Healing spells efficiency

A how-to page detailing healing spell efficiency in Dragon Age: Origins.
==Usage==
===Effectiveness===
* Regeneration benefits most from increase in Spellpower by +10 health/10 spellpower. An additional 10 points in Spellpower will increase the effect of Regeneration by the total of 10 (1 per tick).
* Heal comes in second with +4 health/10 spellpower.
* Group Heal's efficiency can vary depending on how many party members benefit from the heal.
** If 2 party members benefit from a full effect of Group Heal, its efficiency will be higher than Heal.
** If 4 party members benefit from a full effect of Group Heal, its efficiency will be higher than Regeneration.
* Lifeward should be used before combat or as the last resort due to its effect and efficiency.
===Summary===
It is most efficient to let your healer cast repetitive Regeneration and Heal on your party members. Mass Rejuvenation, while theoretically less efficient than both Rejuvenate and Spellbloom, actually is your best spell combination practically, affecting your whole party at once. Spellbloom is the close second. Mana Drain could be a great option for mana regeneration considering its availability and efficiency, yet since it requires draining mana from spellcasting enemies only that are both relatively rare and usually short-lived - it's very situational. Note that if you do not personally control the healer, the AI healer will never cast Regeneration on top of an existing one (as you might do), so if you are not controlling the healer yourself, you can take the Regeneration's total effect and effectiveness as it actually is.
==Efficiency Comparison==
The tables below compare the efficiency of healing spells based on different levels of spellpower attribute.
=== 30 spellpower ===
Spell 	Cat. 	Cooldown	Availability / min	Cost	Duration	Effect / s	Total Effect	Efficiency
Regeneration(Health) 	Creation 	5s 	12.0 	25 	10 	13 	130 	5.20
Heal(Health) 	Creation 	5s 	12.0 	20 	1 	52 	52 	2.60
Group Heal(Health) 	Spirit Healer	20s 	3.0 	40 	1 	65 	65 	1.63
Lifeward(Health) 	Spirit Healer	30s 	2.0 	55 	1 	39 	39 	0.71
Rejuvenate(Mana) 	Creation 	45s 	1.3 	25 	10 	4 	40 	1.60
Spellbloom(Mana) 	Creation 	30s 	2.0 	25 	20 	1.5 	30 	1.20
Mass Rejuvenation(Mana)	Creation 	90s 	0.7 	45 	15 	2.5 	37.5 	0.83
=== 40 spellpower ===
Spell 	Cat. 	Cooldown	Availability / min	Cost	Duration	Effect / s	Total Effect	Efficiency
Regeneration(Health) 	Creation 	5s 	12.0 	25 	10 	14 	140 	5.60
Heal(Health) 	Creation 	5s 	12.0 	20 	1 	56 	56 	2.80
Group Heal(Health) 	Spirit Healer	20s 	3.0 	40 	1 	70 	70 	1.75
Lifeward(Health) 	Spirit Healer	30s 	2.0 	55 	1 	42 	42 	0.76
Rejuvenate(Mana) 	Creation 	45s 	1.3 	25 	10 	4 	40 	1.60
Spellbloom(Mana) 	Creation 	30s 	2.0 	25 	20 	1.5 	30 	1.20
Mass Rejuvenation(Mana)	Creation 	90s 	0.7 	45 	15 	2.5 	37.5 	0.83
=== 100 spellpower ===
Spell 	Cat. 	Cooldown	Availability / min	Cost	Duration	Effect / s	Total Effect	Efficiency
Regeneration(Health) 	Creation 	5s 	12.0 	25 	10 	20 	200 	8.00
Heal(Health) 	Creation 	5s 	12.0 	20 	1 	80 	80 	4.00
Group Heal(Health) 	Spirit Healer	20s 	3.0 	40 	1 	100 	100 	2.50
Lifeward(Health) 	Spirit Healer	30s 	2.0 	55 	1 	60 	60 	1.09
Rejuvenate(Mana) 	Creation 	45s 	1.3 	25 	10 	4 	40 	1.60
Spellbloom(Mana) 	Creation 	30s 	2.0 	25 	20 	1.5 	30 	1.20
Mass Rejuvenation(Mana)	Creation 	90s 	0.7 	45 	15 	2.5 	37.5 	0.83
==Tactics==
An example tactical setup:
Type: Main Healer (Wynne)Behavior: Passive
Condition 	Action
Self: Mana/stamina < 50% 	Mass Rejuvenation
Self: Mana/stamina < 75% 	Spellbloom (high availability)
Enemy: Nearest visible mage 	Mana Drain (most cost effective)
Self: Health < 25% 	Group Heal (counter AoE damage)
Self: Health < 75% 	Regeneration
Ally: Health < 25% 	Group Heal (emergency heal)
Ally: Health < 50% 	Regeneration
Ally: Health < 90% 	Regeneration
Ally: Health < 25% 	Heal
Ally: Health < 50% 	Heal
Ally: Health < 75% 	Heal
main tank: Being attack by melee or range attack	Heroic Defense (last priority after all heals)
==Notes==
*Force Field - though the most efficient instrument in the main healer´s hands - should be cast at roughly under 25 % health by a directly controlled healer, followed by regeneration.
*Sometimes you may want to delay or avoid a lower cost action in order to be able to use a more helpful one.
Category:Guides