Flasks decide the run
Damage wins fights, but healing wins runs. A team that enters the Nightlord with full flasks has room to make mistakes.
Raise the count early
Clear flask sites before you chase gear. More charges early means more mistakes you can afford later.
Heal after the combo
Heal in the gap after an enemy combo, not during one. Drinking mid-swing gets you hit and wastes the charge.
Keep distance to drink
Create space before you heal. Back off, drink, then re-enter the fight on your terms.
Downed is not dead
A downed teammate can be revived. Reach them, clear the pressure, and pick them up before the bar runs out.
Share the burden
If one player burns all their flasks, the team covers them. Spread healing so nobody enters the boss empty.
Use consumables
Consumables heal and cure status without spending flask charges. Carry them for the moments between heals.
Save flasks for the Nightlord
Do not arrive at the final boss on empty. Hold charges through the last day so the long fight is survivable.
Do not tank through
Avoiding damage beats healing it. Learn the tell, dodge it, and keep your flasks for real mistakes.
Time the sip, keep moving
Flask uses are slow and leave you open. Only drink when you have a real opening, and keep strafing between sips so you are not a stationary target.
Stabilise a teammate first
Spending a flask to stand up a downed teammate can be better than saving it for yourself, because a revived player adds more healing than the charge costs.
Cure before you heal
Frost and fire damage-over-time undoes a heal the instant it lands. Clear the status first, then drink, or the charge is wasted.