Agreed. But we're not talking about adding monsters. We're talking about using existing monsters in ways that enhance the play experience for that ability.
A very large difference in scope.
I don't really agree with the standard action healing comment.
PC's have less hp than the opposition. They also do more damage with their best powers and especially when used by the strikers or AoE users.
Any damage the PC's take is going to hurt them more than the opponents.
When the DM has to start coming up with ways to modify encounters in order to deal with his party, that's a sign he's actually tailoring his adventures to the players, and that their characters actually matter to his game world, and it allows the players to still use their fun abilities without you having to cry 'It's broken, waaaaa' and hit it with the nerf stick.
How would you deal with this without metagaming?
I think a monster is unlikely to recognize a rare cleric ability, even if it's a very intelligent monster.
I appreciate the discussions this thread has caused.
To those of you who say this only trivializes one encounter:
Well that's one encounter too many. It's just not the right attitude to have regarding powers... Powers should be helpful, good and useful but shouldn't change the balance of the party so utterly.
To those of you who say that we should just houserule it to our liking:
Well that's not really addressing the fact that Wizards is really not thinking these power through. I hate having my faith in the balancing process these people go through thrown out of the window so often. I wish they would take some extra time and think out the problems with their powers. Yes, obviously, we will likely houserule it but I don't like having a system that is broken if not houseruled and I don't like having to tell a player that this power as printed that he chose is not going to play that way.
To those of you who say that the gm can change his encounters/monster behaviour:
Well, I guess it is valid to say that every time this power is cast the enemies have to focus fire and down the cleric... but this seems like the opposite of a fun encounter for the players. The other suggestion that monsters should move tactically say away from the spirit or something just plain doesn't work. Our party is very capable of killing the monsters at range and further, the spirit can be moved by the cleric so that's not much of a hinderance. The amount of healing pumped out by this thing is plenty enough to trivialize the damage of some sort of static effect counter-cast by an enemy (which was a suggestion by someone else).
So I remain unimpressed with this power, in that I believe it to be too good. Such a thing should never have been created by Wizards and published in its current form.
For purposes of this argument, we are assuming that Spirit of Healing really is much more potent that the average utility power, under average circumstances. Therefore, in order for the DM to balance out the power by adjusting his encounters, he has to do everything in his power to frustrate the players when they attempt to use Spirit of Healing, in order to make it as ineffective as possible so it ends up, on average, being no better than a normal utility power. As both a player and a DM, I don't enjoy this sort of "arms race".