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4 years ago ::
Jul 23, 2009 - 6:42AM
#11
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Date Joined:
Jan 22, 2007
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Then what do you do as you level up :P You take more heroic feats, and you also take some paragon feats to tide you over until you hit epic and can start retraining.
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4 years ago ::
Jul 23, 2009 - 6:46AM
#12
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Date Joined:
Nov 16, 2007
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Thanks, it seems I've missed that too. I also happen to have fumbled over the numbers for Healing Infusion: Curative Admixture, but that's fixed now as well. Adding up healing bonuses can get confusing given how some of them only selectively apply to your powers. Astral Seal should be 4d6+37. I'm not sure where you're getting the extra +7. You might want to double check again.
Healing word seems correct at 12d6+42.
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4 years ago ::
Jul 23, 2009 - 6:56AM
#13
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Date Joined:
Jan 22, 2007
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Astral Seal should be 4d6+37. I'm not sure where you're getting the extra +7. You might want to double check again.
Healing word seems correct at 12d6+42. Astral Seal heals: 2 base +7 Charisma modifier +8 Wisdom modifier (Healer's Lore) +7 Charisma modifier (Beatific Healer) +5 Healer's Implement +6 Potent Restorables +5 Healer's Brooch +4 Mace of Healing = +44
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4 years ago ::
Jul 23, 2009 - 7:00AM
#14
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Date Joined:
Jan 23, 2008
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Please elaborate in your breakdown of what healing bonuses apply to where. For example, explain which ones boost divine healing powers, and which ones boost "powers that restore hit points."
Also you don't need to use Healer's Mercy to use the medic's weapon, but you can use the other channel divinity power to grant this free healing if nobody wants to spend a healing surge.
Also your powers section has a copy paste problem listing powers twice.
I was thinking of doing a build much like this one, but this one is the penultimate healer.
Mind you the pacifist healer only gets dazed if he attacks a bloodied foe, so he can use attacking powers at the beginning of combat instead of doing nothing. There are a few str based powers who's effects grant healing, so this is doable as he isn't focused on damaging.
Instead of going parrying dagger, get durable so you can sink some of your healing surges into the belt instead of the party.
You also might want the party to take a cinture of vivacity so that all this extra healing will become temporary HP instead of fizzling.
Why did you choose Kalashtar? NM it's because of the +2 wis, +2 cha.
Where is Compassionate Healer? nm, it's in divine power page 47
What would happen if you used a cleric 1/5 power like Beacon of hope to boost your powers and refreshed it through salves of power? This would give you a nice boost in healing. although it might not compensate enough than just putting the surge you would have spent in the belt and healing with that. I guess length of encounter determines the breaking point.
DPR King Candidates 3.0How much damage should I shoot for?
Show
You're fired : 1 Kills Per 5 Rounds = .2 KPR Fair Striker : 2 Kills Per 5 Rounds = .4 KPR Highly Optimized : 3 Kills Per 5 Rounds = .6 KPR Nerfbat please : 4 Kills Per 5 Rounds = .8 KPR It's OVER 9000!!!!!: 5 Kills Per 5 Rounds = 1+ KPR
DPR? KPR? KP4R? Bless you
Show
DPR = Damage Per round ~= Chance to hit * damage on a hit KPR = Kills Per Round. 1 Kill = 8*Level+24 damage = DPR/(8*level+24) KPNR = Kills Per N Rounds. How many standards can you kill in N rounds?
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4 years ago ::
Jul 23, 2009 - 7:20AM
#15
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Date Joined:
Nov 16, 2007
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Astral Seal heals: 2 base +7 Charisma modifier +8 Wisdom modifier (Healer's Lore) +7 Charisma modifier (Beatific Healer) +5 Healer's Implement +6 Potent Restorables +5 Healer's Brooch +4 Mace of Healing = +44 Ah, I forgot the +7 Charisma from the power itself. *smack forehead*
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4 years ago ::
Jul 23, 2009 - 7:25AM
#16
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Date Joined:
Jan 23, 2008
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I request a level 1 and 14 snapshot.
