Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
The
VOIDRUNNER'S CODEX
is LIVE! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!
Community
General Tabletop Discussion
*Dungeons & Dragons
Still The Best Healer In The Game
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Veep" data-source="post: 6743786" data-attributes="member: 6793297"><p><strong>Originally posted by era:</strong></p><p></p><p><span style="font-size: 15px"><strong>Under construction: Level 20 Kalashtar Cleric</strong></span></p><p></p><p><span style="font-size: 12px"><strong>Build Basics and Feats</strong></span></p><p></p><p>Class: <strong><span style="color: #ff9900">Cleric</span></strong> - Still the best healer in the game.</p><p>Race: <strong><span style="color: #00ccff">Kalashtar</span></strong> - Boosts wis and cha, rest of features and feats are solid too.</p><p>Paragon Path: Messenger of Peace - </p><p></p><p>Ability scores at level 20:</p><p>Str: <strong>12</strong> - Fort defense, scales to give scale armor proficiency in epic.</p><p>Con: <strong>12</strong> - Hit points, etc, scales to give scale armor proficiency in epic.</p><p>Dex: <strong>13</strong> - Reflex defense, initiative.</p><p>Int: <strong><span style="color: #ff00ff">09</span></strong> - Dump stat.</p><p>Wis: <strong><span style="color: #33cccc">23</span></strong> - Will defense, hit bonus, boosts healing and other powers.</p><p>Cha: <strong><span style="color: #33cccc">23</span></strong> - Boosts debuffing, surgless healing, and other powers.</p><p></p><p>Cleric: <strong>Ritual Caster</strong> - There are a couple of handy rituals that you will actually use.</p><p>Level 1: <strong><span style="color: #ff9900">Pacifist Healer</span></strong> - Bonus to surge healing.</p><p>Level 2: <strong><span style="color: #00ccff">Mark of Healing</span></strong> - Helps provide saving throws.</p><p>Level 4: <strong><span style="color: #0000ff">Power of Life</span></strong> - Boosts Astral Seal with the addition of temp hit points.</p><p>Level 6: <strong><span style="color: #ff9900">Versatile Expertise</span></strong>* (Holy Symbol, Mace) - Boosts accuracy.</p><p>Level 8: <strong><span style="color: #00ccff">Superior Implement Training</span></strong> (Accurate symbol) - Boosts accuracy.</p><p>Level 10: <strong><span style="color: #00ccff">Weapon Proficiency</span></strong> (Cutting Wheel) - Cheapest feat to boost defenses.</p><p>Level 11: Paragon Defenses</p><p>Level 12: Spirit Talker</p><p>Level 14: Mending Spirit</p><p>Level 16: Gambler's Word/Retrain to Reserve Maneuver at 17</p><p>Level 18: Gambler's Word</p><p>Level 20: Healer's Implement</p><p>*If your DM gives Expertise Feats for free by house-rule, I would suggest taking the other feats sooner and then <span style="color: #0000ff"><strong>Distant Advantage</strong></span> at level 10.</p><p></p><p>AC: 37 (level 20 monsters hit with roll of 10+ - 14+)</p><p>Fort: 28 (level 20 monsters hit with roll of 3+ - 7+)</p><p>Refl: 29 (level 20 monsters hit with roll of 4+ - 8+)</p><p>Will: 35 (level 20 monsters hit with roll of 10+ - 14+)</p><p></p><p>Hit Points: 119</p><p> Surge Value: 29</p><p> Surges: 8</p><p>Initiative: 13</p><p> Speed: 5</p><p></p><p><span style="font-size: 12px"><strong>Encounter Tactics and Powers</strong></span></p><p></p><p>[sblock Powers<img src="http://www.enworld.org/forum/images/smilies/devious.png" class="smilie" loading="lazy" alt=":]" title="Devious :]" data-shortname=":]" />Note: Level 20 monsters have about 32 Fort, Refl, and Will defense.</p><p></p><p><span style="font-size: 12px"><strong>At-Will Attacks:</strong></span></p><p></p><p><strong><span style="color: #0000ff">Astral Seal</span></strong></p><p><em>Statistics</em>: 25 vs refl. Hit: Target takes -2 to all defenses for a round, give 5 temporary hit points to an ally, and the next ally to hit the target heals for 16 hit points and can roll a save.</p><p><em>Utility</em>: Use this whenever you don't have something better to do with your standard action (quite often). You can also use the debuff to help coordinate the rest of your party to focus their damage onto a single target. If you want to improve the chance that a certain ally gets the heal, you can ready an action to attack their target just before they do, do this after you have spent your minor and move actions.