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Maybe I'm just tired?
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<blockquote data-quote="Blackbrrd" data-source="post: 6050559" data-attributes="member: 63962"><p>I played a Cleric/Solamnic Knight in 3.5 with only one level of missing from full casting. He was primarily melee focused. I am guessing I spent most of my time in melee and also did some buffing, blasting or healing. Maybe something like 40/20/20/20. Usually I focused on one thing each combat. Buffing/Melee or Healing/melee or Blasting. </p><p></p><p>With the character setup I never felt like a healbot and I had a lot of flexibility. Healing in combat would usually prolong the combat and the resources we spent, so it was usually only used if ambushed or if somebody did something stupid. I played in a large level range, from 1 to 18 and as I gained levels the flexibility of the character grew.</p><p></p><p>What I liked the most about the character was the strategic choices I had to make. I had to assess the battle and try to estimate the opponents. If it was a hard fight and I needed to heal, there was no reason to buff myself, but it would be a good idea to buff the party. If it looked like it would be a long fight, going with self-buffing would be a good idea. Sometimes it would be smart to just blow some high level spell slots on blade barrier or flame strike so I would have to use so much magic on healing.</p><p></p><p>Making choices that really affect how the fight works is part of the fun of combat. 4e with it's 2-3 "Healing Word's" per "Leader" takes a bit away from that. You end up just using them on the character that gets hit the most, there isn't any other minor action that is even close in power. The same goes with encounter powers, you usually just use them early on to get the first mob down as fast as possible.</p><p></p><p>I would rather have a wider assortment of at-will powers/spells at the cost of encounter powers. One way to make this a bit more interesting could be to have different ways of gaining/spending additonal expertise dice. As it is now, I feel that the manuvers are not varied enough. Deadly Strike is kind of the base-line damage wise and no situational maneuver does more damage than it. Something I think is a bit boring.</p></blockquote><p></p>
[QUOTE="Blackbrrd, post: 6050559, member: 63962"] I played a Cleric/Solamnic Knight in 3.5 with only one level of missing from full casting. He was primarily melee focused. I am guessing I spent most of my time in melee and also did some buffing, blasting or healing. Maybe something like 40/20/20/20. Usually I focused on one thing each combat. Buffing/Melee or Healing/melee or Blasting. With the character setup I never felt like a healbot and I had a lot of flexibility. Healing in combat would usually prolong the combat and the resources we spent, so it was usually only used if ambushed or if somebody did something stupid. I played in a large level range, from 1 to 18 and as I gained levels the flexibility of the character grew. What I liked the most about the character was the strategic choices I had to make. I had to assess the battle and try to estimate the opponents. If it was a hard fight and I needed to heal, there was no reason to buff myself, but it would be a good idea to buff the party. If it looked like it would be a long fight, going with self-buffing would be a good idea. Sometimes it would be smart to just blow some high level spell slots on blade barrier or flame strike so I would have to use so much magic on healing. Making choices that really affect how the fight works is part of the fun of combat. 4e with it's 2-3 "Healing Word's" per "Leader" takes a bit away from that. You end up just using them on the character that gets hit the most, there isn't any other minor action that is even close in power. The same goes with encounter powers, you usually just use them early on to get the first mob down as fast as possible. I would rather have a wider assortment of at-will powers/spells at the cost of encounter powers. One way to make this a bit more interesting could be to have different ways of gaining/spending additonal expertise dice. As it is now, I feel that the manuvers are not varied enough. Deadly Strike is kind of the base-line damage wise and no situational maneuver does more damage than it. Something I think is a bit boring. [/QUOTE]
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