Self-healing options for rogues and warlocks?

I think it's a shame WotC keeps such a tight lid on game variants.

At least, that's the firemost reason I can think of that people are so relatively uninterested in discussing (identifying and improving) any possible flaws or deficiencies in fourth edition.

(In areas that have merit, that is; not the usual edition-war snark. I'm talking about discussions on how to make 4E a better "4E-ish" game, not how to make it into a game it isn't. Perhaps I should start a clean thread...)
 

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Be Infernal. Infernals don't so much heal, as they take on temp hps which are about as good in terms of saving-you-ability.

Get that feat at level 11 that lets you be infernal and stop worrying about healing.
 

Combined with the fact that no adventurer wants to continue adventuring when out of surges, and how there is no intrinsic disadvantage to taking an extended rest, you'll get chopped up adventuring with fewer encounters that are "just right" on the difficulty scale.

I would say about half of our adventuring days played to date have had some sort of time limit constraint on them. Whether its wandering monsters, the bad guys escaping or killing the prisoners, or simply reinforcents. You are right that without that our encounters would be a fair bit easier but we nearly always focus on conserving healing surges and daily powers

At the moment I'm playing a barbarian and finding that compared with my previous ranger, he has plenty more ways to heal himself - and doesn't seem to do much less damage either

It seems that other strikers focus more on avoiding attacks than healing. Maybe thats the route to take with a rogue/warlock
 

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