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How fast does PC damage rise relative to monster hit points?
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<blockquote data-quote="pemerton" data-source="post: 6481128" data-attributes="member: 42582"><p>Not really. With a full-time leader they would have Healing Word (or equivalent) three times per encounter. Instead they have it once per encounter, plus two daily uses (fighter MC cleric; sorcerer MC bard), plus 5 LoH per day from the paladin. The paladin can also second wind as a free action when bloodied (from the Questing Knight paragon path).</p><p></p><p>The ranger-cleric has the epic feat that lets Healing Word target two individuals. He also has Word of Vigour (cleric encounter utility that heals all in CB 1), Mass Cure Serious Wounds (cleric daily utility that grants surgeless healing) and Healing Torch (an encounter AoE attack that lets allies in the area heal).</p><p></p><p>The fighter-cleric has two additional sources of healing: 1x/enc close burst that heals bloodied self and allies within 10 sq; and (much more importantly) second wind as a free action, with two surges via Cloak of the Walking Wounded.</p><p></p><p>That's a fair bit of healing, but a straight leader with 3x/enc Healing Word would replicate it pretty effectively, I think. The one thing they would miss is the paladin's "surgeless" healing (LoH draws on the paladin's rather than the target's pool). This can be pretty important sometimes for keeping the invoker/wizard up (who has few surges with a low value, and whose low defences I have a habit of targetting).</p><p></p><p>They have good control - the fighter is the strongest, then the sorcerer for forced movement/teleport (Mark of Storms plus Walk Among the Fey and Unlucky Teleport) and the invoker/wizard for adverse conditions (blind, daze, domination). The ranged striking is strong. And the paladin and fighter can hold a frontline.</p><p></p><p>There are no ridiculously tight synergies, but the fighter and sorcerer can do a pretty good job of clumping enemies together (Warrior's Urging, Footwork Lure, slide/teleport on everything thunderous, Thunder Summons, etc) which then permits effective use of AoEs, damaging zones (eg Swords of the Marilith, Fire Storm, and the paladin upper-paragon daily that is very similar to Fire Storm), etc.</p><p></p><p>The paladin's combat contribution is mostly single-target lockdown. Once a target is bloodied he gets more dangerous (+2 to hit, +12 to damage from being a tiefling with a Bloodthirsty (?) Khopesh and Gauntlets of Blood). Plus he has Wintertouched/Lasting Frost/a Raven Queen Winter Domain feat from Divine Power to set up +5 to damage from frostcheese using Enfeebling Strike as his default at-will (most of his encounter powers are off-turn attacks). This lets him hit for 50-odd with an at-will, which is not too bad.</p><p></p><p>Also, because he is a CHA-paladin he has good social skills. (Plus a Ring of Tenacious Will to put his healing surges through the roof.)</p><p></p><p>I'm not sure what a Runepriest would add (it's an interesting class, but I don't know it that well): more healing, but fewer hit points and surges, lower defences, and perhaps less damage output? And weaker social skills. I'm not sure that the trade would lead to a powering up.</p></blockquote><p></p>
[QUOTE="pemerton, post: 6481128, member: 42582"] Not really. With a full-time leader they would have Healing Word (or equivalent) three times per encounter. Instead they have it once per encounter, plus two daily uses (fighter MC cleric; sorcerer MC bard), plus 5 LoH per day from the paladin. The paladin can also second wind as a free action when bloodied (from the Questing Knight paragon path). The ranger-cleric has the epic feat that lets Healing Word target two individuals. He also has Word of Vigour (cleric encounter utility that heals all in CB 1), Mass Cure Serious Wounds (cleric daily utility that grants surgeless healing) and Healing Torch (an encounter AoE attack that lets allies in the area heal). The fighter-cleric has two additional sources of healing: 1x/enc close burst that heals bloodied self and allies within 10 sq; and (much more importantly) second wind as a free action, with two surges via Cloak of the Walking Wounded. That's a fair bit of healing, but a straight leader with 3x/enc Healing Word would replicate it pretty effectively, I think. The one thing they would miss is the paladin's "surgeless" healing (LoH draws on the paladin's rather than the target's pool). This can be pretty important sometimes for keeping the invoker/wizard up (who has few surges with a low value, and whose low defences I have a habit of targetting). They have good control - the fighter is the strongest, then the sorcerer for forced movement/teleport (Mark of Storms plus Walk Among the Fey and Unlucky Teleport) and the invoker/wizard for adverse conditions (blind, daze, domination). The ranged striking is strong. And the paladin and fighter can hold a frontline. There are no ridiculously tight synergies, but the fighter and sorcerer can do a pretty good job of clumping enemies together (Warrior's Urging, Footwork Lure, slide/teleport on everything thunderous, Thunder Summons, etc) which then permits effective use of AoEs, damaging zones (eg Swords of the Marilith, Fire Storm, and the paladin upper-paragon daily that is very similar to Fire Storm), etc. The paladin's combat contribution is mostly single-target lockdown. Once a target is bloodied he gets more dangerous (+2 to hit, +12 to damage from being a tiefling with a Bloodthirsty (?) Khopesh and Gauntlets of Blood). Plus he has Wintertouched/Lasting Frost/a Raven Queen Winter Domain feat from Divine Power to set up +5 to damage from frostcheese using Enfeebling Strike as his default at-will (most of his encounter powers are off-turn attacks). This lets him hit for 50-odd with an at-will, which is not too bad. Also, because he is a CHA-paladin he has good social skills. (Plus a Ring of Tenacious Will to put his healing surges through the roof.) I'm not sure what a Runepriest would add (it's an interesting class, but I don't know it that well): more healing, but fewer hit points and surges, lower defences, and perhaps less damage output? And weaker social skills. I'm not sure that the trade would lead to a powering up. [/QUOTE]
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How fast does PC damage rise relative to monster hit points?
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