</p><p><em>Limits</em>: You cannot get the temp hit points or healing for yourself. Also, it does not stack with itself so there is no point in action pointing to put it on the same target twice.</p><p></p><p><strong><span style="color: #00ccff">Sacred Flame</span></strong></p><p><em>Statistics</em>: 23 vs refl. Hit: Target takes 1d6 + 10 radiant damage, and an ally can roll a save or get 16 temporary hit points.</p><p><em>Utility</em>: Use this when you urgently need to grant an ally a save, or against unbloodied enemies when all of your allies are at maximum health.</p><p><em>Limits</em>: You cannot grant the save or temporary hit points to yourself. Stuns you for a round when you hit a bloodied target.</p><p></p><p><span style="font-size: 12px"><strong>Encounter Attacks:</strong></span></p><p></p><p><strong><span style="color: #0000ff">Bane</span></strong></p><p><em>Statistics</em>: 23 vs will. Hit: Target takes -7 to all defenses and attack rolls for a round.</p><p><em>Utility</em>: Use this during the second round of a nova to help allies land more encounter or daily attacks.</p><p></p><p><strong><span style="color: #00ccff">Remorse</span></strong></p><p><em>Statistics</em>: 23 vs Will. Hit: Targets in the area gain vulnerable 10 to all damage and are dazed. Effect: Allies in burst can spend a healing surge and regain surge 24 + 2d6 hit points and can roll a save (a single ally also gains an extra 1d6 hit points).</p><p><em>Utility</em>: </p><p><em>Limits</em>: Does not self heal.</p><p></p><p><strong><span style="color: #0000ff">Denunciation</span></strong></p><p><em>Statistics</em>: 23 vs will. Hit: Target takes -6 to all defenses and attack rolls and is dazed for a round.</p><p><em>Utility</em>: Use this to open a nova round to help your allies land their big encounter or daily attacks. The target will also be granting CA to all your allies because it is dazed.</p><p></p><p>Sever the Source</p><p>Statistics: Effect: Target gains vulnerable 16 to all damage and cannot regain hit points.</p><p>Utility:</p><p>Limits: Does not require a hit roll so does not give you +2 defenses for a round from pp feature.</p><p></p><p>Peacemaker's Pronouncement</p><p>Statistics: Effect: One effect on target instead lasts until end of your next turn.</p><p>Utility:</p><p>Limits:</p><p><span style="font-size: 12px"><strong>Encounter Powers:</strong></span></p><p></p><p><strong>Healing Word</strong></p><p><em>Statistics</em>: Effect: Target can spend a healing surge and regain surge(+1*) + 14 + 3d6 hit points and make a saving roll. *Their surge values will have a +1 bonus from the belt of sacrifice. Additionally, the battle standard of healing will heal everyone in its zone for 1 hit point if the target is also in the zone. You and all nearby allies get 7 temporary hit points.</p><p><em>Utility</em>: Use these when the target is well below bloodied and ideally even below their surge value. Try to keep one of these to heal yourself if your DM focuses fire on you, because many of your other healing powers apply only to allies and not yourself. With any luck the other one will probably end up on the main defender somewhere during mid-late encounter.</p><p><em>Limits</em>: Two per encounter.</p><p></p><p><strong>Healer's Mercy</strong></p><p><em>Statistics</em>: Effect: Each bloodied ally within 5 squares of you can spend a healing surge and regain surge (+1*) + 14 + 1d6 hit points, and make a saving roll. *Their surge values will have a +1 bonus from the belt of sacrifice. Additionally, the battle standard of healing will heal everyone in the zone for 1 hit point for each ally that spends a surge.</p><p><em>Utility</em>: Use this late in an encounter when most of your party is bloodied or dying. During encounters in which you haven't used Benefactor Armor's encounter power on one of your dailies, then use it now.</p><p><em>Limits</em>: Does not target yourself, costs a standard action, and leaves you weakened for a round.</p><p></p><p><strong>Battle Standard of Healing</strong></p><p><em>Utility</em>: Use this in the first round of combat, placing it somewhere central so that the zone covers the main area of the battle field. Also use during short rests to boost up your healing.</p><p><em>Limits</em>: Costs a standard action to plant, can be disabled by a minion or other enemy spending a standard action.