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4e Healing was the best D&D healing
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<blockquote data-quote="Staffan" data-source="post: 8043228" data-attributes="member: 907"><p>Hmm. Let's look at the utility powers of some of the classes in the PHB1. The bolded ones are the ones I figure could have lots of uses for solving things out of combat.</p><p></p><p>Cleric 2: Bless, Cure Light Wounds, Divine Aid, Sanctuary, Shield of Faith</p><p>Cleric 6: Bastion of Health, Cure Serious Wounds, Divine Vigor, <strong>Holy Lantern</strong>.</p><p>Cleric 10: Astral Refuge, Knights of Unyielding Valor, Mass Cure Light Wounds, Shielding Word.</p><p>Cleric 16: Astral Shield, Cloak of Peace, Divine Armor, Hallowed Ground.</p><p>Cleric 22: Angel of the Eleven Winds, Clarion Call of the Astral Sea, <strong>Cloud Chariot</strong>, Purify, Spirit of Health.</p><p></p><p>Fighter 2: Boundless Endurance, Get Over Here, No Opening, Unstoppable.</p><p>Fighter 6: Battle Awareness, Defensive Training, Unbreakable.</p><p>Fighter 10: Into the Fray, Last Ditch Evasion, Stalwart Guard.</p><p>Fighter 16: Interposing Shield, Iron Warrior, Surprise Step.</p><p>Fighter 22: Act of Desperation, No Surrender.</p><p></p><p>Ranger 2: <strong>Crucial Advice</strong>, Unbalancing Parry, Yield Ground.</p><p>Ranger 6: Evade Ambush, <strong>Skilled Companion</strong>, Weave Through the Fray.</p><p>Ranger 10: Expeditious Stride, Open the Range, Undaunted Stride.</p><p>Ranger 16: Evade the Blow, Longstrider, Momentary Respite.</p><p>Ranger 22: Forest Ghost, Hit the Dirt, Master of the Hunt, Safe Stride</p><p></p><p>Wizard 2: Expeditious Retreat, <strong>Feather Fall</strong>, <strong>Jump</strong>, Shield.</p><p>Wizard 6: Dimension Door, <strong>Disguise Self</strong>, Dispel Magic, Invisibility, <strong>Levitate</strong>, Wall of Fog.</p><p>Wizard 10: Arcane Gate, Blur, Mirror Image, Resistance.</p><p>Wizard 16: Displacement, <strong>Fly</strong>, Greater Invisibility, Stoneskin.</p><p>Wizard 22: <strong>Mass Fly</strong>, <strong>Mordenkainen's Mansion</strong>, Time Stop</p><p></p><p>I'm not going to go through all the classes, but I think the trend is pretty clear. Sure, some utility powers are not necessarily combat-related, but most of them are (and a significant portion of those I marked are ones that let you fly or something similar, because that is amazingly useful in many situations). This may have changed in later books, but at least this was the state of the game when first released.</p><p></p><p>As for my choice of classes, I started with the first ones in the book, then decided I didn't want to do them all and figured the ranger and wizard would probably have the best chance of non-combat ones.</p></blockquote><p></p>
[QUOTE="Staffan, post: 8043228, member: 907"] Hmm. Let's look at the utility powers of some of the classes in the PHB1. The bolded ones are the ones I figure could have lots of uses for solving things out of combat. Cleric 2: Bless, Cure Light Wounds, Divine Aid, Sanctuary, Shield of Faith Cleric 6: Bastion of Health, Cure Serious Wounds, Divine Vigor, [B]Holy Lantern[/B]. Cleric 10: Astral Refuge, Knights of Unyielding Valor, Mass Cure Light Wounds, Shielding Word. Cleric 16: Astral Shield, Cloak of Peace, Divine Armor, Hallowed Ground. Cleric 22: Angel of the Eleven Winds, Clarion Call of the Astral Sea, [B]Cloud Chariot[/B], Purify, Spirit of Health. Fighter 2: Boundless Endurance, Get Over Here, No Opening, Unstoppable. Fighter 6: Battle Awareness, Defensive Training, Unbreakable. Fighter 10: Into the Fray, Last Ditch Evasion, Stalwart Guard. Fighter 16: Interposing Shield, Iron Warrior, Surprise Step. Fighter 22: Act of Desperation, No Surrender. Ranger 2: [B]Crucial Advice[/B], Unbalancing Parry, Yield Ground. Ranger 6: Evade Ambush, [B]Skilled Companion[/B], Weave Through the Fray. Ranger 10: Expeditious Stride, Open the Range, Undaunted Stride. Ranger 16: Evade the Blow, Longstrider, Momentary Respite. Ranger 22: Forest Ghost, Hit the Dirt, Master of the Hunt, Safe Stride Wizard 2: Expeditious Retreat, [B]Feather Fall[/B], [B]Jump[/B], Shield. Wizard 6: Dimension Door, [B]Disguise Self[/B], Dispel Magic, Invisibility, [B]Levitate[/B], Wall of Fog. Wizard 10: Arcane Gate, Blur, Mirror Image, Resistance. Wizard 16: Displacement, [B]Fly[/B], Greater Invisibility, Stoneskin. Wizard 22: [B]Mass Fly[/B], [B]Mordenkainen's Mansion[/B], Time Stop I'm not going to go through all the classes, but I think the trend is pretty clear. Sure, some utility powers are not necessarily combat-related, but most of them are (and a significant portion of those I marked are ones that let you fly or something similar, because that is amazingly useful in many situations). This may have changed in later books, but at least this was the state of the game when first released. As for my choice of classes, I started with the first ones in the book, then decided I didn't want to do them all and figured the ranger and wizard would probably have the best chance of non-combat ones. [/QUOTE]
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