Please list how many encounter powers that require a healing surge, those that don't. It might be good to get a battle standard of healing. I don't know about the legality of it, but some of your feats/items might be able to boost the 1 HP it grants when someone spends a healing surge.
DPR King Candidates 3.0How much damage should I shoot for?
Show
You're fired : 1 Kills Per 5 Rounds = .2 KPR Fair Striker : 2 Kills Per 5 Rounds = .4 KPR Highly Optimized : 3 Kills Per 5 Rounds = .6 KPR Nerfbat please : 4 Kills Per 5 Rounds = .8 KPR It's OVER 9000!!!!!: 5 Kills Per 5 Rounds = 1+ KPR
DPR? KPR? KP4R? Bless you
Show
DPR = Damage Per round ~= Chance to hit * damage on a hit KPR = Kills Per Round. 1 Kill = 8*Level+24 damage = DPR/(8*level+24) KPNR = Kills Per N Rounds. How many standards can you kill in N rounds?
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4 years ago ::
Jul 23, 2009 - 10:43AM
#17
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Date Joined:
Jan 23, 2008
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Interesting addition Battle standard of healing
This is not simply a recommendation to use the standard, but due to wording of Gloves of the healer when you plant the standard an ally regains 1d6 HP. I don't know how the standard interacts with the other healing stuff, but it might be useful at the beginning of battle.
I feel Mass cure light wounds is a better level 10 utility rather than word of vigor because you have enough powers that cost a healing surge. Surgeless healing is more desirable.
I also feel Mantle of Glory is preferable to Remorse, assuming all allies are wearing a cincture of vitality. This is a great way to start off a battle. You blast 5 the dogpile, allies spend a healing surge and have tons of THP, enemies are assumed not to be bloody so you don't get stunned.
I feel Brilliant Censure does a better job than Penance of blood, as vulnerable 5 < +2d6(7 average) on allies attacks(which may be multi-attack). Plus blinding the enemies is better than increasing vulnerabilities you bestow seeing that you don't have many.
I noticed you hadn't picked a 23rd level encounter attack power. Might I Recommend Spirit Flame. Although it's against the theme of doing no damage, being able to use this power any-time, even on a bloodied foe, and end the stunned condition imposed by Pacifist Healer by damaging a bloodied foe, is great. Blast 5, 3d10 is a good AoE.
DPR King Candidates 3.0How much damage should I shoot for?
Show
You're fired : 1 Kills Per 5 Rounds = .2 KPR Fair Striker : 2 Kills Per 5 Rounds = .4 KPR Highly Optimized : 3 Kills Per 5 Rounds = .6 KPR Nerfbat please : 4 Kills Per 5 Rounds = .8 KPR It's OVER 9000!!!!!: 5 Kills Per 5 Rounds = 1+ KPR
DPR? KPR? KP4R? Bless you
Show
DPR = Damage Per round ~= Chance to hit * damage on a hit KPR = Kills Per Round. 1 Kill = 8*Level+24 damage = DPR/(8*level+24) KPNR = Kills Per N Rounds. How many standards can you kill in N rounds?
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4 years ago ::
Jul 23, 2009 - 12:29PM
#18
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Date Joined:
Nov 16, 2007
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I asked a question to customer service, due to suspect wording on some of the healing boosts. It was a lengthy question, and some of the replies didn't make total sense to me, but the following was pretty clear: "When an ally regains hit points by hitting the target of your Astral Seal or Recovery Strike is the ally a target of the power?"
No. So, I don't think Gloves of the Healer, Compassionate Blessing, and Mournland Dedicate add to Astral Seal because of the wording. More precisely:
Gloves of the Healer (epic): "When you use a power that has the healing keyword, one target regains an extra 2d6 hit points." Your power didn't have the ally as a target, and so no extra hit points.
Compassionate Blessing: "...the power's target regains 2d6 additional hit points..." Your ally is not the power's target so no additional hit points.
Mournland Dedicate: "...healing powers that target you or any ally within 5 squares of you restore 2d6 extra hit points..." This power does not target an ally, so no extra hit points.
