Howto build a super-healer?


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If your super healer is doing his job right, your allies never will be bloodied or unconscious or helpless.

That depends on the challenge level of the encounter, the tactics of the party, and the rolls of the dice; in other words, the usual stuff. I played a Cleric (levels 1-8) who was tweaked for healing (though not completely optimized by today's standards because Divine Power only came out at the end of her run). Trust me, we flirted with TPKs on a regular basis.
 

I play a pacifist healer elf cleric in one of my games; the character is pretty ridiculous, even if she obviously can't do much damage at all. (I have Sacred Flame and use it to pop minions occasionally.)

The elven accuracy power is really nice, especially since there's another feat you can take ("Corellon's Blessing") that lets you heal someone within 5 squares when you hit with the re-rolled attack. Though I don't think the Blessing heal benefits from pacifist healer or healing lore.

Between that and Healer's Mercy, my L8 elf has essentially 5 encounter heals. (I took Bastion of Health at L6; I did NOT take the L2 Life Transference because my cleric has only a 10 con and can't really afford to inflict damage on herself).

5 encounter heals would probably be excessive if the group was smaller, but until recently she was the only healer for a group of 6 PCs.

Also keep in mind that the non-damaging powers out of Divine Power are stupidly strong; whatever budget they use for building powers apparently gets enough leeway for really unfair things once a power doesn't have a damage component.

What it pretty much comes down to is that a pacifist healer clerics tossed out heals equivalent to a non-pacifict cleric that's a tier higher. If the party needs that level of healing, than it's worth it if you're fine with merely screwing monsters over instead of damaging them.
 

I did a pacifist healer build (human) for a one-off game a few months ago and I plan on rebuilding the character again. IMO, the size of the party dictates how far down the spectrum of PURE HEALER you should go. Thanks to Divine Power, there's now some actual legitimate builds like this now.

For my money, I really enjoy the "Power of Life" feat gained from the Life Domain in DP to put more OOMPH on your Astral Seal.
 

I did a pacifist healer build (human) for a one-off game a few months ago and I plan on rebuilding the character again. IMO, the size of the party dictates how far down the spectrum of PURE HEALER you should go. Thanks to Divine Power, there's now some actual legitimate builds like this now.

For my money, I really enjoy the "Power of Life" feat gained from the Life Domain in DP to put more OOMPH on your Astral Seal.

Totally. I played a Halfling Pacifist Cleric in a one shot with only three (i think) players. Add to it the fact that it was first level, and I think overhealing came into play. I'd like to try it again with a larger party or at higher level.
 

Hi! We are gearing up for a game in the Iron Kingdoms, a world known for its lethality. I am considering playing a Leader, and specifically one focused on healing. All classes are possible except Shaman and Artificer, and most races except Deva, Dragonborn, Warforged or Changelings are acceptable.

An Artificer isn't allowed in Iron Kingdoms? Is there a reason for this?

Does the DM know what a 'warjack' is?
 

Totally. I played a Halfling Pacifist Cleric in a one shot with only three (i think) players. Add to it the fact that it was first level, and I think overhealing came into play. I'd like to try it again with a larger party or at higher level.

2 players and one NPC cohort.
 

2 players and one NPC cohort.

Then you don't really -want- a healing-focused character. You've got enough healing to sustain this group in an out-of-the-box tactical warlord.

The TacLord, however, offers far more utility. So you're sacrificing utility for focus in something you don't need.
 

Then you don't really -want- a healing-focused character. You've got enough healing to sustain this group in an out-of-the-box tactical warlord.

The TacLord, however, offers far more utility. So you're sacrificing utility for focus in something you don't need.

We live and learn, man. Live and learn. Most of the 4e groups I've been in have been highly variable in size, from an 8-10 player group, down to small enough that a vacancy or two will cancel the session. Pacifist Healers certainly have their place, but as I'm learning, party makeup really, really influences how your character plays, and the enjoyment you get out of it.

Jay
 

In addition to feats and whatnot, be on the lookout for a Holy Healer weapon (adds enhancement bonus to healing done), Healer's armor (adds enhancement bonus to healing done), and Gloves of the Healer (+1d6 to all heals). Might be some other misc items that I've missed. A holy symbol of the Holy Nimbus gives temp HP to everyone within 5 squares of you when you use Healing Word.
 

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