Thanee
First Post
Not really a contest or such, just curious.
With the new healing powers in Divine Power (heavily discussed on the front page of this subforum
), it is definitely possible to get farther in an adventuring day.
My cleric has the following surge-less healing available:
- Melora's Tide
- Astral Seal
- Life Transference
- Spirit of Healing
- Healing Sun
We currently play the "silver Ennie adventure" (
) King of the Trollhaunt Warren (we are now 12th level; Dragonborn Warlord, Dwarf Fighter, Dwarf Paladin of Moradin, Elf Ranger, Elf Cleric of Melora), and if we counted right, we just reached our 5th Milestone in the last session.
[SBLOCK=Some BIG Spoiler inside... do not look here, if you plan to play this adventure!][SBLOCK=I mean it!]We were already pretty close to taking our Extended Rest with many daily attacks and healing surges spent. But we thought, ok one more, then we take a rest. This "one more" was the (initial, I suppose) encounter with the Troll King, after which we learned about the imminent attack on Moonstair. At this point most of us had just one or two healing surges left and pretty much no daily attack powers. That was our 3rd Milestone. We then looked behind the door in the cavern to just find another encounter (the Troll Smith), where we expected the King's lair and treasury. Doh!
After that we decided to no longer take chances here to weaken us further and move for Moonstair directly... and see how far we can still get.
Right now, we have done four more encounters already, after the clash with the king; the smith and three more in Moonstair (defending the gate right now).[/SBLOCK][/SBLOCK]
From the 3rd Milestone onward I was using Life Transference quite a bit (just leveled up there and swapped a few of the new powers in; Divine Power wasn't around for the last level and we allow multiple changes for the next level-up after such a big new sourebook becomes available). Thanks to the Melora's Tide Channel Divinity power, this really allows for a lot of healing after a combat. And since we also have a Paladin with Lay on Hands, we can get by with just a single healing surge spent after the combat (from him or me). Right now, we do have some time constraints, however (those are also the reason why we do not simply take an extended rest), so it's probably just 1 or maybe 2 short rests after combat, therefore its use is limited currently.
So even though we were already low on surges after the 3rd Milestone, we are only slightly weaker than that, now (every now and then a surge has to be spent in combat, too; so it's not quite just one surge per combat).
Before the last combat, I used my Healing Sun (Radiant Servant) power to heal the whole party back to full health, and then kept sustaining it for the next encounter, which was already on the way (took the short rest before using the power, of course). I actually never thought I would use that power in combat (unless it involves undead or demons; sustain standard and not doing any damage with that doesn't exactly make this a great in-combat power, but being able to use this basically for two encounters made sense... also the situation allowed it, since we had a good, defensible position, where I could not really be attacked easily (the power goes out when I become bloodied)).
The Spirit of Healing is still availble, by the way; will use that in the next tough encounter.
I wonder, if we manage (and have to) play through the rest of the adventure without being able to take an extended rest...
Bye
Thanee
With the new healing powers in Divine Power (heavily discussed on the front page of this subforum

My cleric has the following surge-less healing available:
- Melora's Tide
- Astral Seal
- Life Transference
- Spirit of Healing
- Healing Sun
We currently play the "silver Ennie adventure" (

[SBLOCK=Some BIG Spoiler inside... do not look here, if you plan to play this adventure!][SBLOCK=I mean it!]We were already pretty close to taking our Extended Rest with many daily attacks and healing surges spent. But we thought, ok one more, then we take a rest. This "one more" was the (initial, I suppose) encounter with the Troll King, after which we learned about the imminent attack on Moonstair. At this point most of us had just one or two healing surges left and pretty much no daily attack powers. That was our 3rd Milestone. We then looked behind the door in the cavern to just find another encounter (the Troll Smith), where we expected the King's lair and treasury. Doh!
After that we decided to no longer take chances here to weaken us further and move for Moonstair directly... and see how far we can still get.

Right now, we have done four more encounters already, after the clash with the king; the smith and three more in Moonstair (defending the gate right now).[/SBLOCK][/SBLOCK]
From the 3rd Milestone onward I was using Life Transference quite a bit (just leveled up there and swapped a few of the new powers in; Divine Power wasn't around for the last level and we allow multiple changes for the next level-up after such a big new sourebook becomes available). Thanks to the Melora's Tide Channel Divinity power, this really allows for a lot of healing after a combat. And since we also have a Paladin with Lay on Hands, we can get by with just a single healing surge spent after the combat (from him or me). Right now, we do have some time constraints, however (those are also the reason why we do not simply take an extended rest), so it's probably just 1 or maybe 2 short rests after combat, therefore its use is limited currently.
So even though we were already low on surges after the 3rd Milestone, we are only slightly weaker than that, now (every now and then a surge has to be spent in combat, too; so it's not quite just one surge per combat).
Before the last combat, I used my Healing Sun (Radiant Servant) power to heal the whole party back to full health, and then kept sustaining it for the next encounter, which was already on the way (took the short rest before using the power, of course). I actually never thought I would use that power in combat (unless it involves undead or demons; sustain standard and not doing any damage with that doesn't exactly make this a great in-combat power, but being able to use this basically for two encounters made sense... also the situation allowed it, since we had a good, defensible position, where I could not really be attacked easily (the power goes out when I become bloodied)).
The Spirit of Healing is still availble, by the way; will use that in the next tough encounter.

I wonder, if we manage (and have to) play through the rest of the adventure without being able to take an extended rest...

Bye
Thanee