Aside from these three though, everything else does add to Astral Seal. So I think it's going to be just a flat 44 in this case.
Of course, it's possible I may have asked my questions in a leading fashion, so if someone else wants to double check, or give reasoning why it should be ruled one way or another, that would be great.
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4 years ago ::
Jul 23, 2009 - 1:22PM
#19
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Date Joined:
Jan 23, 2008
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I asked a question to customer service, due to suspect wording on some of the healing boosts. It was a lengthy question, and some of the replies didn't make total sense to me, but the following was pretty clear:
So, I don't think Gloves of the Healer, Compassionate Blessing, and Mournland Dedicate add to Astral Seal because of the wording. More precisely:
Gloves of the Healer (epic): "When you use a power that has the healing keyword, one target regains an extra 2d6 hit points." Your power didn't have the ally as a target, and so no extra hit points.
Compassionate Blessing: "...the power's target regains 2d6 additional hit points..." Your ally is not the power's target so no additional hit points.
Mournland Dedicate: "...healing powers that target you or any ally within 5 squares of you restore 2d6 extra hit points..." This power does not target an ally, so no extra hit points.
Aside from these three though, everything else does add to Astral Seal. So I think it's going to be just a flat 44 in this case.
Of course, it's possible I may have asked my questions in a leading fashion, so if someone else wants to double check, or give reasoning why it should be ruled one way or another, that would be great. If that's true then the following powers won't gain any benefits from the aforementioned features/items Healing Strike(encounter 1) Recovery Strike(at-will 1) Beacon of Hope(daily 1) Hallowed Advance (daily 5) Consecrated Ground(daily 5) Spirit of Healing(daily 6) Stream of Life(daily 6) Zealous Sanction(encounter 7) Strengthen the Faithful(encounter 7) Strike of Judgment(encounter 7) Crucial Resurgence(daily 9) Divine Fury(daily 9) Remorse(encounter 13) Mantle of Glory(encounter 13) Inspiring Strike(encounter 13) Divine Reprisal(daily 15) Purifying Fire(daily 15) Indomitable Spirit(daily 19) Spirit of Health(daily 22) Healing Torch(encounter 23) Divine Fervor(encounter 23) Life Lanterns(daily 25) Healer's Reproof(encounter 27) Sacrificial Healing(encounter 27) Sunburst(encounter 27) Breath of the Stars(daily 29)
The only ones left are mostly utility powers that target the ally. Most of the powers say things to the effect "allies in the blast/burst can spend a healing surge/regain HP equal to..." That's quite a list they meant to exclude.
At this point it might be common sense to simply say that any creature that is specified for a power is a target of the powers in some form, not necessarily for the hit line and the attack.
DPR King Candidates 3.0How much damage should I shoot for?
Show
You're fired : 1 Kills Per 5 Rounds = .2 KPR Fair Striker : 2 Kills Per 5 Rounds = .4 KPR Highly Optimized : 3 Kills Per 5 Rounds = .6 KPR Nerfbat please : 4 Kills Per 5 Rounds = .8 KPR It's OVER 9000!!!!!: 5 Kills Per 5 Rounds = 1+ KPR
DPR? KPR? KP4R? Bless you
Show
DPR = Damage Per round ~= Chance to hit * damage on a hit KPR = Kills Per Round. 1 Kill = 8*Level+24 damage = DPR/(8*level+24) KPNR = Kills Per N Rounds. How many standards can you kill in N rounds?
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4 years ago ::
Jul 23, 2009 - 1:37PM
#20
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Date Joined:
Nov 16, 2007
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Most of the powers say things to the effect "allies in the blast/burst can spend a healing surge/regain HP equal to..." That's quite a list they meant to exclude.
At this point it might be common sense to simply say that any creature that is specified for a power is a target of the powers in some form, not necessarily for the hit line and the attack. "Target" is a pretty well defined game term. It's only 2 features and 1 item that don't jive well with the powers you listed. Perhaps the fault is in these features and item, and not the interpretation of "Target" that's used everywhere.
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