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Divine Power - what's the verdict?
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<blockquote data-quote="Estlor" data-source="post: 4877090" data-attributes="member: 7261"><p>If you go into Divine Power expecting about what you got in Martial Power and Arcane Power you won't be disappointed. I don't think the new "builds" are terribly exciting or groundbreaking like the beast ranger, more along the lines of the ruthless ruffian rogue (say it three times fast!) in nature.</p><p></p><p>They do a good job of rounding out the paladin so you don't get gimped from the start if you pick Strength. They also give you an alternate way of marking to help make them a little better at their job. Wisdom clerics don't pick up a lot of powers as most of the Wisdom ones are for the so-called "shielding" build and don't do any damage. They do, however, address the "off" levels for cleric utilities. You get an avenger that plays nice with others as opposed to the two in the PHB2 that ignore their allies and do their own thing. I've always been kind of "meh" on invokers and the inclusion of a high percentage of powers that damage you or daze you in exchange for not much of a power boost over other powers left me cold.</p><p></p><p>The feats are a mixed bag. There's one that'll let you get another divine class's Channel Divinity, so your invoker, paladin, or avenger can turn undead now if you'd like. I really feel the feats in Martial and Arcane Power were "better," and I know exactly why. There are so many races now that you can't support all the races with class feats and still have space leftover for enough "kewl" general feats, especially when you set aside a lot of space for Domains and two feats per domain.</p><p></p><p>Domains are good I guess. They don't really add much to the game - just a feat in line with the martial feats that alter at-wills or the heritage feats from the Dhampyr Dragon issue and another Channel Divinity feat. I think I'm a little cold on them because my cleric of the Raven Queen doesn't use any of the at-wills improved by her domains so it's like a big waste for me right now. I'd take Healer's Implement (add implement enhancement bonus to hit points healed with Healing Word) over any of them any day.</p><p></p><p>It's a solid book. I don't think it's "must have" like MP or AP, but helps where it needs to help and aside from the stupid new invoker build (imho) it finally gives the divine classes some of the support they've been lacking.</p><p></p><p>Although now when we get to epic tier my cleric is going to have a hard decision between Heal, Revive, and Mass Cure Serious Wounds.</p></blockquote><p></p>
[QUOTE="Estlor, post: 4877090, member: 7261"] If you go into Divine Power expecting about what you got in Martial Power and Arcane Power you won't be disappointed. I don't think the new "builds" are terribly exciting or groundbreaking like the beast ranger, more along the lines of the ruthless ruffian rogue (say it three times fast!) in nature. They do a good job of rounding out the paladin so you don't get gimped from the start if you pick Strength. They also give you an alternate way of marking to help make them a little better at their job. Wisdom clerics don't pick up a lot of powers as most of the Wisdom ones are for the so-called "shielding" build and don't do any damage. They do, however, address the "off" levels for cleric utilities. You get an avenger that plays nice with others as opposed to the two in the PHB2 that ignore their allies and do their own thing. I've always been kind of "meh" on invokers and the inclusion of a high percentage of powers that damage you or daze you in exchange for not much of a power boost over other powers left me cold. The feats are a mixed bag. There's one that'll let you get another divine class's Channel Divinity, so your invoker, paladin, or avenger can turn undead now if you'd like. I really feel the feats in Martial and Arcane Power were "better," and I know exactly why. There are so many races now that you can't support all the races with class feats and still have space leftover for enough "kewl" general feats, especially when you set aside a lot of space for Domains and two feats per domain. Domains are good I guess. They don't really add much to the game - just a feat in line with the martial feats that alter at-wills or the heritage feats from the Dhampyr Dragon issue and another Channel Divinity feat. I think I'm a little cold on them because my cleric of the Raven Queen doesn't use any of the at-wills improved by her domains so it's like a big waste for me right now. I'd take Healer's Implement (add implement enhancement bonus to hit points healed with Healing Word) over any of them any day. It's a solid book. I don't think it's "must have" like MP or AP, but helps where it needs to help and aside from the stupid new invoker build (imho) it finally gives the divine classes some of the support they've been lacking. Although now when we get to epic tier my cleric is going to have a hard decision between Heal, Revive, and Mass Cure Serious Wounds. [/QUOTE]
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