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<blockquote data-quote="Sanzuo" data-source="post: 5056361" data-attributes="member: 66180"><p>Why isn't toughness a good choice? Thatwackyned's warden is doing some hardcore defending in his group and the extra hp goes a long way to keeping him up, even if it's only for another round or two. There's no reason for him not to take it, especially by paragon.</p><p></p><p>While I'm at it, defenders usually have a number of powers that allow them to heal themselves. Since you're without a leader it's a little more important for you to keep yourself healed. Here's all the ones I could find up to paragon.</p><p></p><ul> <li data-xf-list-type="ul"><a href="http://www.wizards.com/dndinsider/compendium/power.aspx?id=5110" target="_blank">Triumphant Vigor</a> - Lvl 2 Daily Utility. Small amount of healing for a daily and requires you to kill something, but it's something.</li> <li data-xf-list-type="ul"><a href="http://www.wizards.com/dndinsider/compendium/power.aspx?id=9846" target="_blank">Wellspring Strike</a> - Level 5 Daily Attack. A pretty powerful daily that gives you regeneration until the end of the encounter, you can also give the regeneration to an ally if you want.</li> <li data-xf-list-type="ul"><a href="http://www.wizards.com/dndinsider/compendium/power.aspx?id=5119" target="_blank">Bear's Endurance</a> - Level 6 Daily Utility. A free heal, meaning it heals you a surge without actually costing a surge which is good. Also it's an immediate action which means it goes off if your dropped to 0 or lower. Pretty cool power if you ask me.</li> <li data-xf-list-type="ul"><a href="http://www.wizards.com/dndinsider/compendium/power.aspx?id=9848" target="_blank">Soothing Wind</a> - Level 6 Daily Utility. Use your second wind as a minor action like a dwarf and gain a little extra hp.</li> <li data-xf-list-type="ul">Swift Recovery - Level 6 Encounter Skill Utility. Allows you to induce a second wind in an ally but not you.</li> <li data-xf-list-type="ul"><a href="http://www.wizards.com/dndinsider/compendium/power.aspx?id=5123" target="_blank">Earth Gift</a> - Level 7 Encounter Attack. You hit something and regain 10 hit points. Hm.</li> <li data-xf-list-type="ul"><a href="http://www.wizards.com/dndinsider/compendium/power.aspx?id=5128" target="_blank">Form of the Storm Sentinel</a> - Level 9 Daily Attack. Another free heal and it comes with regeneration. Also you get an attack with it that allows you to spend a healing surge whether you hit or miss.</li> <li data-xf-list-type="ul"><a href="http://www.wizards.com/dndinsider/compendium/power.aspx?id=5131" target="_blank">Returning Strength</a> - Level 10 Daily Utility. Healing surge plus a little extra. Not as good as a free heal.</li> <li data-xf-list-type="ul"><a href="http://www.wizards.com/dndinsider/compendium/power.aspx?id=9870" target="_blank">Spiritual Rejuvenation</a> - Level 10 Daily Utility. Regain the use of your second wind if you used it. Pretty good.</li> </ul><p></p><p>So you may want to consider some of these healing-type powers to keep yourself up and about.</p></blockquote><p></p>
[QUOTE="Sanzuo, post: 5056361, member: 66180"] Why isn't toughness a good choice? Thatwackyned's warden is doing some hardcore defending in his group and the extra hp goes a long way to keeping him up, even if it's only for another round or two. There's no reason for him not to take it, especially by paragon. While I'm at it, defenders usually have a number of powers that allow them to heal themselves. Since you're without a leader it's a little more important for you to keep yourself healed. Here's all the ones I could find up to paragon. [LIST] [*][URL="http://www.wizards.com/dndinsider/compendium/power.aspx?id=5110"]Triumphant Vigor[/URL] - Lvl 2 Daily Utility. Small amount of healing for a daily and requires you to kill something, but it's something. [*][URL="http://www.wizards.com/dndinsider/compendium/power.aspx?id=9846"]Wellspring Strike[/URL] - Level 5 Daily Attack. A pretty powerful daily that gives you regeneration until the end of the encounter, you can also give the regeneration to an ally if you want. [*][URL="http://www.wizards.com/dndinsider/compendium/power.aspx?id=5119"]Bear's Endurance[/URL] - Level 6 Daily Utility. A free heal, meaning it heals you a surge without actually costing a surge which is good. Also it's an immediate action which means it goes off if your dropped to 0 or lower. Pretty cool power if you ask me. [*][URL="http://www.wizards.com/dndinsider/compendium/power.aspx?id=9848"]Soothing Wind[/URL] - Level 6 Daily Utility. Use your second wind as a minor action like a dwarf and gain a little extra hp. [*]Swift Recovery - Level 6 Encounter Skill Utility. Allows you to induce a second wind in an ally but not you. [*][URL="http://www.wizards.com/dndinsider/compendium/power.aspx?id=5123"]Earth Gift[/URL] - Level 7 Encounter Attack. You hit something and regain 10 hit points. Hm. [*][URL="http://www.wizards.com/dndinsider/compendium/power.aspx?id=5128"]Form of the Storm Sentinel[/URL] - Level 9 Daily Attack. Another free heal and it comes with regeneration. Also you get an attack with it that allows you to spend a healing surge whether you hit or miss. [*][URL="http://www.wizards.com/dndinsider/compendium/power.aspx?id=5131"]Returning Strength[/URL] - Level 10 Daily Utility. Healing surge plus a little extra. Not as good as a free heal. [*][URL="http://www.wizards.com/dndinsider/compendium/power.aspx?id=9870"]Spiritual Rejuvenation[/URL] - Level 10 Daily Utility. Regain the use of your second wind if you used it. Pretty good. [/LIST] So you may want to consider some of these healing-type powers to keep yourself up and about. [/QUOTE]
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