... and eventually the Rogue managed to exceed that and had to spend the rest of the combat face down instead of murdering people ...
I want to note that I find this turn of phrase highly amusing. That is all.
... and eventually the Rogue managed to exceed that and had to spend the rest of the combat face down instead of murdering people ...
I've seen plenty of clerics use all their first and second slots on healing word, and then mass healing word at 3+. With their concentration being spirit guardian.Well, that's an interesting breakdown.
Ten castings of Healing Word will take up a 10th level cleric's 1st, 2nd, and 3rd level spells for the day.
So, for the "big spell" you have three 4th level slots, and two 5th level. So, you're talking at best five encounters a day, and the cleric gets to cast one spell, and healing word, and cantrips, and that's it.
I question the theorycraft here, because it is focusing on what the numbers technically allow, instead of what players do. Who, playing a cleric, chooses this pattern in actual play?
I mean. What other combat spell would you use your low level slots for?
yeah I would focus more on the 3 or 4 1st level spells and MAYBE 1 up, but over that is really not workingWell, that's an interesting breakdown.
Ten castings of Healing Word will take up a 10th level cleric's 1st, 2nd, and 3rd level spells for the day.
So, for the "big spell" you have three 4th level slots, and two 5th level. So, you're talking at best five encounters a day, and the cleric gets to cast one spell, and healing word, and cantrips, and that's it.
I question the theorycraft here, because it is focusing on what the numbers technically allow, instead of what players do. Who, playing a cleric, chooses this pattern in actual play?
My players don't like the all or nothing spells. Sanctuary had been used, but it's fairly rare.I've had players use Hold Person and Blindness to great effect. Guiding Bolt sees some significant action to give someone else advantage in the round, Sanctuary gets cast to protect folks who aren't combatants, or who they want to get across the battle field with minimal damage.
I mean, I've had clerics at my table who were not built to primarily be healers, so Healing Word is really not their go-to.
Off topic: I really hope they nerf the heck out of spirit guardians.My players don't like the all or nothing spells. Sanctuary had been used, but it's fairly rare.
And I wouldn't say using spirit guardian is a primary healer. They wade into combat, use thorn whip to pull people into the aura for plenty of damage, and then the rest of the party shoves everyone close too.
And I wouldn't say using spirit guardian is a primary healer.
And some healing in 4e worked the way you want. For example Cure Wounds. I like the approach that most healing relies on the resources of the healed which they would normally take longer to tap - and some doesn't.I don't think healing should require hit dice. I hated the element of healing surges in 4e where the external resource (potion, power, whatever) used and were limited by the target's own resources. They were using external resources - they should bring their own benefit above and beyond what's inherent to the PC.
I'd do like allowing healing spells to be supplemented by hit dice - maybe allowing a PC to expend one or more hit dice (perhaps 1 per spell level?) for further healing.
In the playtest so far they are changing spiritual weapon so that it can't be used in conjunction with spirit guardians, which at least nerfs the most egregious combo.Off topic: I really hope they nerf the heck out of spirit guardians.
Any spell caster who has to. It's probably not what they plan on, but the point is that they have the option, in a pinch. I think we've all seen those types of fights.Well, that's an interesting breakdown.
Ten castings of Healing Word will take up a 10th level cleric's 1st, 2nd, and 3rd level spells for the day.
So, for the "big spell" you have three 4th level slots, and two 5th level. So, you're talking at best five encounters a day, and the cleric gets to cast one spell, and healing word, and cantrips, and that's it.
I question the theorycraft here, because it is focusing on what the numbers technically allow, instead of what players do. Who, playing a cleric, chooses this pattern in actual play?