Cleric Optimized For Healing

mattcolville

Adventurer
It seems like, at first level, there's not a lot of options for a Cleric to Heal his teammates.

I made a new cleric and without really thinking about it, just took the suggested powers and feats from the Devoted Cleric build.

But over the course of Combat, I found that I could basically heal 1 person, twice per encounter with Healing Word. I had Healing Strike, but that's pretty useless for a Devoted Cleric who won't have a high STR and therefore won't be able to hit. Beacon of Hope isn't bad, but it's only 5 hp. +5 to all healing powers is nice, but really it's +5 to my two Healing Words, since my Healing Strike isn't going to fire.

We have a big group. Healing 2 people per encounter seems pretty bunk. I wanted to be the guy who concentrated on keeping people alive, but it seems like there is no such character in D&D now, at least at 1st level.

Is there something I'm overlooking?
 

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Yes, you're overlooking the Melora’s Tide feat. Also, you're level one. You have one Encounter and one Daily power. You'll get more and some of them are very good.
Oh, and Healers Lore works with Beacon of Hope for each ally.
 

Beacon of hope is awesome power, don't forget to add your "healers lore" (add your wis mod) that should be a better number (7-10). clerics in 4e are not portable medic stations that they were in 3.x. everyone must rember to use thier second winds. and at second level you can take cure light wounds.
 
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There are more important "healing" abilities than hit points.
I'm in love with sacred flame. Extra saves are teh awesome.

Also, if other people (such as strikers) are busy attacking, you could walk up and use the heal skill on them to active their second wind.
I mean, it's not particularly efficient action-economy-wise, but hey ... it's an option.
 

Marketing determined people don't like being the healer.

So true, and frankly they were right. OK so some people do like being pure healers, but they're vastly out-numbered by the people who don't want to be pure healers but get forced into that role when it's avaliable.

The game isn't hardcore enough to require dedicated healers anyway, and in a group of 5 you're better off being flexible than specialised.

I like playing pure healers and even so I think it's better this way.
 

Is your Sacred Flame helping at all? I'm playing an Inspiring Warlord myself, and taking a look at the Cleric healing powers, I'm kinda jealous. (Although Healing Strike does look suspiciously out of place.) I still manage to be pretty effective, though, but part of that might be the fact that we're a small group (only 3 of us, sans a Defender; I'm the tank!). How big is your group, anyway? Big enough that you might need to ask your DM to throw a few healing potions your way?
 



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