Why does it wreck the game for players to have 15 minutes of downtime instead of 5?RandomCasualty2 wrote:The whole point of short rest should have been to get healing back in the hands of the person resting and not worry about what others are doing. The fact that you can use healing words during rest (and it's actually more effective) really annoys me. Since then you get those weird situations where people will want to short rest twice.
It's certainly getting that way, though.souran wrote: So, yeah the healing is good, its probably a bit to good even if you just had a party with 5 people and 2 leaders. However its not nearly as broken as described here.
I mean, right now, let's take a level 16 cleric. There are going to be huge gaps in the character build because I'm going to just post what's relevant. I'm also going to avoid using the Pacifist Healer feat, which would heal an additional 2d6+charisma modifier in hp.
16 Cleric / Artificer (paragon path agnostic)
22 wisdom, 20 charisma.
Healing Word/Healing Infusion: 4d6
Feats: Student of Artifice {EPG, page 94} (gives them healing infusion 1/day)
Potent Restorables {EPG, page 92}: At level 16, increases any healing with the healing keyword by 5; artificer-only feat.
Healer's Implement {DP, page 135}: When you grant healing with any of your cleric healing powers, add holy symbol's enhancement bonus to hit points the recipient receives.
Moon Touched {DP, page 116}: Channel Divinity feat. More details below.
L12, 13,000 gp (Paragon Tier) Gloves of the Holy Healer {AV, page 134}: Adds 1d6 healing to all powers with the healing keyword.
L13, 17,000 gp +3 Mace of Healing {AV, page 72}: Adds a +3 item bonus whenever you use a power that restores hit points to an ally.
L4, 840 gp +1 Medic's Weapon (Mace) {AV, page 72}: When you use a CD power in combat, an ally in 10 squares regains an amount of hit points equal to your Charisma modifier plus weapon's enhancement bonus.
L14: 21,000 gp +3 Healer's Brooch {AV, page 152}: When you use a power that enables you or an ally to regain hit points, add brooch's enhancement bonus to hit points regained.
L15: 25,000 gp +3 Healer's Armor (Chain) {AV2, page 8}: When you use a healing power, the target regains additional hit points equal to the armor's enhancement bonus).
L13: 17,000 gp +3 Symbol of Divine Reach: When used to deliver a ranged or area prayer, adds enhancement bonus (+3) to the range.
L11: 9,000 gp Healer's Sash {AV, page 166}: See below.
So anyway. Before we look at the powers, let's take a look at how much extra mojo we get when we use a healing power.
1d6 (Gloves of the Healer) + 6 (wisdom, healer's lore) + 5 (Potent Restorables feat) + 3 (Healer's Implement feat) + 3 (item, Mace of Healing) + 3 (Healer's Brooch) + 3 (Healer's Armor) = 1d6+23 = Average 26.5 extra healin's. However, the Gloves of the Healer can only heal one person per use of the power. So we'll have to downwards adjust when necessary.
The hit points of a class with 5 hp/level or fewer (which is 2/3rds of them) are about 100-110 or so. This means that every time our cleric activates any healing surge it's like they get an extra one for no added cost.
But wait! There's more! We haven't even gotten into powers yet. Let's ladle them up.
Astral Seal At-Will {DP, page 31}: Wis+2 vs. Reflex implement attack that also sinks an enemy's defense by 2 until the end of your next turn. Alas, it does no damage. However, the next ally who hits an enemy hit by this attack regains 2 + charisma + extra healin's hit points; in other words, 33.5 hp of healing. Did I mention that this is an At-Will?
Beacon of Hope L1 Daily {PHB, page 64}: At lower levels, we pick Moment of Glory {DP, page 32} instead because at that point in the game each ally in a close burst 5 getting resist 5 as long as you sustain it prevents more damage. But this power gives you and your buddies 5 hit points when you want it and increases the hit points restored by yor healing powers by 5. Stacked with your extra healing it's 36.5 hit points for one person, 33 hit points for everyone else.
