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<blockquote data-quote="Velmont" data-source="post: 4897035" data-attributes="member: 13739"><p>Potent Restorable comes from Eberron Campaign setting. But it makes sense to apply it to only Artificer powers. After all, there is a few feat/Power/abilities that boost only divine healing powers.</p><p></p><p>And for a good healer without healing surge, don't forget that Astral Seal need to hit (let's gives an average chance of 65%, as you have +2) and after that, another person need to hit too (let's gives him another 65% of chance to hit, as you give -2 to all defences). In the end, you have 42% chance to heal. So, if you can heal 60 hp with your Astral Seal, you end to heal an average of 25 hp per round.</p><p></p><p>Now, let's compare with Commander's Strike, a Warlord power that have taken in strength with time since the number of serious melee basic attack have grown in time. Let's assume we have a swordmage with a longsword. His basic melee attack deals 2d8[2W]+8[Str]+5[Weapon enhancement]+3[Weapon Focus]+2[Iron Armband] and have a chance to hit of 55% (as there is no +2 to hit or -2 to defense here). Now, you most also add the +8[Int] from the warlord. For an average of 35 damage (and I don't even consider a possible critical, which could happen on 19-20 at that level) for an average of 20 damage. Considering the critical, considering there is character with more deadly basic attack, this warlord could do as much damage to his enemy than the cleric can heal his friend.</p><p></p><p>Now, a Tactical Warlord have more than a way to raise the damage output of a team. A well build Tactical Warlord can output as much damage as a Healer cleric can heal.</p><p></p><p>Now, I think the question is more, what is more value in a combat. 1 point of damage or 1 healed hit point? I think both as equivalent and in the end, Astral Seal seems at first sight might become a strong power, but not necessarily a broken one...</p><p></p><p>Also, Astral Seal need a Standard action, and at that level, you have 4 encounter powers, at least 6 utility, 4 daily and some magic items. You won't necessarily using it at every round. And healing damage at the start of combat is a bit useless. What the use of healing 60 damage when the most wounded person in your group have taken 20 damages... But doing 60 damages to a guy that has 5 hp left is always a good thing, as the guy will be out of action.</p><p></p><p>I'm telling that because my first reaction was the same as Tinwe. "Wow, that is broken strong!", but with after doing the maths properly and not stopping at simply at the amount the power can heal in one turn. I am a lot less impress and as I told, maybe we should wait to see it into action before creating house rules.</p></blockquote><p></p>
[QUOTE="Velmont, post: 4897035, member: 13739"] Potent Restorable comes from Eberron Campaign setting. But it makes sense to apply it to only Artificer powers. After all, there is a few feat/Power/abilities that boost only divine healing powers. And for a good healer without healing surge, don't forget that Astral Seal need to hit (let's gives an average chance of 65%, as you have +2) and after that, another person need to hit too (let's gives him another 65% of chance to hit, as you give -2 to all defences). In the end, you have 42% chance to heal. So, if you can heal 60 hp with your Astral Seal, you end to heal an average of 25 hp per round. Now, let's compare with Commander's Strike, a Warlord power that have taken in strength with time since the number of serious melee basic attack have grown in time. Let's assume we have a swordmage with a longsword. His basic melee attack deals 2d8[2W]+8[Str]+5[Weapon enhancement]+3[Weapon Focus]+2[Iron Armband] and have a chance to hit of 55% (as there is no +2 to hit or -2 to defense here). Now, you most also add the +8[Int] from the warlord. For an average of 35 damage (and I don't even consider a possible critical, which could happen on 19-20 at that level) for an average of 20 damage. Considering the critical, considering there is character with more deadly basic attack, this warlord could do as much damage to his enemy than the cleric can heal his friend. Now, a Tactical Warlord have more than a way to raise the damage output of a team. A well build Tactical Warlord can output as much damage as a Healer cleric can heal. Now, I think the question is more, what is more value in a combat. 1 point of damage or 1 healed hit point? I think both as equivalent and in the end, Astral Seal seems at first sight might become a strong power, but not necessarily a broken one... Also, Astral Seal need a Standard action, and at that level, you have 4 encounter powers, at least 6 utility, 4 daily and some magic items. You won't necessarily using it at every round. And healing damage at the start of combat is a bit useless. What the use of healing 60 damage when the most wounded person in your group have taken 20 damages... But doing 60 damages to a guy that has 5 hp left is always a good thing, as the guy will be out of action. I'm telling that because my first reaction was the same as Tinwe. "Wow, that is broken strong!", but with after doing the maths properly and not stopping at simply at the amount the power can heal in one turn. I am a lot less impress and as I told, maybe we should wait to see it into action before creating house rules. [/QUOTE]
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