And while I'm here, some thoughts and quibbles on Shau's insights:
NEW CHANNEL DIVINITY
Previously, you could channel divinity once an encounter to add a plus 1 an attack or save or to attack undead. Divine Power gives you a new option, Healer’s Mercy, which is so awesome I think I can only describe it with the aid of back up dancers. It’s a close burst 5 power that lets everyone in the area use a healing surge.
What the fuck man?
This is Divine Power now. I have Astral Seal, so why do I care about letting others spend their surges? While this is better than Turn Undead, it's also like every other clerical Channel Divinity power ever printed - inferior to the a +1 to hit with your big daily that Divine Fortune gives so you will never ever use it.
New Edition Muscle Cleric.
Same as before Righteous Brand dominates. Still, Recovery Strike will be the other power you take.
No.
Astral Seal will be the other power you take.
If you can get into melee, you are using Righteous Brand. Not only does this lower their defenses for the Righteous Brand you will deliver next round,
it's also the most accurate power which which to charge your Fist of Kord (AV) to double up the enhancement bonus for your Righteous Brand. It's still going to hit as much as recovery strike (since the built in +2 makes up for not getting the weapon prof bonus and the vs. Ref makes up for having a Wis bonus 3-5 lower) but it's going to heal 2 points more and be usable when your only move that matters isn't.
Bane subtracts your CHA from an opponent’s attack and defense. If you have high CHA you can really throw them off the range. Unfortunately, you probably don’t have the CHA. Exacting Utterance is a pretty awesome situational power. It gives the opponent a vulnerability equal to your wisdom (so five) and also gives your allies that attack him your Wisdom in temp hp. It does not sound that good, but remember that a ranger by himself can fire off four attacks by just using an action point and spamming his at will. Note that you can keep this effect up for two turns by delaying your turn.
Awesome power, but sadly the rules state that delaying your turn does not postpone when powers end - so you need Rangers or tempest fighters or Pit Fighters or Pre-errata Rain of Blows fighters around to cheese this.
Life Transference looks good but a closer examination reveals that its not. It is a very efficient spell, damaging you for the amount you surge for and giving an ally double that amount (plus healing lore). Also, it is encounter based.
If you still care about Surges post-Astral Seal, The trick is convincing your ally to have a Healer's Sash (AV) in their belt slot.
Here's the order of operations:
1. They spend a surge to charge up the belt
2. You lose HP = surge value
3. They gain HP = 2x Surge Value + Wisdom + cheese
4. Hey look, you just took damage, so they spend the charge from the belt - thereby healing you for your Surge Value + 1d6
net result: you healed what you lost +1d6, they healed 2x your surge + Wis + cheese and they spent 1 healing surge. Unless they somehow have nearly twice your surge value, this is more effiecient than Healing Word.
3rd Level Encounter
Hymn of Resurgance grants multiple allies saves even on a miss. If you don't have sacred flame, you take this. Also the defense penalty is untyped and does not go away by current wording, so either it's a save the group power that has a small chance of making your Righteous Brand more likely to hit later or it's part of your plan to use multiple stacking penalties to shread the Solo's defenses off the RNG
All Divine Power Clerics
Are you fucking retarded? Take Consecrated Ground, the power that makes death all but impossible.
While I'm with you in the DP added nothing worthwhile here, In games where allies tend not to get bloodied anywhere near the healer (ie my group) and or enemies bring loads of stun/daze (ie my group) Righteous Brand clerics want
Weapon of the Gods - because it adds 1d6 radiant damage to their Righteous Brand, and helps Righteous Brand push allies even further off the RNG.
Muscle clerics might prefer Stream of Healing, which heals an ally for 15 plus WIS every time you accept a 5 hp kick in the balls
One ally with Armor of Sacrfice (AV) means that this heals everyone to full all by itself.
(or another cleric with
Healer's Balm)
1. Starting on round 1 they take the 5/round on themselves (since the continuing damage happens at the start of your next turn you never take any, and no longer have to worry about this power not being able to self-heal)
2. You heal them 15+wis+cheese every Nth round, where N = 15 + wis +cheese / 5.
3. You heal other allies during the other rounds.
Also, on the subject of 6th level utilities,
Divine Favor almost looks like a way to hit more often for more damage with Righteous Brand. Right up until you realize that it takes a standard action to turn on - so you're giving up a Righteous Brand to use it
Price of Violence is crap. The only real reason to take it is if your battles in 4e are over so quick that you feel you need more free action type effects. Tell me what you are doing if you feel this is true. It also has a tendency to fail to do anything. See, it lasts until the end of your next turn and it applies after their turn, so if they are slower than you they are actually blinded during their downtime between turns.