Consecrated Ground L5 Daily {PHB, page 65}: Called Zone of Invincibility and for good reason. In a close burst 1 zone you and any buddies of yours regain 1 + charisma modifier hit points at the start of each of your turns. You can also move the zone 3 squares as a move action. At this level, this is you pretty much telling the DM to go fuck himself. Heals a cool 32.5 hit points a round to bloodied ppl in the zone. This also means that it's nearly impossible to kill or even disable a PC who dies on one of these squares, since they pop right back up at the beginning of their turn after being healed.
Stream of Life L6 Daily {DP, page 35}: Minor action. You take ongoing 5 damage (save ends) that can't be reduced. You can choose to fail a save against this effect. In return, anytime you take this damage an ally in 5 squares of you regains 15 + your extra healing value in hit points. Which is a cool 41.5 hit points per round. Does not have to be sustained.
Spirit of Healing L6 Daily {DP, page 34}: Ranged 10, conjure healing spirit in range. When an ally in the square or adjacent to it it hits an enemy, they regain hit points equal to twice your wisdom modifier. Which means that they regain 38.5 hit points every time they hit an enemy. As a move action, you can move the spirit 5 squares. Sustain minor.
Cloak of Courage L16 Encounter Power {DP, page 38}: Close burst 2. Each ally in burst gains extra temporary hit points equal to their healing surge value. No healing keyword here, sorry guys. But did I mention that this is a frickin' encounter power? That doesn't burn healing surges? This means you should be using this goddamn power every time you take a rest. And then rest again to get it back! Use this power in battle after people have been being beat up on for awhile. It's like printing your own money.
Healing Word: You get three of these babies per encounter now. If something breaks through the Moon Touched/Healer's Sash wall you start using these. These bastards heal HS + 41.5 hit points in value. Your buddies are not going down. There are a lot of ways to enhance this; my favorite way is that you can grab a feat which gives your buddies +CHA to defense in heroic tier until the end of your next turn when you use this power on them. There's a feat in epic (sadly a few levels off) that lets you target two people with healing words at once. Killer.
Healing Infusion: This power is actually completely pointless for you at this level unless you're sucking so hard that the enemies break through your healing wall. You just wanted it for Potent Restorables. Even so, it still heals quite a goddamn lot. HS + 12 (L16 healing infusion + 6 WIS) + 5 (PR) + 3 (healer's armor) + 3 (Medic's Weapon) + 3 (Healer's Brooch) + 1d6 (gloves of the holy healer) = HS + 29.5 hit points. It is literally the last thing in your goodie bag you'll use but not because it's bad. It's just that everything else you have is so much better.
Moon Touched L0 Channel Divinity Power {DP, page 116}: Minor action encounter power that allows you or a bloodied ally to regain hit points equal to your Wisdom or Charisma modifier. At start of each of your turns, roll a d8/d10/d12 depending on tier. If odd, they gain temporary hit points; if they already have temporary hit points then the effect ends. If the roll is even, target regains hit points equal to the roll and the effect ends. Which means that as a minor action that doesn't blow any healing surges someone regains at least 23.5 hit points. But wait! Medic's weapon! That suddenly jumps up to 29.5 hit points! If you are lucky enough to roll an even, they heal 53 hit points as an encounter power that eats up your channel divinity but doesn't blow through any healing surges! Awesome!
Healer's Sash L11 Magic Item Power {AV, page 166}: {AV, page 166}: Encounter power: use power when ally in 5 squares takes damage. Expend 1 charge from belt. Ally regains hit points as though they spent a healing surge and gets an extra 1d6 hit points. You can put extra charges into the sash by expending healing surges, but after each extended rest it comes with one charge for free. This means that everyone gets healing surge + 21 hit points of healing for free every goddamn encounter.
Advancement: Next level, we pour all of our goddamn money into getting Salves of Healing. They will be used to get our asses more Consecrated Grounds/Beacon of Hopes so that we can have healing-surge free healing every encounter. But for the most part we stick to the Astral Seal + Healer's Sash + Moon Touched combination. From a character-design standpoint, I'm kind of bummed that there aren't any low-level ranged encounter powers that restore hit points without burning surges. We can't even plunder anything from the artificer.
I'm starting to think that the Battle Captain has just been dethroned as the 'have this guy in your party, fuckholes' character. Obviously you would want both in your party (along with 3 or 4 melee rangers) but if it came down to it...