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Divine Power - Finally some nifty new toys for the clerics and paladins out there...
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<blockquote data-quote="Thanee" data-source="post: 4869758" data-attributes="member: 478"><p>I actually find Divine Glow (1st) pretty good. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>I also think it's still the best choice at 1st level. There are two alternatives, though. One that is a single target ranged attack, that deals no damage but instead gives the target vulnerability and your allies that hit that target temporary hit points equal to your Wisdom modifier (for one round). The other is a ranged attack that also conjures a shield bearer for one round, that protects nearby allies (+2 to all defenses for one round).</p><p></p><p>At 3rd level, I like the area burst 1, which also grants your allies a temporary AC boost (+2 for one round). As an added benefit it targets Will (clerics have more than enough powers that target Reflex).</p><p></p><p>There is also a close burst 3, that deals no damage but dazes all enemies, that you hit. That one could be useful as well.</p><p></p><p>What I really like is the 2nd level utility encounter power, that allows you to take damage yourself equal to your healing surge value and heal an ally twice that much (plus your Wisdom modifier, since you are a cleric). Especially nice, since it does not cost anyone any healing surges.</p><p></p><p>This power could be almost broken when combined with the Healer's Sash from AV... someone with enough healing surges puts one into the belt; you use that life transfer power; since you take damage, the ally with the belt uses the belt's power; you regain 1d6 and the ally you targeted a whole lot of hit points. All for one healing surge, that <em>anyone</em> could spend.</p><p></p><p>Huge out-of-combat healing?</p><p></p><p>Well 'almost broken' is probably a bit much... a Healing Word also offers great healing for a single healing surge. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p>The main benefit is, that you can heal those, that do not have many healing surges left, while using the surges of those who do.</p><p>With the belt alone, that is not always easily done, unless you are cheesy and poke yourself with a knife voluntarily, but that doesn't seem right to me. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>Bye</p><p>Thanee</p></blockquote><p></p>
[QUOTE="Thanee, post: 4869758, member: 478"] I actually find Divine Glow (1st) pretty good. :D I also think it's still the best choice at 1st level. There are two alternatives, though. One that is a single target ranged attack, that deals no damage but instead gives the target vulnerability and your allies that hit that target temporary hit points equal to your Wisdom modifier (for one round). The other is a ranged attack that also conjures a shield bearer for one round, that protects nearby allies (+2 to all defenses for one round). At 3rd level, I like the area burst 1, which also grants your allies a temporary AC boost (+2 for one round). As an added benefit it targets Will (clerics have more than enough powers that target Reflex). There is also a close burst 3, that deals no damage but dazes all enemies, that you hit. That one could be useful as well. What I really like is the 2nd level utility encounter power, that allows you to take damage yourself equal to your healing surge value and heal an ally twice that much (plus your Wisdom modifier, since you are a cleric). Especially nice, since it does not cost anyone any healing surges. This power could be almost broken when combined with the Healer's Sash from AV... someone with enough healing surges puts one into the belt; you use that life transfer power; since you take damage, the ally with the belt uses the belt's power; you regain 1d6 and the ally you targeted a whole lot of hit points. All for one healing surge, that [i]anyone[/i] could spend. Huge out-of-combat healing? Well 'almost broken' is probably a bit much... a Healing Word also offers great healing for a single healing surge. ;) The main benefit is, that you can heal those, that do not have many healing surges left, while using the surges of those who do. With the belt alone, that is not always easily done, unless you are cheesy and poke yourself with a knife voluntarily, but that doesn't seem right to me. ;) Bye Thanee [/QUOTE]
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