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<blockquote data-quote="Thanee" data-source="post: 1938275" data-attributes="member: 478"><p>I didn't speak of ingame healing. Even <em>Cure Critical Wounds</em> is not very good there, but better than nothing, until you get <em>Heal</em>, or the Paladin is around. Mass versions of the healing spells are next to pointless, if opponents focus on single characters, too.</p><p></p><p></p><p></p><p>That's basically what I meant. Wands are used to cover outside of combat healing to save the spells for in combat healing. You won't need that often, anyways, so your spells are freed up that way, too. No need for Augment Healing, to do that.</p><p></p><p>A 12th level <em>extended Vigor</em> is a 4th level spell, that heals 88 points. A 12th level <em>extended Mass lesser Vigor</em> is also a 4th level spell and heals 44 points to multiple targets.</p><p></p><p>All of that is not very useful in combat, because it takes time (gives Fast Healing 1 and 2 respectively), but it's a rather "cheap" way of healing lots of damage after a combat, also freeing up spells in the same way as wands do.</p><p></p><p>Augmented Healing is only really good for in combat healing as long as you do not have <em>Heal</em> yet. Afterwards it's next to useless, because there are better options for both in combat and out of combat healing then. Not saying, that the 10 levels before that aren't important, but that doesn't make an essential feat to me.</p><p></p><p></p><p></p><p>Not, that this is a problem. Opinions can and should be different. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p></p><p>Yes, of course, happens quite a bit, that a melee fighter repositions to give the archer a better line of fire, and be it only to remove the cover penalty. Tactical movement is always done with relation to the group, not just the individual.</p><p></p><p>But the essence of that is just, that I don't feel Precise Shot is <em>essential</em>. Nonetheless it's so good, that I would pretty much always pick it up.</p><p></p><p></p><p>It's just a different viewpoint on what "essential" means, really. For a pure archer, I can certainly agree, that all three, Point Blank Shot, Precise Shot and Rapid Shot are essentials. Actually, that's what my first post said, too... just adding Rapid Shot to the list. It's jsut the different value in Precise Shot and Rapid Shot, if I can pick only two of the three for whatever reason, it would be these (but even that depends on the concept). <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Bye</p><p>Thanee</p></blockquote><p></p>
[QUOTE="Thanee, post: 1938275, member: 478"] I didn't speak of ingame healing. Even [i]Cure Critical Wounds[/i] is not very good there, but better than nothing, until you get [i]Heal[/i], or the Paladin is around. Mass versions of the healing spells are next to pointless, if opponents focus on single characters, too. That's basically what I meant. Wands are used to cover outside of combat healing to save the spells for in combat healing. You won't need that often, anyways, so your spells are freed up that way, too. No need for Augment Healing, to do that. A 12th level [i]extended Vigor[/i] is a 4th level spell, that heals 88 points. A 12th level [i]extended Mass lesser Vigor[/i] is also a 4th level spell and heals 44 points to multiple targets. All of that is not very useful in combat, because it takes time (gives Fast Healing 1 and 2 respectively), but it's a rather "cheap" way of healing lots of damage after a combat, also freeing up spells in the same way as wands do. Augmented Healing is only really good for in combat healing as long as you do not have [i]Heal[/i] yet. Afterwards it's next to useless, because there are better options for both in combat and out of combat healing then. Not saying, that the 10 levels before that aren't important, but that doesn't make an essential feat to me. Not, that this is a problem. Opinions can and should be different. :) Yes, of course, happens quite a bit, that a melee fighter repositions to give the archer a better line of fire, and be it only to remove the cover penalty. Tactical movement is always done with relation to the group, not just the individual. But the essence of that is just, that I don't feel Precise Shot is [i]essential[/i]. Nonetheless it's so good, that I would pretty much always pick it up. It's just a different viewpoint on what "essential" means, really. For a pure archer, I can certainly agree, that all three, Point Blank Shot, Precise Shot and Rapid Shot are essentials. Actually, that's what my first post said, too... just adding Rapid Shot to the list. It's jsut the different value in Precise Shot and Rapid Shot, if I can pick only two of the three for whatever reason, it would be these (but even that depends on the concept). :) Bye Thanee [/QUOTE]
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