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Dungeons & Dra.. 4e Rules Q&A Hybrid Leader Heals, do they increase by one...
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Switch to Forum Live View Hybrid Leader Heals, do they increase by one per encounter at 16?
8 months ago  ::  Oct 13, 2012 - 9:23AM #1
Konousthegrey
Date Joined: Sep 26, 2009
Posts: 30
As in the title, I've recently taken a look at the hybrid leader heals rules on both the Compendium and in PHB3.  The Compendium gives the full leader heal rules and like the book says "The power functions as normal, except that you can use it only once per encounter."


I was under the impression that as a part of the level 16 Special text at the bottom, which says your uses increase from two to three at 16, your uses per encounter would also increase from one to two.  

I thought there was, in the Compendium, text to support my one to two concept, but I can't find any.  


 

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8 months ago  ::  Oct 13, 2012 - 9:44AM #2
Alcestis
Date Joined: Oct 7, 2009
Posts: 7,882
No, as a hybrid leader you're stuck with one Word.

One of the many, meany reasons Warlords are such awesome hybrids. Fight On allows them to gain another Word.
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8 months ago  ::  Oct 13, 2012 - 9:57AM #3
Nirafelos
Date Joined: Mar 12, 2011
Posts: 792
Almost all leader classes have access to extra encounter heals through utility slots. Of particular note are Bastion of Health for clerics and Revitalizing Incantation for bards at 6, each of which is situationally better than the normal heal, and the cleric 16U Cloak of Courage which gives you and all allies in a burst 2 a free surge value worth of THP as an encounter power.
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8 months ago  ::  Oct 13, 2012 - 11:20AM #4
mellored
Date Joined: Jul 8, 2008
Posts: 19,449
And Runepriest have scroll of protection @ 10.
guides Show
my builds Show

F-111 Interdictor Long (200+ squares) distance ally teleporter.  With some warlord stuff.  Broken in a plot way, not a power way.
Thought Switch   Higher level build that grants upto 14 attacks on turn 1.  If your allies play along, it's broken.
Elven Critters Crit op with crit generation.  5 of these will end anything.  Broken.
King Fisher Does an excellent job at keeping an enemy disabled in a few ways.  Strong.
Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading.
Very Distracting Warlock Lot's of dazing and major penalties to hit.  Overpowered.
Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.
Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.
Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.
Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.
Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.
Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.
Indestructible Simply won't die, even if you sleep though combat.
Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent.
Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.
Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.
Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.
Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful.
The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken.
Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power
Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken
Unnamed Avenger|Runepriest/Hammer of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered.
Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5.
Super Knight A tough, sticky, high damage knight. Strong.
Super Duper Knight Basically the same as super knight, only far more broken.
Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken.
Swordburst Maximus At-Will Close Burst 3 that slide and prones.  Protects allies with off actions. Strong, possibly over powered with the right party.
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