Laser cleric of Pelor power stacking issue

indemnity

First Post
I'm hoping to get some clarification about some power stacking with my level 7 laser cleric of Pelor. Specifically two powers that caused some grumbling when my group saw them... It works out I do dX +18 damage on my second turn.

feat: Power of the Sun: When you use a power associated with this feat and hit an enemy with it, that enemy gains vulnerable 3 radiant until the end of your next turn...

boon - Pelor's Sun Blessing: If you deal damage to a target that has vulnerability to radiant damage, you deal extra damage equal to your wisdom modifier (which is +5).


Does this mean that if I hit in two successive turns with a radiant power, the second turn I deal an extra 8 damage?

(Turn 1, make vulnerable to radiant; turn 2, +5 damage because vulnerable and another +3 radiant?)
 

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Yep, that's pretty much how it works, except it's not 'successive turns with a radiant power' it's 'lance of faith, and then a radiant power which is likely to be lance of faith.'

It's a pretty decent combination, but it's heavily reliant on you hitting, and very 'one trick pony'.
 

Yep, that's pretty much how it works, except it's not 'successive turns with a radiant power' it's 'lance of faith, and then a radiant power which is likely to be lance of faith.'

It's a pretty decent combination, but it's heavily reliant on you hitting, and very 'one trick pony'.

...and Lance of Faith is a ranged power, which might be awkward or dangerous to use once the targets notice who is giving them blistering sunburns in locations that will be hard to explain to the spouse back home...
 

Brand of the Sun works for a melee power and is still Wisdom-based, but only for the follow-up attack, and would "break the combo."

And yeah, the others are right in that this is a one-trick pony ride to boredom. I did this sort of thing with a Str+Wis-based Paladin of Kord with Power of Strength and Holy Strike. It did tons of damage, turn after turn, but it got old fast.
 

...and Lance of Faith is a ranged power, which might be awkward or dangerous to use once the targets notice who is giving them blistering sunburns in locations that will be hard to explain to the spouse back home...

No more of a disadvantage than any other ranged character. Take some close implement power to back it up and you're good to go.
 



I think it is a reasonable trick - pretty good damage without being so powerful that it's nerf bait. I would use it with a character who uses most of his limited-use powers for healing. If nobody needs healing, fire up the laser...
 

No more of a disadvantage than any other ranged character. Take some close implement power to back it up and you're good to go.

Actually, significantly more than other ranged characters; as long as clerics have ranged 5 powers and a burst-5 healing word, it will be a lot easier for monsters to engage them than the longbow-Ranger hiding 20 squares away behind a tree.
 


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