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Switch to Forum Live View In what order would you take these feats as a Pacifist Healer?
12 months ago  ::  Jun 26, 2012 - 10:28AM #1
PaladinPete
Date Joined: Mar 3, 2009
Posts: 21
I'm sorry for posting this so last minute but I would like to know what feats I should have so far for my lv9 cleric.  Tomorrow evening is when my group plays.  Here are the feats I plan to take for my character's career.  Please let me know if I should completely swap out a feat for something better.

Level 01: Ritual Caster
Level 01: Pacifist Healer
Level 02: Mark of Healing (retrain @lv24 -> Epic Fortitude)
Level 04: Defensive Healing Word
Level 06: Healer's Implement
Level 08: Coordinated Explosion
Level 10: Superior Implement Training (Accuracy)
Level 11: Shield Proficiency: Light
Level 12: Versatile Expertise (Mace & Holy Symbol)
Level 14: Improved Defenses
Level 16: Assured Healing
Level 18: Gambler's Word
Level 20: Invigorating Critical
Level 21: Supreme Healer
Level 22: Glorious Channeler
Level 24: Shared Healing
Level 26: Beatific Healing
Level 28: Divine Mastery
Level 30: Shield Proficiency: Heavy

- Pete
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12 months ago  ::  Jun 26, 2012 - 10:43AM #2
TorianT
Date Joined: Apr 27, 2009
Posts: 451
I would put Healer's Implement to a later stage, as I can't imagine, you will have any problems with the amount of healing. This will already let you start with an accurate implement. Depending on your overall accuracy you could retrain out of Coordinated Explosion in Paragon, to accelerate the progression.
Don't take Versatile Expertise!
Since you want to use a shield, take Devout Protector Expertise to buff the defenses of your allies.
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12 months ago  ::  Jun 26, 2012 - 10:43AM #3
Zathris
Date Joined: Nov 6, 2009
Posts: 4,218
You shouldn't play a Pacifist Healer at all. A Character who provides a minimal damage contribution to combat (in the form of attack bonuses, and enemy vulnerability) is about as useful as a Striker who is always weakened. All of the control, buffs, and debuffs are available to all clerics, so there's no reason to set yourself up as someone who can't deal damage well themselves.
"Invokers are probably better round after round but Wizard dailies are devastating.  Actually, devastating is too light a word.  Wizard daily powers are soul crushing, encounter ending, havoc causing pieces of awesome." -AirPower25
Sear the Flesh, Purify the Soul;
Harden the Heart, and Improve the Mind;
Born of Blood, but Forged by Fire;
The MECH warrior reaches perfection.

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12 months ago  ::  Jun 26, 2012 - 10:45AM #4
GelatinousOctahedron
Date Joined: Jun 30, 2008
Posts: 5,740
Coordinated explosion should be far down on your list, since its situational vs the always on bonus from having a superior implement or expertise feat.  Generally you are going to want holy symobl expertise over versatile expertise on a pacifist as well.  Coordinated explosion is the sort of feat you take when you have made sure you have everything else covered and want a little more accuracy.

You shouldn't be taking the shield proficiency feats since Battle Clerics Lore is better for any cleric and it will boost your AC more on top of that.  And then you can dump strength some and put the points into con instead.

Don't retrain out mark of healing.

Invigorating critical is probably overkill for healing.   You probably won't need shared healing either.

Feats I would want to add: last legion officer, multiclass something, do something for your initiative like battlewise, superior will, shielding word, racial feat (depends on your race), epic reflexes, armored by faith.
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12 months ago  ::  Jun 26, 2012 - 10:50AM #5
GelatinousOctahedron
Date Joined: Jun 30, 2008
Posts: 5,740
Pacifist healers can be useful, but they need to not focus primarily on healing.  They should be focused on provoking OAs and giving allies attack rerolls while debuffing enemies.  And they should be taking some damaging powers, ones that don't trigger the stun and at least 1 encounter power at higher levels to use when no one is bloodied.
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12 months ago  ::  Jun 26, 2012 - 11:02AM #6
Zathris
Date Joined: Nov 6, 2009
Posts: 4,218
All of which can be done by non-pacifists. The only gain from the Pacifist Healer feat is that you contribute 1w+mainstat mod less DPR in exchange for 1d6/tier+cha mod healing per power. The only reason you'd need more healing than a cleric can already provide is if combats are taking longer for some reason ... oh right, you're doing no damage so of course combats are taking longer. Sorry, but the answer is always "deal more damage", Pacifist Healer is the cause of the problem that it's trying to fix.
"Invokers are probably better round after round but Wizard dailies are devastating.  Actually, devastating is too light a word.  Wizard daily powers are soul crushing, encounter ending, havoc causing pieces of awesome." -AirPower25
Sear the Flesh, Purify the Soul;
Harden the Heart, and Improve the Mind;
Born of Blood, but Forged by Fire;
The MECH warrior reaches perfection.

My Guides Show
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12 months ago  ::  Jun 26, 2012 - 11:11AM #7
GelatinousOctahedron
Date Joined: Jun 30, 2008
Posts: 5,740
Pacifist healer is my least favorite general cleric build because of that and the only one I won't play, but its not like its useless.

If you are already planning on building your cleric around non-stun triggering powers, then its a nice boost to healing especially at low levels.
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12 months ago  ::  Jun 26, 2012 - 11:40AM #8
lordduskblade
Date Joined: Aug 17, 2007
Posts: 8,387
The fact that you refuse to play it should really tell you all that you need to know. Don't be a party liability if you can avoid it - there are other ways to go about being a pacifist.
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12 months ago  ::  Jun 26, 2012 - 11:52AM #9
Alcestis
Date Joined: Oct 7, 2009
Posts: 7,884
Since Naus isn't here to defend it, I'll chime in. Pacifiicsts work well enough... in the right party. The non-damaging Cleric spells have a strong controller component, for the most part, so you can sort of be a controller+leader. But the optimial party for that is 3x striker, 1x defender, and the Pacy, where the strikers focus exclusively on offense and depend on the Cleric for saves, buffs, and healing almost exclusively. If your party isn't willing to build around you then they are just silly.
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12 months ago  ::  Jun 26, 2012 - 11:55AM #10
lordduskblade
Date Joined: Aug 17, 2007
Posts: 8,387
Nothing's stopping you from taking said non-damaging spells if they're the best choice at that level as a normal Cleric, though. Needlessly shortening your power list for a benefit that's only useful because you're not contributing offense is a positively backward way to go about things, and should not be promoted within the CharOp environment, in my opinion.
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