Erenion code-dived and discovered that Healing mods do not trigger Ancestral Life themselves. There’s a discussion on it at the end of the first page of my Oozemancer guide (see link in sig).
Quote:
self:attr("allow_on_heal", 1)
self:attr("disable_ancestral_life", 1)
self:heal(data.heal + data.inc_stat, t)
self:attr("disable_ancestral_life", -1)
self:attr("allow_on_heal", -1)
self:removeEffectsFilter(function(e) return e.subtype.wound end, 1)
self:removeEffectsFilter(function(e) return e.subtype.poison end, 1)
But 6-8 turns is pretty doable.
I will also say that I think Mental Tyranny is extremely good on Adventurers with decent Mindpower and lots of damage sources/round, since you can throw in 8 class points for Punishments 1/1/1/5 and put brutal control effects (confusion/slow/stun) on all the damage you do. It also can handle all the respen needs for your character - Mental Tyranny’s 30% mind respen helps you land your initial hit of mind damage, and then each of the Madness effects sticks a stacking additional 35% malus to the enemy’s mind resist. If 30% of all your damage is increased by 10% and then punches the enemy in a resistance you’ve modified by -105%, it’s going to leave a mark.
PES is essentially the Spellpower boosting prodigy in a manner analogous to Superpower or Arcane Might (I mean, it also works for Mindpower, but Spellpower doesn’t have its own prodigy and this is the closest thing), probably worth noting that, and it works well with Invigorate on Temporal Wardens (and it also boosts Magic to re-boost all the stuff that Arcane Might does).