</p><p></p><p><strong>Bastion of Mental Clarity</strong></p><p><em>Utility</em>: Use this the first time you are <em>hit</em> with an attack targeting your will. However, if you are included in an area attack targeting will, then ask your DM to roll against you first so you can trigger this.</p><p></p><p><strong>Benefactor Armor</strong></p><p><em>Utility</em>: Use this with Stream of Life, Spirit of Healing, or Consecrated Ground, to add your char mod to all the heals from those powers. In encounters where you haven't used one of those power, then use it with Healer's Mercy to get the most benefit out of it.</p><p></p><p><strong>Phylactery of Action</strong></p><p><em>Utility</em>: Use this when it is first triggered. It combines well with the Kalashtar racial feature that lets you roll saves against daze and dominate at the beginning of your turn.</p><p></p><p><strong>Divine Fortune</strong></p><p><em>Utility</em>: Don't use this, Healer's Mercy is a much better use of your channel divinity, so you can safely forget you even have this for now.[/sblock]</p><p>Most of your turns will consist of asking your allies if they're badly bloodied, casting Astral Seal on the current focus target, sustaining any powers, and moving if you need to. Try to get into the habit of taking your turns quickly. Ask allies about health status and work out the current focus target just before your turn comes up.</p><p></p><p>If one of your party members is below bloodied, either try to get the Astral Seal heal on them, or if you have a daily healing power active then heal them with that. If one of your party members is below their surge value, then do the same as above, or consider using a Healing Word on them. If the majority of your party is bloodied, then use Healer's Mercy to heal them all at once. Often you will be able to foresee the situation being ripe for Healer's Mercy a couple of rounds before hand, so you should inform your party of your intention so they don't burn their second winds putting themselves above bloodied.</p><p></p><p>You are a short range character, to be effective with most of your powers you need to be within 5 squares of your allies and your Astral Seal target. Because you will always be an attractive target for your DM, you should be careful to make sure a defender blocks the way between the front line and yourself.</p><p></p><p>Because you don't contribute much, if any, damage to a fight, you need to compensate for this by making sure your party is getting the most benefit out of your debuffs. Talk with your party about tactics, and suggest that whenever possible you will 'mark' the current focus target with Astral Seal, and they will all focus their attacks on it until it dies. Then you will select a new focus target and repeat.</p><p></p><p>When you come up against an elite or solo monster that you want to die quickly, it is important to coordinate a nova round with your party. By casting Denunciation on a target one round, then Bane on it the next, you can ensure two full rounds of your party having a very high hit rate. This means they can be confident that their big encounter or daily powers will land for maximum effect. It is also possible to action point and add Astral Seal to either of these to boost the debuff even more.</p><p><span style="font-size: 12px"><strong>Daily Tactics and Powers</strong></span></p><p></p><p>[sblock Powers]</p><p><span style="font-size: 12px"><strong>Daily Attacks</strong></span></p><p></p><p><strong><span style="color: #00ccff">Moment of Glory</span></strong></p><p><em>Statistics</em>: 14 vs Will. Hit: Push enemies away. Effect: You and nearby allies gain resist 5 all damage.</p><p><em>Utility</em>: Use this in encounter containing a large number of enemies. Or a solo with a zone or other ways of giving out many small doses of damage.</p><p><em>Limits</em>: Sustain minor.</p><p></p><p><strong><span style="color: #00ccff">Consecrated Ground</span></strong></p><p><em>Statistics</em>: Effect: Zone that heals you and allies beginning their turn in the zone for 10 hit points, deals 1d6 + 5 radiant damage to enemies beginning their turn in the zone.