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4 years ago ::
Aug 10, 2009 - 7:50PM
#61
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Date Joined:
Apr 19, 2008
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I'm going to argue blue for Hallowed Advance. Remember that the basic attack is likely riding a bonus from Righteous Brand or something similar. (Remember that Righteous Brand lasts until the end of your next turn, not the beginning of it. That rarely matters but it does here.) A basic mode of attack might be:
Wait for a hit with Righteous Brand. Ally takes advantage of Righteous Brand on their turn. Hallowed Advance on your turn before Righteous Brand expires. Also consider that the target could also be labeled with Recovery Strike instead (or as well with an action point). If the party member you teleport is a Fighter or a Warden, you've also just marked the enemy.
That's a lot more than just a simple basic attack, so appearances could be deceiving...and that's just the offensive side of the power.
Defensively, Hallowed Advance allows the Cleric to do a number of different things. Pulling an ally out of a bad position is as likely as placing them in a good one. The effect of the healing surge is obvious, but since the ally ends up adjacent to the Cleric, they also can be targeted with some of a Cleric's melee range utilities like Healer's Balm.
Many of these uses are fairly situational, but it's a power you only get once per day so that seems fine to me. I wouldn't say that it totally blows away other options at the same level, so I wouldn't give it sky blue but a solid blue seems very reasonable.
D&D rules were never meant to exist without the presence of a DM. RAW is a lie.
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4 years ago ::
Aug 11, 2009 - 1:20AM
#62
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Date Joined:
Dec 16, 2005
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Just one comment:
Recovery strike doesn't really encourage you to focus on charisma. At least not more than wisdom since wisdom already add to the HP the power gives. It got the healing keyword you know. It does, however, encourage you not to make charisma your dump stat. Without recovery strike, it's a viable (if not ideal) dump stat for battle clerics. If you do have recovery strike, losing healing from a charisma penalty will hurt.
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4 years ago ::
Aug 12, 2009 - 5:08PM
#63
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Having now seeing it in play extensively at epic level, I can say without a doubt that cloak of courage needs to be promoted to light blue, at least until it potentially gets nerfed. It is incredibly powerful; one standard action easily gets you 100+ temporary hit points for the party (and this can go way up depending on level/party size) and on top of that it is an encounter power. It is absolutely insane.
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4 years ago ::
Aug 13, 2009 - 7:22AM
#64
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Date Joined:
Jun 30, 2008
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Having now seeing it in play extensively at epic level, I can say without a doubt that cloak of courage needs to be promoted to light blue, at least until it potentially gets nerfed. I think it is probably in general the best power of its level, but can be far less useful depending on party makeup. The reason I did not put it as light blue was that there are a lot of ways to get temp hitpoints now, especially at that level, and several other classes have temp hitpoints as their schtick and those temp hitpoints do not stack. Off the top of my head many fighters, barbarians and warlocks all have class features that regularly generate temp hitpoints and the power becomes redudant in a party like that. Plus depending on your cleric build you may have planty of other ways to generate temp hitpoints, including 2 at wills, and may want one of the other blue or black powers to round out your character.
my handbooks & builds
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4 years ago ::
Aug 13, 2009 - 11:27AM
#65
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I think it is probably in general the best power of its level, but can be far less useful depending on party makeup. The reason I did not put it as light blue was that there are a lot of ways to get temp hitpoints now, especially at that level, and several other classes have temp hitpoints as their schtick and those temp hitpoints do not stack. Off the top of my head many fighters, barbarians and warlocks all have class features that regularly generate temp hitpoints and the power becomes redudant in a party like that. Plus depending on your cleric build you may have planty of other ways to generate temp hitpoints, including 2 at wills, and may want one of the other blue or black powers to round out your character. None of those methods generate as many temp hp as this. This power makes those redundant, not the other way around. Even an 8 constitution wizard at the minimum level for this power is going to be gaining nearly 20 temporary hit points, every fight.
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4 years ago ::
Aug 13, 2009 - 11:38AM
#66
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where is cloak of courage? I can't seem to locate it.
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4 years ago ::
Aug 13, 2009 - 12:04PM
#67
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Date Joined:
Jun 30, 2008
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where is cloak of courage? I can't seem to locate it. Level 16 ultility from divine power.
As a note, I should have more time over the next 3-4 days to update the feat sections. I think I may work some on the cleric specific paragon path sections as well.
my handbooks & builds
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4 years ago ::
Aug 13, 2009 - 4:02PM
#68
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I would love to see cleric feats and paragon paths especially. Also, the race 'githzerai' is currently listed between elf heroic feats 'Wild Elf Agility' and 'Elven Precision'.
If I may make a suggestion, I think the font color 'purple' is a bit too dark, I myself have trouble distinguishing it from 'black' (could be my monitor). I think the color 'dark orchid' stands out a lot more, as I've shown below.
Dark Orchid Black Purple
Love the guide so far, thanks for all your work on it!
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4 years ago ::
Aug 13, 2009 - 10:13PM
#69
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the lvl 5 daily Iron to Glass should be sky blue. It apsolutely screws anything you hit with it hit or miss,even at higher lvls a -10 to damage is rather substantial,and -5 at the lower levels is enough to really take a bite out of things.
IMO it's really the only lvl 5 daily that can challenge Consecrated Ground,which should also be sky blue. The damage can turn even a caster into a mild tank with the high amount of healing you can get even at low levels.
It does have the healing keyword so you get Wis,it adds your Cha,with Beautific healer that's cha again,Gloves of the Healer 2d6,Healer's Implement +6,Brooch of Healing +6.
So we're looking at around 3d6+Wis+Cha x2+12. Assuming you start with an 18/16 in Wis/Cha that will turn into 26/24 respectively. So that's 3d6+34 to bloodied targets at epic
Go with Saint for +25 to that..so...3d6+59..or a range of 62-87 to a bloodied ally,or you in the burst zone. Great for those Clerics who want to get into the thick of things.
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4 years ago ::
Aug 14, 2009 - 3:03PM
#70
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Date Joined:
Jun 10, 2008
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I think Heal should be flat-out red (and I did indeed mark it as such in both my Paladin and Eternal Seeker guides). That power is a trap. There's absolutely no reason to take it over Clarion Call of the Astral Sea, for one. And with the many things Clerics can stack on top of healing spells to boost their recovery capabilities, Mass Cure Serious Wounds can wind up healing almost as much as Heal does, except do it to multiple targets.
D&DN Paladin: Half-Fighter, half-Cleric, all useless. D&DN Ranger: Third-Fighter, third-Rogue, third-Druid, all useless. With one interesting concept that has its execution botched. My 4e Character Op work:Character guides
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