Self-healing options for rogues and warlocks?

Klaus

First Post
What are the options (powers, items, etc) available for heroic-tier rogues and warlocks? Apart from potions of healing, I can't find any!
 

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leaders?

I don't know what you want, if everyone was able to heal themselves the game would be too easy.

EDIT: I'm sorry thats not a very fair answer.

Although I do think it would be a design flaw if everyone could heal themselves. I do understand the frustration if you are trying to be a rogue or warlock in a leaderless party. The warlock has a paragon path that steals hp from others Life-stealer, and a lvl 1 encounter that gives temp hp.

Rogues I believe you are pretty much limited to second winds and healing potions.

There are also several items that allow you to spend healing surges or gain hp like you spent a healing surge. Too many to name here but just thumb through the AV if you have it.
 
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It's not a leaderless party, it's just meant to be an emergency thing (maybe a daily item power?).

I'll thumb through AV, but I didn't find anything when I did it a while ago.
 

Multiclassing to Bard gives Majestic Word to Warlocks once per day. Several powers give temporary hits or temp hits if you're of the right Pact (ex. Life Siphon). Red Leeches of Nihal gives you temp hits equal to your second wind when someone nearby spends an action point or healing surge. Bond of Brotherhood lets you regain hits equal to those regained by an ally who spends a healing surge, without expending one of your own.

And there's always the Healer's Sash.
 
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Robe of Defying Frost Level 13+
Armor: Cloth
Power (Daily ✦ Healing): Immediate Interrupt. Use this
power when you would take cold damage. You take no
cold damage, you gain a +1 power bonus to AC until the
end of your next turn, and you can spend a healing surge.

Robe of Defying Storms Level 14+
Armor: Cloth
Power (Daily ✦ Healing): Immediate Interrupt. Use this
power when you would take lightning or thunder damage.
You take no lightning or thunder damage, you gain a
+1 power bonus to attack rolls until the end of your next
turn, and you can spend a healing surge.

Robe of Contingency Level 4+
Armor: Cloth
Enhancement: AC
Power (Daily ✦ Teleportation): Immediate Reaction. Use
this power while you are bloodied and when an attack
damages you. Teleport 6 squares, and you can spend a
healing surge.

Stoneskin Robes Level 3+
Armor: Cloth
Enhancement: AC
Power (Encounter): Minor Action. You gain 5 temporary
hit points until the end of the encounter.

Vampiric Weapon Level 9+
Power (Daily ✦ Healing, Necrotic): Free Action. Use this
power when you make a successful attack with the
weapon. That attack deals an extra 1d8 necrotic damage,
and you regain an equal amount of hit points.

Lifesapper Rod Level 9+
Implement (Rod)
Enhancement: Attack rolls and damage rolls
Critical: +1d6 damage per plus
Power (Daily): Free Action. Use this power when you place
a Warlock’s Curse on a target. The target gains ongoing 3
damage (save ends). Each time the enemy takes ongoing
damage from this power, you or one ally within

Bracers of Respite Level 2+
Item Slot: Arms
Power (Daily ✦ Healing): Free Action. Use this power
when an ally adjacent to you regains hit points. You or
one other ally adjacent to you regains 1d8 hit points.

Cloak of the Walking Wounded Level 4+
Item Slot: Neck
Enhancement: Fortitude, Reflex, and Will
Property: If you use your second wind while bloodied, you
can expend two healing surges instead of one (gaining hit
points from both).

Collar of Recovery Level 4+
Item Slot: Neck
Enhancement: Fortitude, Reflex, and Will
Property: Gain extra hit points equal to this item’s
enhancement bonus when you spend a healing surge to
regain hit points.
 


Grab a life drinker weapon maybe (5 temp HP whenever you drop a foe, and available at +1). The temp HP increases with level too. Remember that using your tactics/powers to get out of sight is an effective way to prevent damage. Tumble away from the main baddy and slice up a minion for some temp HP.

Action point for second wind sounds like a waste, but you can heal, get bonus Def and still attack in the same turn. You may prefer to save action points for attacks, but think about how many extra attacks you get for not going unconscious!
 

A quick Compendium search using "healing" came up with 0 rogue powers.

For warlocks, I found Red Leeches of Nihal and Troublesome Aid of Caiphon (which isn't self-healing per se, but augments healing provided by another).
 


I mean this to sound more jovial and humorous than its going to:

I have no sympathy for a Rogue/Warlock who wants to heal.

But seriously, whats your party makeup?
 

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