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<blockquote data-quote="Stalker0" data-source="post: 4362608" data-attributes="member: 5889"><p>Armor of Bahumat - Straight up useful, one of my favorites.</p><p></p><p>Avandra's Rescue. I think this one is garbage. I would much rather keep my +1 to an attack roll and make sure a nice big healing hit goes off than use this power. This one would be cooler if it was range 2 or something.</p><p></p><p>Correlon's Grace - Another solid one, in fact I think its the best one of the lot.</p><p></p><p>Harmony of Erathis - I can give a buddy +2 to an attack roll if certain conditions are met, or I can use my +1. This wouldn't be bad except it costs a FEAT!! I put it in the midrange category, I might consider it if I'm playing a really helpful cleric.</p><p></p><p>Ioun's Poise - Garbage. Great bonus, but so situational I never know when to use it. I agree making it a +2 as an immediate interrupt would make this power solid and useful but not overpowered.</p><p></p><p>Kord's Favor - If someone scores a critical earlier, they may not need the surge. If they score it late, I may have already used diving favor or divine strength. Not one of my favorites.</p><p></p><p>Melora's Tide - A lot of ifs go into this one. Again, I have to not use my normal channel divinity powers to use this one, and only if my players are still bloodied, and it only gives good benefits if they are very hurt.</p><p></p><p>Moradin's Resolve - I give up a +1 all the time for a +2 I get sometimes and it costs me a feat. No thanks.</p><p></p><p>Pelor's Radiance - Good for paladins, not so much for clerics. Not that the range is much shorter than turn undead.</p><p></p><p>Raven's Queen Blessing - Can be useful if I haven't used my channel divinity already.</p><p></p><p>Sahanine's Reversal - Extremely powerful and extremely poor chance of happening do not a good combination make. First you have to make a save and get a 20, and the creature you got the effect from is still alive, and you haven't used your divine fortune yet (you know that +1 to saves against that really nasty effect you want to get rid of?).</p><p></p><p>I agree that if it worked with your allies then it could be useful. Or once you activated it worked for all 20's you roll on any save throughout the encounter.</p></blockquote><p></p>
[QUOTE="Stalker0, post: 4362608, member: 5889"] Armor of Bahumat - Straight up useful, one of my favorites. Avandra's Rescue. I think this one is garbage. I would much rather keep my +1 to an attack roll and make sure a nice big healing hit goes off than use this power. This one would be cooler if it was range 2 or something. Correlon's Grace - Another solid one, in fact I think its the best one of the lot. Harmony of Erathis - I can give a buddy +2 to an attack roll if certain conditions are met, or I can use my +1. This wouldn't be bad except it costs a FEAT!! I put it in the midrange category, I might consider it if I'm playing a really helpful cleric. Ioun's Poise - Garbage. Great bonus, but so situational I never know when to use it. I agree making it a +2 as an immediate interrupt would make this power solid and useful but not overpowered. Kord's Favor - If someone scores a critical earlier, they may not need the surge. If they score it late, I may have already used diving favor or divine strength. Not one of my favorites. Melora's Tide - A lot of ifs go into this one. Again, I have to not use my normal channel divinity powers to use this one, and only if my players are still bloodied, and it only gives good benefits if they are very hurt. Moradin's Resolve - I give up a +1 all the time for a +2 I get sometimes and it costs me a feat. No thanks. Pelor's Radiance - Good for paladins, not so much for clerics. Not that the range is much shorter than turn undead. Raven's Queen Blessing - Can be useful if I haven't used my channel divinity already. Sahanine's Reversal - Extremely powerful and extremely poor chance of happening do not a good combination make. First you have to make a save and get a 20, and the creature you got the effect from is still alive, and you haven't used your divine fortune yet (you know that +1 to saves against that really nasty effect you want to get rid of?). I agree that if it worked with your allies then it could be useful. Or once you activated it worked for all 20's you roll on any save throughout the encounter. [/QUOTE]
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