Is Healing Too Good? - 4 Surge Actions

Arbitrary

First Post
I want to preface this by saying my combing of the PHB only constitutes the early levels and that I've already decided that I'm not changing anything for the game I'm running. This is just mechanics as written.

So is healing too good?

The Cleric or the Warlord can take each other's multiclass feat and instead of only being able to use Healing Word once per round the Cleric could trade a move action and also use Inspiring Word once per round (a Warlord would do the reverse). Two heals with one action, once per day, looks good.

Clerics have an encounter power that, on hit, allows someone to spend a healing surge. If they are already in position that's 3 in one round, standard/minor/minor. Worship the Raven Queen and kill someone? Perhaps just stab a minion? Another person can spend a healing surge.

The Cleric, at level 2 (level 1 human) and under ideal circumstances, string together 4 healing surges with one turn and no action points spent and divided any way you need. MT need a complete heal? No problem!

The Paladin can take either a Warlord or Cleric multiclass feat and do the same. Lay on Hands as a minor, use a Cleric/Warlord heal as minor, use your daily attack that allows someone to spend a healing surge (even on a miss), and that's 3. Raven Queen triggers 4. It isn't as good as it requires a Daily and you certainly wouldn't want to pop a minion with it just to trigger the Raven Queen's power but you can still put out a series of turns where you are triggering multiple surges per action. Maybe he's a dwarf and pops off double surges/triple surge turns back to back while still making attacks. That would be a tough nut to crack.
 
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In other words, a group could sacrifice a ton of options, class optimal choices, in order to help each other burn through surges much faster. Surges are still a finite, per day resource. If all these characters are using all these feats to multiclass, take powers, all focused on healing they are going to be much less effective at killing. Therefore, fights will take a number of rounds longer on average, leading to higher damage to the group per fight, requiring more healing surges during the fight. So the "benefit" is counterbalanced by the longer fights and higher amount of damage the party will take. Which will also result in fewer milestones reached (which means less item powers per day and less APs) before healing surges are spent and a party has to take an extended.
 

And the multiclassing feats only allow a noncleric to get healing word once per day, and similar for the warlord's inspiring word. It's not as broken as you make out.
 

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