Unless they are multi-attacking or you plan to provoke OAs, that timing makes this useless.
As cool as that is, Rebuke Violence is even better.
Probably right about that.
But Dismissal does come with a Daze aftereffect and since I recently TPK'd my PCs with a Lamia, I want to point out that DIsmissal also turns off Auras and continuing non-attack damage effacts which Rebuke does not.
Divine Fury is your weak less wisdom dependant knock off of Spirit of Healing. Its weaker and can’t be moved, but zone based surgeless healing is so good that you might have to take this while any wisdom clerics in the area laugh at you.
I don't think so.
If I'm not taking Blade Barrier for auto-hitting murder pinball, my Righteous Brand dude wants the 5+wis+cheese / round regen of Divine Power that doesn't cost a standard action
10th level Utility
All Core Clerics
Mass Cure Light Wounds for wide area surgeless healing,
Wait what?
KoUV for laser clerics dude - walls that are transparent to you and your attacks but not to the enemies', can be moved around and don't eat actions to sustain.
but while were here let’s laugh at Astral Refuge which takes one ally out of the battle for 3 turns to heal 75 percent of their hp at the cost of 3 surges.
Yes, lets.
Divine Power Clerics
Couple decent options. Word of Vigor is like Healing Word with an area. Sacred Beneficence grants regeneration 10 + WIS to somebody, which is pretty damn unbeatable at this level. On the other hand it goes away if you become bloodied so you pretty much just glued a target on your ass.
The others are also worthwhile depending on party composition.
Healer's Balm may not look like much the timing of taking status effects off of allies is strong - the worst case is that you defer the nastiness for one full iniative count. The usual case is that you trade one of your actions for multiple actions of a teammate who can be more effective than you, and the best case is that you get to save against the effect before it does anything.
here's the normal sequence:
1. Monster hits ally with status effect(s)
2. ally takes ongoing damage/ loses actions / has penalties on his turn
3. ally makes save against status effect (or not)
here's the one where the healer "takes one for the team"
1. Monster hits ally with status effect(s)
2. Healer takes move and minor action, then transfers status effect to themself
3. Healer makes save against status effect (or not)
4. ally has full normal turn to act without penalties nor needing healing
Recall Ally is useful in that it has longer range than any of your healing, and does not require the target to be capable of moving on their own - so it's a good way to rescue an ally.
Alternately, it let's you burn your own move to get the Tempest/Ranger into melee with the guy what you just Righteous Branded
But first, lets take a quick overview of the Divine Domains. Divine Domain feats give access 2 feats that come in two flavors, Domain feats and Divinity feats. Domain Feats give a plus 2 bonus to some skill, and buffs certain at wills, so are rarely worth taking.
....
Domain Feats
Most of these are terrible
What are you smoking?
This is 4th edition - you *will* be "stuck" spamming at-wills at least some of the time. How the hell are feats that add even tiny bonuses to them a waste?
Furthermore, if you are a cleric with DP in the game, you are going to necessarily be ALL ABOUT either RIGHTEOUS BRAND or ASTRAL SEAL.
So a feat that works "when you use at will X" is going to be a feat that works "Whenever you are not stunned" for you.
I mean, you have to fast-talk the typical DM to get some of the domain combos you want (and also the right holy symbol) but jeez, I'll take the skill Domain's "Righteous Brand as a basic attack, thereby qualifying for charge bonus stacking, opportunity attacks and Bracers of Mighty Striking" over any other heroic tier feat even if I can't also get the sweet-sweet "+2 damage, scales with tier when using Righteous Brand" of the Death domain.
On the other side, Laser clerics get to increase all their defenses by 1 (stackable with messenger of peace paragon feature), impose a save penalty on their target whether or not they hit (hello stunlocks) and/or also grant temp HP to an ally whenever they use Astral Seal. All nice little bonuses to the move you were doing anyways, and a damn site better than skill training (esp as these feats also offer skill bonuses) and armor proficiencies.
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