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Str Pal vs Chr Pal
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<blockquote data-quote="Aegeri" data-source="post: 5386172" data-attributes="member: 78116"><p>Obviously you're not aware that a higher con gives you more surges, which each surge being another 60+ HP by epic per surge.</p><p></p><p>Now <em>that</em> is a gamechanger in a game where:</p><p></p><p>1) Balors are doing 74+3d12 on a 15-20 crit range.</p><p>2) Artillery is sniping you out with +7 to ranged attacks and incredibly solid damage</p><p>3) Autodamage powers and auras are more common</p><p>4) The party striker can be pseudo-dominated and turn his highest level encounter power on the Cleric. Ever seen a cleric take hurricane of blades from his Barbarian ally? It isn't pretty.</p><p></p><p>So I don't think you quite get why con is now extremely important: It's not just the HP. <em>It's the surges</em>. Noting that leaders that let a party spread surges around easily, like the Artificer are <em>amazing</em> in a post MM3 world.</p><p></p><p>Except for the whole healing surge part, where more healing surges is immensely important given the damage monsters do.</p><p></p><p>Extra surges is far more than a few HP difference. Considering every game I was routinely draining <em>all</em> the surges of the fighter and cleric, it is <em>very</em> important.</p><p></p><p>vs. AC. Needing to be in melee to attack with RB and is conditional on hitting. While the Warpriests damage bonus is an effect, so always works.</p><p></p><p>There are numerous options for Warpriests to take. Wisdom powers throughout the cleric tree are fantastic, while strength powers middle behind in many cases. <a href="http://community.wizards.com/go/thread/view/75882/19648946/Holy_Smoke%21_A_Clerics_Handbook" target="_blank">Just go look at any CharOp assessment of high level Cleric Powers to see for yourself</a>. Most of the advice is to just take certain Wisdom powers anyway.</p><p></p><p>Is a 7th level power. It's not great by epic tier standards.</p><p></p><p>Is a solid 15th level power and it's okay for epic for a strength cleric. Partly because their actual epic power options are <em>terrible</em>. This is not a good endorsement of the strength cleric.</p><p></p><p>In terms of defensive though, Sacred Armistice is far better. The enemy plain cannot attack (save ends) and for the rest of the encounter every one of your healing words gives a +5 power bonus to all defenses.</p><p></p><p>Brilliant Censure is also a much better power, because the effect is again encounter length and blind is a strong condition on many monsters. The extra radiant damage is just amazing as well, considering how much synergy in the rules there is when you're dealing with radiant.</p><p></p><p>I love that power, perfect set up for area or burst powers like Beheading Blade and for the Astral Krakens power to force a target to use their highest level power against an ally. The Strength Cleric in my campaign almost killed the entire party twice with that power. He <em>did</em> kill himself with that power when a monster got the Barbarian (who teleported adjacent) to hurricane of blades him.</p><p></p><p>It's terrible because when limited powers (bursts and blasts) are doing absolutely ridiculous amounts of damage it becomes a huge liability if used at the wrong time.</p><p></p><p>I know <em>from experience</em>.</p><p></p><p>With the nerfs to healers lore and surgeless healing Recovery Strike is a terrible power. If you think a conditional power that requires you to hit for a paltry amount of HP regained <em>if</em> an ally happens to hit them is good, then I don't really know what to tell you <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":P" title="Stick out tongue :P" data-smilie="7"data-shortname=":P" /></p><p></p><p>That requires you to hit and be in melee, where many brutes will now beat you absolutely senseless in the process. I agree it was great when it was just a pure stat mod, but now it's nowhere near as effective because of the condition on <em>hitting</em> vs. AC.</p><p></p><p>And those are among the absolutely best powers that clerics have. Clerics like Wizards can change an encounter with a single daily. Well okay, Strength Cleric powers usually can't but the best Wisdom based powers almost certainly can. There is a reason that so many of the powers the strength cleric took towards the upper paragon/epic tiers were <em>all</em> wisdom powers. </p><p></p><p>In fact he did far more with Wisdom powers than he ever did with any of the powers actually designed for a Cleric with strength.</p><p></p><p>That honestly tells you everything you need to know about the strength cleric right there.</p></blockquote><p></p>
