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Thank god the boards are back up! So what feat for 12th cleric.
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<blockquote data-quote="Gaiden" data-source="post: 1812242" data-attributes="member: 103"><p>I am almost thinking augment healing is the most important thing to possibly take especially because the empower healing would make the +2 effectively into a +3 (and I am always about the synergy).</p><p></p><p>Looking over the analysis for the other feat choices (bravo by the way), I agree that quicken is mostly useful for combat clerics. In fact I was thinking that it would be amazing with the divine metamagic for a quick rigtheous might, divine power, divine favor and holy sword. However, it would be so rarely I would get to use that as I have to make sure to heal everyone else. So really the quicken would just let me cast more heal spells.</p><p></p><p>The Divine Spell Power is looking very nice indeed. WOW - Holy Word would rock the evil baddies I am fighting - simply rock them! Of course, I have to make it to 13th level <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />. We have just set ourselves up to be the targets of a major trouncing. Because the cleric is less about offense, flame strike would not see as much use. However, even with fire seeds - on a good roll that would be a total of an extra 24 or so points of damage. This is indeed probably the best choice for my character.</p><p></p><p>However, I have to think story as well. I think the feat that is most in line with my character's personality development is augment healing. He has transitioned from uber undead turner to uber healer <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />. His entire philosophy has changed as I mentioned in the first post to view undead as psychologically tormented souls that are in need of release as opposed to a plague upon the world that ought to be destroyed with relish. With his focus so strongly on healing augment healing seems as natural choice, and certainly, it is not a sub-par feat. Quite the contrary it is probably the best choice right behind divine spell power.</p><p></p><p>I usually go for things to give my characters more actions in combat, i.e. I was originally going to go with quicken. However, as quicken would most likely be used with healing, I think from an efficiency perspective, I get more mileage out of the augment healing then with the quicken - a similar effect for less spells (just fewer targets with the lower level spells).</p><p></p><p>What say you?</p><p></p><p>BTW - I think I might take Divine Spell power at 15th. I have to at some point take CWI for roleplaying reasons but that is a post adventure schtick (my cleric will have indirectly been the cause of the destruction of Jozan's holy symbol - a relic, and so has taken it upon himself to make a new symbol of the faith to replace it when the crisis that is saving the world is complete <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />).</p></blockquote><p></p>
[QUOTE="Gaiden, post: 1812242, member: 103"] I am almost thinking augment healing is the most important thing to possibly take especially because the empower healing would make the +2 effectively into a +3 (and I am always about the synergy). Looking over the analysis for the other feat choices (bravo by the way), I agree that quicken is mostly useful for combat clerics. In fact I was thinking that it would be amazing with the divine metamagic for a quick rigtheous might, divine power, divine favor and holy sword. However, it would be so rarely I would get to use that as I have to make sure to heal everyone else. So really the quicken would just let me cast more heal spells. The Divine Spell Power is looking very nice indeed. WOW - Holy Word would rock the evil baddies I am fighting - simply rock them! Of course, I have to make it to 13th level :). We have just set ourselves up to be the targets of a major trouncing. Because the cleric is less about offense, flame strike would not see as much use. However, even with fire seeds - on a good roll that would be a total of an extra 24 or so points of damage. This is indeed probably the best choice for my character. However, I have to think story as well. I think the feat that is most in line with my character's personality development is augment healing. He has transitioned from uber undead turner to uber healer :). His entire philosophy has changed as I mentioned in the first post to view undead as psychologically tormented souls that are in need of release as opposed to a plague upon the world that ought to be destroyed with relish. With his focus so strongly on healing augment healing seems as natural choice, and certainly, it is not a sub-par feat. Quite the contrary it is probably the best choice right behind divine spell power. I usually go for things to give my characters more actions in combat, i.e. I was originally going to go with quicken. However, as quicken would most likely be used with healing, I think from an efficiency perspective, I get more mileage out of the augment healing then with the quicken - a similar effect for less spells (just fewer targets with the lower level spells). What say you? BTW - I think I might take Divine Spell power at 15th. I have to at some point take CWI for roleplaying reasons but that is a post adventure schtick (my cleric will have indirectly been the cause of the destruction of Jozan's holy symbol - a relic, and so has taken it upon himself to make a new symbol of the faith to replace it when the crisis that is saving the world is complete :)). [/QUOTE]
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Thank god the boards are back up! So what feat for 12th cleric.
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