</p><p><em>Utility</em>: Use this power in an encounter where you think the DM has his eye set on you. This power can heal you from negative hitpoints at the beginning of your turn, making you semi-invulnerable. Use with Benefactor's encounter power to make this heal for 15. If you are still sustaining this at the end of the encounter, make sure to heal everyone in your party up to just past bloodied.</p><p><em>Limits</em>: Sustain minor, though that minor action should be at the top of your priority list. Because close bursts have no range, you only need line of effect to sustain this. (Don't let you DM try push you out of the zone and say you can't sustain it, see this thread(x) for more discussion.)</p><p></p><p><strong><span style="color: #00ccff">Divine Power</span></strong></p><p><em>Utility</em>: You this power with Stream of life to negate the ongoing 5 damage. Because you won't often hit with this power due to your low strength, it is better to not even try. Just use it early in combat to get the AC bonus onto as many allies as possible and get your regeneration going.</p><p></p><p><span style="font-size: 12px"><strong>Daily Powers</strong></span></p><p></p><p><strong>Life Transference</strong></p><p><em>Statistics</em>: Effect: Take 17 damage, then heal yourself or an ally for 38 hit points.</p><p><em>Utility</em>: Use this on yourself as a last resort heal when you are below your surge value in hit points and don't have any Healing Words left. The first part of the effect will take you to negative hit points, making you fall unconscious and prone, but will then instantly heal you back up again to just past your bloodied value.</p><p><em>Limits</em>: Costs a standard action and has a range of melee touch.</p><p></p><p><strong><span style="color: #00ccff">Stream of Life</span></strong></p><p><em>Statistics</em>: Effect: Heals an ally for 19 hit points and grants a save when you take the ongoing 5 at the start of your turn.</p><p><em>Utility</em>: Use with Divine Power and Benefactor Armor's Encounter power. Enjoy giving out 24 hit points to a nearby ally at the beginning of each of your turns for a whole encounter. If you still have this on at the end of combat make sure to heal your allies up to full before saving, then waiting till you are at full to end divine power.</p><p><em>Limits</em>: Cannot self heal.</p><p></p><p><strong><span style="color: #00ccff">Spirit of Healing</span></strong></p><p><em>Statistics</em>: Effect: Create conjuration in a square which heals adjacent allies for 9 hit points whenever they hit with an attack.</p><p><em>Utility</em>: Use in a more static fight where your allies are crowded around a solo or elite monster. If you allies have multi-hitting powers, like area attacks, then this has the potential to add up to a lot of healing. Use the benefactor's armor encounter power to boost the heal up to 14.</p><p><em>Limits</em>: Sustain minor, cannot self heal.</p><p></p><p><strong>Power Jewel</strong></p><p><em>Utility</em>: Use after a milestone to get a double use of Bane or Hymn of Resurgence in a harder encounter.</p><p></p><p><strong>Benefactor Armor</strong></p><p><em>Utility</em>: If the opportunity and need to use this power arises, then do.</p><p></p><p><strong>Belt of Sacrifice</strong></p><p><em>Utility</em>: This might be useful if an ally is about to die because they have no surges. In other situations the trade isn't worth it when there are other ways to share surges amongst the party.[/sblock]</p><p>You are the master of encounter long surge free healing. You will always have Astral Seal ticking over, but on top of that you have three daily powers that provide encounter long surge free healing, and one daily that provides encounter long damage reduction on your whole party. Basically, you have to learn to make good guesses about which power to use in which encounter, and which encounters you can get by without any of them. Depending on how long your DM likes to make your adventuring days, you might even be able to use one every single encounter. Even with long adventuring days you should get to use one at least every second encounter. Keep this in mind, and if the situation looks like it calls for one of them, don't hesitate.