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Hands up who wants to play the healing battery?
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<blockquote data-quote="Lord Ernie" data-source="post: 4888659" data-attributes="member: 58517"><p>I've played my Elf Cleric of the Raven Queen for a while now, and I've mainly noticed it's a lot more fun to be the cleric in 4th than in 3.X; being able to be pro-active and actually do something else than keep everyone alive is something I find to be an enormous improvement, and with the addition of surges and making most healing surge-based, the problem of rolling 1's on your cure spells is mostly gone. Indeed, my DM sometimes despairs when I bust out my full healing power in the heavier encounters.</p><p></p><p>With the coming of Divine Power, I actually feel compelled to take up some invoker powers (through either multi-class or hybrid), since with Healer's Mercy, Astral Seal, and a couple of other new powers, you can give a cleric a bit too much healing. Add to that that our party is damage-light (fighter, wizard, warlock, paladin, cleric; the paladin player lost his rogue character last session), and I fear that encounters could go for a very long time if one character does not contribute to the damage dealt at all.</p></blockquote><p></p>
[QUOTE="Lord Ernie, post: 4888659, member: 58517"] I've played my Elf Cleric of the Raven Queen for a while now, and I've mainly noticed it's a lot more fun to be the cleric in 4th than in 3.X; being able to be pro-active and actually do something else than keep everyone alive is something I find to be an enormous improvement, and with the addition of surges and making most healing surge-based, the problem of rolling 1's on your cure spells is mostly gone. Indeed, my DM sometimes despairs when I bust out my full healing power in the heavier encounters. With the coming of Divine Power, I actually feel compelled to take up some invoker powers (through either multi-class or hybrid), since with Healer's Mercy, Astral Seal, and a couple of other new powers, you can give a cleric a bit too much healing. Add to that that our party is damage-light (fighter, wizard, warlock, paladin, cleric; the paladin player lost his rogue character last session), and I fear that encounters could go for a very long time if one character does not contribute to the damage dealt at all. [/QUOTE]
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Hands up who wants to play the healing battery?
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