Sell me on Cure Light Wounds

Sabathius42 said:
So...I am trying to figure out exactly why CLW seems to suck like a dinner-plate sized hole on Skylab.

Now that is a funny remark! :D

I've played the last modules of Shackled City as a player with a group carrying more Cure Light Wounds wands than necessary for a game of Mikado.

Now there's only THAT much healing as YOUR character allows you to. Call it a regeneration body capability. Call it anything.
I just call it balance, and I like it that way.
:)
 

log in or register to remove this ad

Sabathius42 said:
The only possible reason I can see for it is "your buddy is completely out of healing surges and is getting ready to die".
This is most of it at higher levels, but at 2nd level it could even be "your buddy already used Second Wind this encounter and you have no more Healing Words left". Even if your buddy is not out of Surges, he may be unable to spend them during an encounter.

Basically: healing is a tightly rationed commodity, and CLW violates those restrictions. Thus, it's "powerful" in that it is over and above what the rules should allow.

That said, I probably wouldn't take it at 2nd level. :)

Cheers, -- N
 

Sabathius42 said:
So...I am trying to figure out exactly why CLW seems to suck like a dinner-plate sized hole on Skylab.

The only possible reason I can see for it is "your buddy is completely out of healing surges and is getting ready to die".

I don't anticipate adventuring anymore when I have used up my last healing surge, making this power seem incredibly underpowered compared to Healing Word.

Am I missing something or is this just a choice for I-want-to-heal-as-much-as-racially-possible?

DS


adding to what was said [above] -- it can be used in the same turn as a healing touch --- fighter just went down? Bring him back to a die-roll more than 50% by hitting him with a healing touch and cure light wounds in the same turn.
 

It definitely has its uses - if you don't like it, substitute in Divine Aid or Shield of Faith. Both are solid options.
 

Particularly at lower levels, the Cleric seems to burn through his two healing words pretty quickly in an encounter. Second wind plus a healing word each still leaves a pari of defenders, or a defender and a striker feeling the hurt, and if a particular fight drags on then CLW would be a godsend.

That said, I imagine that a lot of clerics will retrain it for a different power once the party has access to a few more healing potions and the like.
 


Rechan said:
Healing potions work off your healing surges. if you got no more healing surges, it's just a cool beverage; it doesn't do you any good.

LOL. I'm /so/ going to have some ungodly wealthy NPC serve healing-potion hot totties. Just cause he CAN.
 

Deverash said:
LOL. I'm /so/ going to have some ungodly wealthy NPC serve healing-potion hot totties. Just cause he CAN.
Huh. Now I wonder if you can choose to NOT spend a Healing Surge when you drink a potion.

Imagine the BBEG "wearing down" the party by buying them drinks...

Cheers, -- N
 

Even my incredibly Healing and Support Focused Cleric decided not to get CLW. I would have taken it if it was per-encounter and used a surge, even if it still cost a standard action, for just the reasons described here--extra healing in an encounter can be major. However, since it is only one more heal per day (with a high action cost), it isn't very tempting. This may be in part because I already have a daily that does AoE heal. Those who took Cascade of Light (or meleers who did not take Healing Strike as their encounter power) might want to give CLW a second look. Otherwise, hold out for the awesome Bastion of Health at level 6 or the rather-awesome-in-the-right-situation Consecrated Ground at level 5.
 

One thing to note is that the utilities tend to be fairly weak to begin with... I personally wouldn't take CLW, but CSW or Mass CLW both look good. And CLW doesn't look bad as a multi-class power.

Mark
 

Pets & Sidekicks

Remove ads

Top