</p><p></p><p>With so much reliance on sustaining these powers with minor actions, you can expect your DM to try to cut your powers short by using dazing or stunning attacks on you. You're going to have to learn to be smart about avoiding this. Being a Kalashtar can really help though, especially with your Phylactery of Action. If worst comes to worst, remember that your allies can aid you to give you a saving throw before your turn comes up.</p><p></p><p>[More to come] </p><p><span style="font-size: 12px"><strong>Items and Rituals</strong></span></p><p></p><p>I have outfitted this character using gold equivalent to one level 11 item, one level 10 item, and two level 9 items. The total gold value comes to 224,000.</p><p></p><p>Ritual Book, Adventurer's Kit, Belt of Sacrifice (heroic tier), Phylactery of Action (heroic tier), Symbol of the Holy Nimbus +2, Healer's Brooch +2, Benefactor Finemail +2, Battle Standard of Healing (heroic tier), Mace of Healing +2, Rhythm Blade Cutting Wheel +1, Power Jewel (heroic tier), Cannith Goggles (heroic tier)</p><p></p><p>Gentle Repose - you get this for free, hope you never have to use it.</p><p><strong><span style="color: #ffcc00">Comrades' Succor</span></strong> - Lets you redistribute surges amongst your party, it's cheap and quick too.</p><p></p><p><span style="font-size: 12px"><strong>Character Development</strong></span></p><p></p><p>Note on leveling and character development through heroic, and possible other power choices.</p></blockquote><p></p>
[QUOTE="Veep, post: 6743786, member: 6793297"] [b]Originally posted by era:[/b] [Size=4][b]Under construction: Level 20 Kalashtar Cleric[/b][/size] [Size=3][b]Build Basics and Feats[/b][/size] Class: [b][COLOR=#ff9900]Cleric[/COLOR][/b] - Still the best healer in the game. Race: [b][COLOR=#00ccff]Kalashtar[/COLOR][/b] - Boosts wis and cha, rest of features and feats are solid too. Paragon Path: Messenger of Peace - Ability scores at level 20: Str: [b]12[/b] - Fort defense, scales to give scale armor proficiency in epic. Con: [b]12[/b] - Hit points, etc, scales to give scale armor proficiency in epic. Dex: [b]13[/b] - Reflex defense, initiative. Int: [b][COLOR=#ff00ff]09[/COLOR][/b] - Dump stat. Wis: [b][COLOR=#33cccc]23[/COLOR][/b] - Will defense, hit bonus, boosts healing and other powers. Cha: [b][COLOR=#33cccc]23[/COLOR][/b] - Boosts debuffing, surgless healing, and other powers. Cleric: [b]Ritual Caster[/b] - There are a couple of handy rituals that you will actually use. Level 1: [b][COLOR=#ff9900]Pacifist Healer[/COLOR][/b] - Bonus to surge healing. Level 2: [b][COLOR=#00ccff]Mark of Healing[/COLOR][/b] - Helps provide saving throws. Level 4: [b][COLOR=#0000ff]Power of Life[/COLOR][/b] - Boosts Astral Seal with the addition of temp hit points. Level 6: [b][COLOR=#ff9900]Versatile Expertise[/COLOR][/b]* (Holy Symbol, Mace) - Boosts accuracy. Level 8: [b][COLOR=#00ccff]Superior Implement Training[/COLOR][/b] (Accurate symbol) - Boosts accuracy. Level 10: [b][COLOR=#00ccff]Weapon Proficiency[/COLOR][/b] (Cutting Wheel) - Cheapest feat to boost defenses. Level 11: Paragon Defenses Level 12: Spirit Talker Level 14: Mending Spirit Level 16: Gambler's Word/Retrain to Reserve Maneuver at 17 Level 18: Gambler's Word Level 20: Healer's Implement *If your DM gives Expertise Feats for free by house-rule, I would suggest taking the other feats sooner and then [COLOR=#0000ff][b]Distant Advantage[/b][/COLOR] at level 10. AC: 37 (level 20 monsters hit with roll of 10+ - 14+) Fort: 28 (level 20 monsters hit with roll of 3+ - 7+) Refl: 29 (level 20 monsters hit with roll of 4+ - 8+) Will: 35 (level 20 monsters hit with roll of 10+ - 14+) Hit Points: 119 Surge Value: 29 Surges: 8 Initiative: 13 Speed: 5 [Size=3][b]Encounter Tactics and Powers[/b][/size] [sblock Powers:]Note: Level 20 monsters have about 32 Fort, Refl, and Will defense. [Size=3][b]At-Will Attacks:[/b][/size] [b][COLOR=#0000ff]Astral Seal[/COLOR][/b] [i]Statistics[/i]: 25 vs refl. Hit: Target takes -2 to all defenses for a round, give 5 temporary hit points to an ally, and the next ally to hit the target heals for 16 hit points and can roll a save. [i]Utility[/i]: Use this whenever you don't have something better to do with your standard action (quite often). You can also use the debuff to help coordinate the rest of your party to focus their damage onto a single target. If you want to improve the chance that a certain ally gets the heal, you can ready an action to attack their target just before