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I don't get the dislike of healing surges
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<blockquote data-quote="Dannyalcatraz" data-source="post: 5721438" data-attributes="member: 19675"><p>Whoa!</p><p></p><p>Never claimed not to have Clerics in the party, just no<strong><em> pure</em></strong> Clerics. Those we have had have all been multiclassed, usually with some other base class, like Fighter, or in my case, Sorcerer. The only pure full divine casters we've had in the group were a Favored Soul and a Druid, each at a different point in the campaign, and only for a couple months of play (@6-10 sessions). Without them, we relied on the healing power of multiclassed divine casters who were not really devoted to healing- a Ftr/Clc and Brb/Druid, as I recall, were the best we had...and after 10th level, that simply wasn't going to cut it.</p><p></p><p>My Clc/Sorc/MT/Geomancer in question was made because the players of the FS and the Druid left the group. I retired my Whip & pick dual-wielding Ftr/Rgr/Diviner/Spellsword at 10th level in favor of the new PC. He does the bulk of his healing via CompDiv's Sacred Healing feat, in which he burns a Turn Undead to give the equivalent of Fast Healing 3 for 5 rounds to all creatures within a 30' radius.</p><p></p><p>Not usable in combat, but before or afterwards, its pretty powerful. Burn 3 of my otherwise useless Turn Undeads and <strong>everyone</strong> in the party- and <strong>anyone</strong> we've saved- is back up 45HP. Done before combat, ongoing wounds auto-close, fallen comrades auto-stabilize.</p><p></p><p>So far, I've only cast a handful of actual healing spells.</p><p></p><p>You will also note that I never said we didn't have healing items. We did: each PC carries 1-2 Healing Potions. We just don't buy wands. I think we've<em> found</em> perhaps 1 CLW wand. And that was ages ago...as in, pre-10th level. Its long since used up. But like I DID say, we don't go buying them because its easier for us to acquire potions AND <em>anyone </em>can use one. </p><p></p><p>(We haven't used any potions since my Geomancer joined the fun.)</p><p></p><p>As for our playstyle?</p><p></p><p>Well, the artillery stops shelling when the situation is well in hand. "Going Nova" is simply not going to happen until we meet the BBEG, and sometimes not even then. The Wiz uses his spells to soften up foes or impede the nastier foes, then uses his dagger to Coup de Grace the fallen while the rest mop up. This means he almost always has something nasty in reserve. And no, its not like he's a team player: early on in the campaign, I suggested once that we could double our low-level spell power by copying spells from each others' spellbooks (his Wiz's, my Diviner's). He didn't go for it, so my guy only had a single Orb spell at his disposal for offense for some time.</p></blockquote><p></p>
[QUOTE="Dannyalcatraz, post: 5721438, member: 19675"] Whoa! Never claimed not to have Clerics in the party, just no[B][I] pure[/I][/B] Clerics. Those we have had have all been multiclassed, usually with some other base class, like Fighter, or in my case, Sorcerer. The only pure full divine casters we've had in the group were a Favored Soul and a Druid, each at a different point in the campaign, and only for a couple months of play (@6-10 sessions). Without them, we relied on the healing power of multiclassed divine casters who were not really devoted to healing- a Ftr/Clc and Brb/Druid, as I recall, were the best we had...and after 10th level, that simply wasn't going to cut it. My Clc/Sorc/MT/Geomancer in question was made because the players of the FS and the Druid left the group. I retired my Whip & pick dual-wielding Ftr/Rgr/Diviner/Spellsword at 10th level in favor of the new PC. He does the bulk of his healing via CompDiv's Sacred Healing feat, in which he burns a Turn Undead to give the equivalent of Fast Healing 3 for 5 rounds to all creatures within a 30' radius. Not usable in combat, but before or afterwards, its pretty powerful. Burn 3 of my otherwise useless Turn Undeads and [B]everyone[/B] in the party- and [B]anyone[/B] we've saved- is back up 45HP. Done before combat, ongoing wounds auto-close, fallen comrades auto-stabilize. So far, I've only cast a handful of actual healing spells. You will also note that I never said we didn't have healing items. We did: each PC carries 1-2 Healing Potions. We just don't buy wands. I think we've[I] found[/I] perhaps 1 CLW wand. And that was ages ago...as in, pre-10th level. Its long since used up. But like I DID say, we don't go buying them because its easier for us to acquire potions AND [I]anyone [/I]can use one. (We haven't used any potions since my Geomancer joined the fun.) As for our playstyle? Well, the artillery stops shelling when the situation is well in hand. "Going Nova" is simply not going to happen until we meet the BBEG, and sometimes not even then. The Wiz uses his spells to soften up foes or impede the nastier foes, then uses his dagger to Coup de Grace the fallen while the rest mop up. This means he almost always has something nasty in reserve. And no, its not like he's a team player: early on in the campaign, I suggested once that we could double our low-level spell power by copying spells from each others' spellbooks (his Wiz's, my Diviner's). He didn't go for it, so my guy only had a single Orb spell at his disposal for offense for some time. [/QUOTE]
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I don't get the dislike of healing surges
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