[QUOTE="Aegeri, post: 5386172, member: 78116"] Obviously you're not aware that a higher con gives you more surges, which each surge being another 60+ HP by epic per surge. Now [I]that[/I] is a gamechanger in a game where: 1) Balors are doing 74+3d12 on a 15-20 crit range. 2) Artillery is sniping you out with +7 to ranged attacks and incredibly solid damage 3) Autodamage powers and auras are more common 4) The party striker can be pseudo-dominated and turn his highest level encounter power on the Cleric. Ever seen a cleric take hurricane of blades from his Barbarian ally? It isn't pretty. So I don't think you quite get why con is now extremely important: It's not just the HP. [I]It's the surges[/I]. Noting that leaders that let a party spread surges around easily, like the Artificer are [I]amazing[/I] in a post MM3 world. Except for the whole healing surge part, where more healing surges is immensely important given the damage monsters do. Extra surges is far more than a few HP difference. Considering every game I was routinely draining [I]all[/I] the surges of the fighter and cleric, it is [I]very[/I] important. vs. AC. Needing to be in melee to attack with RB and is conditional on hitting. While the Warpriests damage bonus is an effect, so always works. There are numerous options for Warpriests to take. Wisdom powers throughout the cleric tree are fantastic, while strength powers middle behind in many cases. [URL="http://community.wizards.com/go/thread/view/75882/19648946/Holy_Smoke%21_A_Clerics_Handbook"]Just go look at any CharOp assessment of high level Cleric Powers to see for yourself[/URL]. Most of the advice is to just take certain Wisdom powers anyway. Is a 7th level power. It's not great by epic tier standards. Is a solid 15th level power and it's okay for epic for a strength cleric. Partly because their actual epic power options are [I]terrible[/I]. This is not a good endorsement of the strength cleric. In terms of defensive though, Sacred Armistice is far better. The enemy plain cannot attack (save ends) and for the rest of the encounter every one of your healing words gives a +5 power bonus to all defenses. Brilliant Censure is also a much better power, because the effect is again encounter length and blind is a strong condition on many monsters. The extra radiant damage is just amazing as well, considering how much synergy in the rules there is when you're dealing with radiant. I love that power, perfect set up for area or burst powers like Beheading Blade and for the Astral Krakens power to force a target to use their highest level power against an ally. The Strength Cleric in my campaign almost killed the entire party twice with that power. He [I]did[/I] kill himself with that power when a monster got the Barbarian (who teleported adjacent) to hurricane of blades him. It's terrible because when limited powers (bursts and blasts) are doing absolutely ridiculous amounts of damage it becomes a huge liability if used at the wrong time. I know [I]from experience[/I]. With the nerfs to healers lore and surgeless healing Recovery Strike is a terrible power. If you think a conditional power that requires you to hit for a paltry amount of HP regained [I]if[/I] an ally happens to hit them is good, then I don't really know what to tell you :P That requires you to hit and be in melee, where many brutes will now beat you absolutely senseless in the process. I agree it was great when it was just a pure stat mod, but now it's nowhere near as effective because of the condition on [I]hitting[/I] vs. AC. And those are among the absolutely best powers that clerics have. Clerics like Wizards can change an encounter with a single daily. Well okay, Strength Cleric powers usually can't but the best Wisdom based powers almost certainly can. There is a reason that so many of the powers the strength cleric took towards the upper paragon/epic tiers were [I]all[/I] wisdom powers. In fact he did far more with Wisdom powers than he ever did with any of the powers actually designed for a Cleric with strength. That honestly tells you everything you need to know about the strength cleric right there. [/QUOTE]
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