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Why does 5E SUCK?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 6655508" data-attributes="member: 82106"><p>I don't know what to say about that. Your warlord can heal as well as any stock cleric, and in 4e amping up healing too much beyond stock cleric levels is actually counterproductive, so I don't understand what sort of game would be needing these super healers that wouldn't be better off with a Warlord that can also buff damage output and end fights quicker. I guess if you've seriously twigged with the 4e rules, maybe, but who can say? If so then I'd offer that it isn't really valid commentary on 4e anymore.</p><p></p><p></p><p>Hmmm, I haven't seen any real damage prevention from the druid in our game. The CLERIC on the other hand managed to put up a pretty nasty Protection from Evil 10' Radius (or whatever it is called now, anyway it worked wonders against a fire elemental). Now, maybe our druid is weird or something, the player is a new guy and I am not super familiar with all the details of his character. Still, prevention can't always replace healing, though I suppose its possible it could reduce the need for it sharply. </p><p></p><p></p><p>Yeah, I don't know much about optimization tricks using MCing. AFAIK we aren't even using it, though I suspect the DM might give in if someone had a good story reason to do it. Of course if you bring in MCing in any modern D&D its hard to talk about 'classes' anymore, as it becomes some form of almost classless system (4e doesn't quite get there, but its pretty close).</p><p></p><p></p><p></p><p>The 4e cleric has SUPPLEMENTAL healing powers, and probably does slightly more healing than most other leader builds, though not all. Other classes have modest additional healing, clerics can get a number of spells such that they could dedicate pretty much all their powers to just healing (and be pacifists and take the life domain etc). </p><p></p><p>However, healing beyond the standard minor action 'healy' powers, the 2x/encounter ones each leader has, generally degrades party performance. It isn't a terrible idea to have maybe one additional surgeless healing power, and some powers have 'ancillary' healing effects that are reasonably useful. However, even the Astral Seal power is widely known to be mathematically worse than just attacking with a good damaging at will like Burning Brand. Its only real appeal is as a fill-in for a pacifist cleric who never wants to ever do any damage and would literally just sit back and waste a standard if he didn't have it. Dealing damage is just better than healing, most of the time, and once you get enough healing to deal with bringing up downed PCs you're wasting your time on more. Any bard or warlord in 4e can do that fine.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 6655508, member: 82106"] I don't know what to say about that. Your warlord can heal as well as any stock cleric, and in 4e amping up healing too much beyond stock cleric levels is actually counterproductive, so I don't understand what sort of game would be needing these super healers that wouldn't be better off with a Warlord that can also buff damage output and end fights quicker. I guess if you've seriously twigged with the 4e rules, maybe, but who can say? If so then I'd offer that it isn't really valid commentary on 4e anymore. Hmmm, I haven't seen any real damage prevention from the druid in our game. The CLERIC on the other hand managed to put up a pretty nasty Protection from Evil 10' Radius (or whatever it is called now, anyway it worked wonders against a fire elemental). Now, maybe our druid is weird or something, the player is a new guy and I am not super familiar with all the details of his character. Still, prevention can't always replace healing, though I suppose its possible it could reduce the need for it sharply. Yeah, I don't know much about optimization tricks using MCing. AFAIK we aren't even using it, though I suspect the DM might give in if someone had a good story reason to do it. Of course if you bring in MCing in any modern D&D its hard to talk about 'classes' anymore, as it becomes some form of almost classless system (4e doesn't quite get there, but its pretty close). The 4e cleric has SUPPLEMENTAL healing powers, and probably does slightly more healing than most other leader builds, though not all. Other classes have modest additional healing, clerics can get a number of spells such that they could dedicate pretty much all their powers to just healing (and be pacifists and take the life domain etc). However, healing beyond the standard minor action 'healy' powers, the 2x/encounter ones each leader has, generally degrades party performance. It isn't a terrible idea to have maybe one additional surgeless healing power, and some powers have 'ancillary' healing effects that are reasonably useful. However, even the Astral Seal power is widely known to be mathematically worse than just attacking with a good damaging at will like Burning Brand. Its only real appeal is as a fill-in for a pacifist cleric who never wants to ever do any damage and would literally just sit back and waste a standard if he didn't have it. Dealing damage is just better than healing, most of the time, and once you get enough healing to deal with bringing up downed PCs you're wasting your time on more. Any bard or warlord in 4e can do that fine. [/QUOTE]
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