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<blockquote data-quote="charlesatan" data-source="post: 1938239" data-attributes="member: 20870"><p>I think at high levels, Staves would be better than wands. But still, it is a valid option, especially if the bard/rogue has a maxed out Use Magic Device.</p><p></p><p>Vigor is from Complete Divine, which gives you fast healing.</p><p></p><p>At the point that you can cast mass cure critical wounds, you're probably a level or two away from casting Mass Heal. Although choosing mass cure critical wounds or Heal depends on the situation. Again, it's not a no-brainer choice; if you only have one tank for example and the other characters are in a defensible position, the cleric only needs to bother with casting heal on the tank. Of course if your party is the type that goes on an all-out grand melee, well, the augmented mass cure critical wounds might come in handy.</p><p></p><p>As for Rapid Shot vs Precise Shot, if your archer can deal a lot of damage (probably through collision magebane bane bows/arrows) before the opponent actually gets into melee, I'd probably go for rapid shot. Or who knows, the party might be a hit-and-run squad with Spring Attack (or a lot of archers), in which case, Rapid Shot would be a better choice than Precise Shot. Again, it depends on the party. And if you're just a four party group, chances are there's only one character acting as "tank". The tank character can make a full attack, and take a 5-foot step backwards. It's the archer's turn and then he can unleash a barrage of arrows. Then it's the monster's turn, who takes a 5-foot step forward and makes a full attack. Repeat. But in my experience, the archer takes both feats (I don't see why he can't take both, unless it's really in the early levels). But to the defense of Rapid Shot, there are times when Precie Shot doesn't come into play (from a character who has both feats); the archer could just be focusing on another set of enemies while the melee guys focuses on another set of baddies. As long as the archer can make a full attack, he always utilizes rapid shot. Of course he also uses Many Shot when he goes guerilla-fighting...</p><p></p><p>My qualm with augmented healing is that it's a "defensive" feat choice. What if the cleric is offensive (or worse, channels negative energy?); Augmented Healing would then be sub-optimal. I have a build where the cleric focuses on metamagic feats and Divine metamagic. As for the Fighter taking Iron Will, well, the feat he took to get something "defensive" could have been spent getting something "offensive" (i.e. Power Attack, Weapon Specialization, etc.). I mean in the end, there are three choices for any optimum character build: offensive, defensive (i.e. high saves and AC), or balanced (somewhere between the two).</p></blockquote><p></p>
[QUOTE="charlesatan, post: 1938239, member: 20870"] I think at high levels, Staves would be better than wands. But still, it is a valid option, especially if the bard/rogue has a maxed out Use Magic Device. Vigor is from Complete Divine, which gives you fast healing. At the point that you can cast mass cure critical wounds, you're probably a level or two away from casting Mass Heal. Although choosing mass cure critical wounds or Heal depends on the situation. Again, it's not a no-brainer choice; if you only have one tank for example and the other characters are in a defensible position, the cleric only needs to bother with casting heal on the tank. Of course if your party is the type that goes on an all-out grand melee, well, the augmented mass cure critical wounds might come in handy. As for Rapid Shot vs Precise Shot, if your archer can deal a lot of damage (probably through collision magebane bane bows/arrows) before the opponent actually gets into melee, I'd probably go for rapid shot. Or who knows, the party might be a hit-and-run squad with Spring Attack (or a lot of archers), in which case, Rapid Shot would be a better choice than Precise Shot. Again, it depends on the party. And if you're just a four party group, chances are there's only one character acting as "tank". The tank character can make a full attack, and take a 5-foot step backwards. It's the archer's turn and then he can unleash a barrage of arrows. Then it's the monster's turn, who takes a 5-foot step forward and makes a full attack. Repeat. But in my experience, the archer takes both feats (I don't see why he can't take both, unless it's really in the early levels). But to the defense of Rapid Shot, there are times when Precie Shot doesn't come into play (from a character who has both feats); the archer could just be focusing on another set of enemies while the melee guys focuses on another set of baddies. As long as the archer can make a full attack, he always utilizes rapid shot. Of course he also uses Many Shot when he goes guerilla-fighting... My qualm with augmented healing is that it's a "defensive" feat choice. What if the cleric is offensive (or worse, channels negative energy?); Augmented Healing would then be sub-optimal. I have a build where the cleric focuses on metamagic feats and Divine metamagic. As for the Fighter taking Iron Will, well, the feat he took to get something "defensive" could have been spent getting something "offensive" (i.e. Power Attack, Weapon Specialization, etc.). I mean in the end, there are three choices for any optimum character build: offensive, defensive (i.e. high saves and AC), or balanced (somewhere between the two). [/QUOTE]
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