they do, do this after you have spent your minor and move actions. [i]Limits[/i]: You cannot get the temp hit points or healing for yourself. Also, it does not stack with itself so there is no point in action pointing to put it on the same target twice. [b][COLOR=#00ccff]Sacred Flame[/COLOR][/b] [i]Statistics[/i]: 23 vs refl. Hit: Target takes 1d6 + 10 radiant damage, and an ally can roll a save or get 16 temporary hit points. [i]Utility[/i]: Use this when you urgently need to grant an ally a save, or against unbloodied enemies when all of your allies are at maximum health. [i]Limits[/i]: You cannot grant the save or temporary hit points to yourself. Stuns you for a round when you hit a bloodied target. [Size=3][b]Encounter Attacks:[/b][/size] [b][COLOR=#0000ff]Bane[/COLOR][/b] [i]Statistics[/i]: 23 vs will. Hit: Target takes -7 to all defenses and attack rolls for a round. [i]Utility[/i]: Use this during the second round of a nova to help allies land more encounter or daily attacks. [b][COLOR=#00ccff]Remorse[/COLOR][/b] [i]Statistics[/i]: 23 vs Will. Hit: Targets in the area gain vulnerable 10 to all damage and are dazed. Effect: Allies in burst can spend a healing surge and regain surge 24 + 2d6 hit points and can roll a save (a single ally also gains an extra 1d6 hit points). [i]Utility[/i]: [i]Limits[/i]: Does not self heal. [b][COLOR=#0000ff]Denunciation[/COLOR][/b] [i]Statistics[/i]: 23 vs will. Hit: Target takes -6 to all defenses and attack rolls and is dazed for a round. [i]Utility[/i]: Use this to open a nova round to help your allies land their big encounter or daily attacks. The target will also be granting CA to all your allies because it is dazed. Sever the Source Statistics: Effect: Target gains vulnerable 16 to all damage and cannot regain hit points. Utility: Limits: Does not require a hit roll so does not give you +2 defenses for a round from pp feature. Peacemaker's Pronouncement Statistics: Effect: One effect on target instead lasts until end of your next turn. Utility: Limits: [Size=3][b]Encounter Powers:[/b][/size] [b]Healing Word[/b] [i]Statistics[/i]: Effect: Target can spend a healing surge and regain surge(+1*) + 14 + 3d6 hit points and make a saving roll. *Their surge values will have a +1 bonus from the belt of sacrifice. Additionally, the battle standard of healing will heal everyone in its zone for 1 hit point if the target is also in the zone. You and all nearby allies get 7 temporary hit points. [i]Utility[/i]: Use these when the target is well below bloodied and ideally even below their surge value. Try to keep one of these to heal yourself if your DM focuses fire on you, because many of your other healing powers apply only to allies and not yourself. With any luck the other one will probably end up on the main defender somewhere during mid-late encounter. [i]Limits[/i]: Two per encounter. [b]Healer's Mercy[/b] [i]Statistics[/i]: Effect: Each bloodied ally within 5 squares of you can spend a healing surge and regain surge (+1*) + 14 + 1d6 hit points, and make a saving roll. *Their surge values will have a +1 bonus from the belt of sacrifice. Additionally, the battle standard of healing will heal everyone in the zone for 1 hit point for each ally that spends a surge. [i]Utility[/i]: Use this late in an encounter when most of your party is bloodied or dying. During encounters in which you haven't used Benefactor Armor's encounter power on one of your dailies, then use it now. [i]Limits[/i]: Does not target yourself, costs a standard action, and leaves you weakened for a round. [b]Battle Standard of Healing[/b] [i]Utility[/i]: Use this in the first round of combat, placing it somewhere central so that the zone covers the main area of the battle field. Also use during short rests to boost up your healing. [i]Limits[/i]: Costs a standard action to plant, can be disabled by a minion or other enemy spending a standard action. [b]Bastion of Mental Clarity[/b] [i]Utility[/i]: Use this the first time you are [i]hit[/i] with an attack targeting your will. However, if you are included in an area attack targeting will, then ask your DM to roll against you first so you can trigger this. [b]Benefactor Armor[/b] [i]Utility[/i]: Use this with Stream of Life, Spirit of Healing, or Consecrated Ground, to add your char mod to all the heals from those powers. In encounters where you haven't used one of those power, then use it with Healer's Mercy to get the most benefit out of it. [b]Phylactery of Action[/b] [i]Utility[/i]: Use this when it is first triggered. It combines well with the Kalashtar racial feature that lets you roll saves against daze and dominate at the beginning of your turn. [b]Divine Fortune[/b] [i]Utility[/i]: Don't use this, Healer's Mercy is a much better use of your channel divinity, so you can safely forget you even have this for now.