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Healing in Combat
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<blockquote data-quote="Dragoslav" data-source="post: 5961518" data-attributes="member: 6690267"><p>1) No, it means that healing is so important that the designers didn't want to force people to choose between healing and attacking. The "minor" designation isn't a value-judgment on an action's importance; it distinguishes how much time it takes to do different actions.</p><p></p><p>2) Healing surges don't do anything unless you grant an ally the ability to use them. They're there to be used, after all. I don't think any player is going to complain that you made him "waste" a healing surge when he has 1 HP in the middle of a tough battle.</p><p></p><p>3) Damage is a striker's job, indeed, which is why clerics don't do as much of it (a nominal amount, if any). And most cleric powers have the healing as an "effect," so you don't even have to hit to give the ally the boost.</p><p></p><p>4) Using your second wind is typically only something you do when you're desperate (usually when there -isn't- a healer in the party, he's down, or he's out of heals, so it doesn't take any of the spotlight from the healer): It uses your standard action, so you can't even attack. And being able to use your second wind as anything other than a standard action is GREAT. Dwarves can use it as a minor action, which is one of their most appealing features.</p><p></p><p>5) Fair enough, although 4e healers still provide the benefit of letting the party heal more -efficiently- in one adventuring day: they get their healing surge value + extra HP, and sometimes can get HP without spending a surge, so they don't have to use as many healing surges.</p></blockquote><p></p>
[QUOTE="Dragoslav, post: 5961518, member: 6690267"] 1) No, it means that healing is so important that the designers didn't want to force people to choose between healing and attacking. The "minor" designation isn't a value-judgment on an action's importance; it distinguishes how much time it takes to do different actions. 2) Healing surges don't do anything unless you grant an ally the ability to use them. They're there to be used, after all. I don't think any player is going to complain that you made him "waste" a healing surge when he has 1 HP in the middle of a tough battle. 3) Damage is a striker's job, indeed, which is why clerics don't do as much of it (a nominal amount, if any). And most cleric powers have the healing as an "effect," so you don't even have to hit to give the ally the boost. 4) Using your second wind is typically only something you do when you're desperate (usually when there -isn't- a healer in the party, he's down, or he's out of heals, so it doesn't take any of the spotlight from the healer): It uses your standard action, so you can't even attack. And being able to use your second wind as anything other than a standard action is GREAT. Dwarves can use it as a minor action, which is one of their most appealing features. 5) Fair enough, although 4e healers still provide the benefit of letting the party heal more -efficiently- in one adventuring day: they get their healing surge value + extra HP, and sometimes can get HP without spending a surge, so they don't have to use as many healing surges. [/QUOTE]
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