JoeNotCharles
First Post
I think you should wait a bit before drawing any conclusions... by about fight 3 you should be noticing a pattern...
At level 1 in EnWorld, this heals 10 points a turn (more than a healing surge) reliably (75% or more of all turns) , without spending a healing surge. This circumvents a primary pacing method for DMs- that of expending healing surges.Astral Seal Cleric Attack 1You outline your enemy with the silver glow of the Astral Sea, and its healing light bathes your friend.
At-WillDivine, Healing, Implement![]()
Standard Action Ranged 5
Target: One creature
Attack: Wisdom +2 vs. Reflex
Hit: Until the end of your next turn, the target takes a –2 penalty to all defenses. The next ally who hits it before the end of your next turn regains hit points equal to 2 + your Charisma modifier.
The cleric above can MC Artificer and at level 2 he'll be healing 12 hp reliably without spending a healing surge. As you might expect, this stacking gets worse as levels increase. I whipped up a level 14 cleric for a live 1-shot adventure who is dropping 22 free healing per round (and getting 5 temp hp himself), and surge + 9d6 +20 (+4 to all defenses + saving throw) when he uses Healing Word.Potent Restorables Heroic Tier
Prerequisite: Artificer
Benefit: Your healing powers restore 2 extra hit points. The extra hit points increase to 3 at 6th level, to 4 at 11th level, to 5 at 16th level, to 6 at 21st level, and to 7 at 26th level.
Since no one else has pointed it out yet, allow me:
At level 1 in EnWorld, this heals 10 points a turn (more than a healing surge) reliably (75% or more of all turns) , without spending a healing surge. This circumvents a primary pacing method for DMs- that of expending healing surges.
You're right. I mistakenly used the numbers that I worked out for the 1-shot cleric that I mentioned. At level 1, it's a 65% chance for the cleric to hit the average defense of 14. It's then a 65% chance per attack to heal someone.First, I would guess that in practice it's not as reliable as you say. The cleric needs to hit, and then his friend needs to hit.
Well, yes, but let's assume the cleric possesses a modicum of intelligence and uses Seal to keep melee topped off, and Healing Word for actual life or death saves.Even with the bonuses, you can't guarantee that anyone's going to get healed. And if the cleric's friend misses, and no one else is in position to take advantage of it, then it's wasted.
I'm not sure what kind of campaigns you're playing in where the clerics are doing crazy damage. This ability makes it not matter how long the fight "drags on", because it's handing out constant healing as an at-will. In addition, it makes it easier for everyone to hit. After you hit once, you gain the bonus to hit as well if needed, making the cycle even easier to maintain.Second, the cleric didn't deal any damage. This is actually pretty significant, because it could mean that the battle is likely to drag on longer as a result.
True, but that doesn't negate the other points.Third, starting with 18 Wis and Cha is pretty demanding for any non-Kalashtar. It takes 25 points to raise one score to 18 and a second to 16, so the rest of their stat line, along with their Reflex and Fort, is going to suck.