[/sblock] Most of your turns will consist of asking your allies if they're badly bloodied, casting Astral Seal on the current focus target, sustaining any powers, and moving if you need to. Try to get into the habit of taking your turns quickly. Ask allies about health status and work out the current focus target just before your turn comes up. If one of your party members is below bloodied, either try to get the Astral Seal heal on them, or if you have a daily healing power active then heal them with that. If one of your party members is below their surge value, then do the same as above, or consider using a Healing Word on them. If the majority of your party is bloodied, then use Healer's Mercy to heal them all at once. Often you will be able to foresee the situation being ripe for Healer's Mercy a couple of rounds before hand, so you should inform your party of your intention so they don't burn their second winds putting themselves above bloodied. You are a short range character, to be effective with most of your powers you need to be within 5 squares of your allies and your Astral Seal target. Because you will always be an attractive target for your DM, you should be careful to make sure a defender blocks the way between the front line and yourself. Because you don't contribute much, if any, damage to a fight, you need to compensate for this by making sure your party is getting the most benefit out of your debuffs. Talk with your party about tactics, and suggest that whenever possible you will 'mark' the current focus target with Astral Seal, and they will all focus their attacks on it until it dies. Then you will select a new focus target and repeat. When you come up against an elite or solo monster that you want to die quickly, it is important to coordinate a nova round with your party. By casting Denunciation on a target one round, then Bane on it the next, you can ensure two full rounds of your party having a very high hit rate. This means they can be confident that their big encounter or daily powers will land for maximum effect. It is also possible to action point and add Astral Seal to either of these to boost the debuff even more. [Size=3][b]Daily Tactics and Powers[/b][/size] [sblock Powers] [Size=3][b]Daily Attacks[/b][/size] [b][COLOR=#00ccff]Moment of Glory[/COLOR][/b] [i]Statistics[/i]: 14 vs Will. Hit: Push enemies away. Effect: You and nearby allies gain resist 5 all damage. [i]Utility[/i]: Use this in encounter containing a large number of enemies. Or a solo with a zone or other ways of giving out many small doses of damage. [i]Limits[/i]: Sustain minor. [b][COLOR=#00ccff]Consecrated Ground[/COLOR][/b] [i]Statistics[/i]: Effect: Zone that heals you and allies beginning their turn in the zone for 10 hit points, deals 1d6 + 5 radiant damage to enemies beginning their turn in the zone. [i]Utility[/i]: Use this power in an encounter where you think the DM has his eye set on you. This power can heal you from negative hitpoints at the beginning of your turn, making you semi-invulnerable. Use with Benefactor's encounter power to make this heal for 15. If you are still sustaining this at the end of the encounter, make sure to heal everyone in your party up to just past bloodied. [i]Limits[/i]: Sustain minor, though that minor action should be at the top of your priority list. Because close bursts have no range, you only need line of effect to sustain this. (Don't let you DM try push you out of the zone and say you can't sustain it, see this thread(x) for more discussion.) [b][COLOR=#00ccff]Divine Power[/COLOR][/b] [i]Utility[/i]: You this power with Stream of life to negate the ongoing 5 damage. Because you won't often hit with this power due to your low strength, it is better to not even try. Just use it early in