past them and get through to the next room but I didn't think that sort of thing was intentional in this game

Yeah a lot of those encounters with healers are meant for groups.
Just avoid Mechanized Miles and you should reduce the amount of Gremlins you encounter.
With just a Cryotech Alchemer MK II I'm able to out DPS two gremlin healers and kill them, and I solo. I don't know why everyone is complaining, just be patient and you'll beat them. Unless there are three, then that gets crazy.
that's nice that you have a cryotech mk2 alchemer but with a mere prismatech alchemer it's not actually possible to win in any timeframe since they NEVER RUN OUT OF HEALS
I think the bottom line is that you shouldn't be required to have specific weaponry or a group to beat these guys. Anything you encounter should be beatable and reasonably difficult.
Hmm, guess that's true. Benamas, I have all the materials to make a Cryotech Alchemer MK II, minus the original Cryotech Alchemer, if you'd like them.
Hmmmm, I think when a mage does a rev it should be
Only heals half of the target's health
or
Spend at least half of it's own health for doing the rev
or
Heals half of the target's health & spend half of it's own health for doing so
or
The mage DIES from reving
Health isn't a problem when there's two mages around.... they have normal heal that does 100ish heal to a single target, a 300 area heal that also heals the caster + a sanctuary type heal that last for over 10+ seconds while doing 100 hp heals per seconds.
Even with a Mk2 it would still take you quite a bit of time and health to kill them..... and kill them again. If it's the first floor then you can pretty much guarantee a nice lil game over tune right there.....
Those are pretty much what I get from 2 out of 3 runs when I start from emberlight >_>
I think maybe just a casting time on the raise dead spell would be enough. So you could see a mage stop next to a dead body and start casting and you'd have enough time to get over there and knock him away / kill him somehow. Similar to how devilite promotion isn't instant and can be interrupted.
Maybe if they had to pay 1,000 energy to revive they'd be a bit more hesitant to spam it.