combat to get the AC bonus onto as many allies as possible and get your regeneration going. [Size=3][b]Daily Powers[/b][/size] [b]Life Transference[/b] [i]Statistics[/i]: Effect: Take 17 damage, then heal yourself or an ally for 38 hit points. [i]Utility[/i]: Use this on yourself as a last resort heal when you are below your surge value in hit points and don't have any Healing Words left. The first part of the effect will take you to negative hit points, making you fall unconscious and prone, but will then instantly heal you back up again to just past your bloodied value. [i]Limits[/i]: Costs a standard action and has a range of melee touch. [b][COLOR=#00ccff]Stream of Life[/COLOR][/b] [i]Statistics[/i]: Effect: Heals an ally for 19 hit points and grants a save when you take the ongoing 5 at the start of your turn. [i]Utility[/i]: Use with Divine Power and Benefactor Armor's Encounter power. Enjoy giving out 24 hit points to a nearby ally at the beginning of each of your turns for a whole encounter. If you still have this on at the end of combat make sure to heal your allies up to full before saving, then waiting till you are at full to end divine power. [i]Limits[/i]: Cannot self heal. [b][COLOR=#00ccff]Spirit of Healing[/COLOR][/b] [i]Statistics[/i]: Effect: Create conjuration in a square which heals adjacent allies for 9 hit points whenever they hit with an attack. [i]Utility[/i]: Use in a more static fight where your allies are crowded around a solo or elite monster. If you allies have multi-hitting powers, like area attacks, then this has the potential to add up to a lot of healing. Use the benefactor's armor encounter power to boost the heal up to 14. [i]Limits[/i]: Sustain minor, cannot self heal. [b]Power Jewel[/b] [i]Utility[/i]: Use after a milestone to get a double use of Bane or Hymn of Resurgence in a harder encounter. [b]Benefactor Armor[/b] [i]Utility[/i]: If the opportunity and need to use this power arises, then do. [b]Belt of Sacrifice[/b] [i]Utility[/i]: This might be useful if an ally is about to die because they have no surges. In other situations the trade isn't worth it when there are other ways to share surges amongst the party.[/sblock] You are the master of encounter long surge free healing. You will always have Astral Seal ticking over, but on top of that you have three daily powers that provide encounter long surge free healing, and one daily that provides encounter long damage reduction on your whole party. Basically, you have to learn to make good guesses about which power to use in which encounter, and which encounters you can get by without any of them. Depending on how long your DM likes to make your adventuring days, you might even be able to use one every single encounter. Even with long adventuring days you should get to use one at least every second encounter. Keep this in mind, and if the situation looks like it calls for one of them, don't hesitate. With so much reliance on sustaining these powers with minor actions, you can expect your DM to try to cut your powers short by using dazing or stunning attacks on you. You're going to have to learn to be smart about avoiding this. Being a Kalashtar can really help though, especially with your Phylactery of Action. If worst comes to worst, remember that your allies can aid you to give you a saving throw before your turn comes up. [More to come] [Size=3][b]Items and Rituals[/b][/size] I have outfitted this character using gold equivalent to one level 11 item, one level 10 item, and two level 9 items. The total gold value comes to 224,000. Ritual Book, Adventurer's Kit, Belt of Sacrifice (heroic tier), Phylactery of Action (heroic tier), Symbol of the Holy Nimbus +2, Healer's Brooch +2, Benefactor Finemail +2, Battle Standard of Healing (heroic tier), Mace of Healing +2, Rhythm Blade Cutting Wheel +1, Power Jewel (heroic tier), Cannith Goggles (heroic tier) Gentle Repose - you get this for free, hope you never have to use it. [b][COLOR=#ffcc00]Comrades' Succor[/COLOR][/b] - Lets you redistribute surges amongst your party, it's cheap and quick too. [Size=3][b]Character Development[/b][/size] Note on leveling and character development through heroic, and possible other power choices. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Still The Best Healer In The Game
Top