Shau's ridiculously long Divine Power Review

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shau
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Post by shau »

Josh_Kablack wrote: 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.
Let me echo you with a "what the fuck man?" Seriously, Divine Fortune? A plus one to hit you can only use once an encounter? Do you also multiclass with fighter to get that same power? Look, divine fortune gives a plus one to a roll on a d20. That means that there is only a five percent chance that divine fortune will do anything at all. Healer's Mercy is the first area heal you get and the only one available for a long time. And it never misses. And two different feats you can take make it also become an everyone in the party gets a free save power.

I don't know what to say if you don't care about surge based healing. If you can get all the healing you need out of Astral Sign I don't even care what you are doing. Seriously, you just became invulnerable with your at will, nothing matters anymore.
Josh_Kablack wrote: 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.
Eh, maybe. If you have enough wisdom and have not put everything into weapon mods it might be worth it. I just noticed that it was the Muscle clerics new equivalent type move. You would really have to look at a muscle cleric at all levels to be sure. I don't know what a fist of Kord does. In any case, if your using the other type of your character classes powers you are probably getting a bad deal.
Josh_Kablack wrote: 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.
Life transference is a lot better than I rated it, though I still note that it is easy to overload yourself with powers that only help allies. I played with a couple DMs who love to stomp the cleric, so I also rated it lower than it deserves due to that.

Healer's Sash for surge shifting is a good idea. I have not dumpster dived through all the equipment books, mostly cause I hate doing that. Also because the 4e economic system can easily fuck you over. Getting X number of items per level spread out amongst the party and only having the option to break them down for chump change if nobody wants them is a bad system. If treasure distribution is bad, you can easily see yourself waiting until most of the way through paragon before you see a healer's sash.

If you can spare the feat one of the best things you can do with life transference is combine it with Melora's Tide(PHB). That gives you encounter based healing to your bloodied value you or so, so you can just keep hurting yourself and healing your allies. Then you can do all your out of combat healing with just one or two healing words cast on your self. You can also skip Melora's Tide if you are a shifter.

Josh_Kablack wrote: 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
Hymn is just all around good. I don't know how I missed it.
Josh_Kablack wrote: 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.
No.

Weapon of the Gods is nice enough, and I hear its really popular for rangers to multicleric just to pick it up, but its no Consecrated Ground. One significantly boosts you DPS, the other makes you goddamn invulnerable. I don't care if your party spreads out, you can either slide the zone six squares a round or just convince your allies that sticking together is smart BECAUSE YOU CAN MAKE THEM GODDAMN INVULNERABLE YOU STUPID FUCKS.
Josh_Kablack wrote: One ally with Armor of Sacrfice (AV) means that this heals everyone to full all by itself.
(or another cleric with Healer's Balm)
I don't think this works. The healing comes when you take damage. Either way, I still think I prefer Spirit for its ability to seriously give out like a hundred points of healing in a round.
Josh_Kablack wrote: 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.
I'd probably rule that forbidding an enemy from attacking would extend to standing near people and using a damage aura myself. Or you could save that one for an encounter in which that is not an issue.
What happened with the lamia? Bad rolls against her stun?

Josh_Kablack wrote: 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
Divine Power's another thing I underrated. I forget why.
Josh_Kablack wrote: 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.
I thought KoUV got errated into letting enemies walk through. If not, its pretty much a win for a ranged party with a choke point.
Josh_Kablack wrote: Healer's Balm...
Healer's Balm is looking absolutely terrible right now. With the dragonmark feat pretty much everything you do gives out a save. Even without it I want to be sure the effect goes away if I am spending a standard action and a paragon level encounter power on it.
Josh_Kablack wrote: 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
I'm kinda surprised you need a twenty square teleport. Most of the melee characters I play with can get into melee range on their own, and I stay close enough that I can reach them with heals.
Josh_Kablack wrote: 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.
I did mention the skill domain, but I did not want to get into the combos for that. I am sorry, but death's pretty bad Look, it gives a plus 2 religion checks and 2 (increases with tier) to damage but only when the target is bloody. By contrast, Storm gives you that same damage boost all the time by changing the element plus gives you a boost to intimidate, which is an actually useful skill.

Either way, both of these aren't the best heroic feats you can get. You did not know about the Mark of Healing, but think about stuff like potent restorables. Hell, even if you want to just max out righteous brand the first thing you pick up are feats to boost your accuracy, not give you a plus 2 to damage.
Josh_Kablack wrote: 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.
Power of life is a really good power that I missed with all the crap that is in here. That brings Astral Sign up to 12-13 hp even without any modifiers, which is awesome.

As for the others, none of which I think can be combined with power of life, firing off your astral sign every round to keep a stunlock going is kinda missing the point of stunlocks (taking the enemy out of the game) and does not even work with either of your good stunlocks. Plus one to defenses is only arguably better than armor proficiencies. One is a conditional bonus to defenses that triggers a lot, the other is a constant bonus to AC that can also unlock new items for you to use. In any case, at this point there are enough feats you probably won't take either.
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Post by Josh_Kablack »

shau wrote: Do you also multiclass with fighter to get that same power?
Yes.

Seriously.

They are free action bonuses that stack with everything. And if you are a muscle cleric who is not abusing radiant vulnerability (possibly due to not having the FR Paragon paths in the game or something), you're likely going for Pit Fighter anyways.
Last edited by Josh_Kablack on Sat Nov 21, 2009 10:22 pm, edited 1 time in total.
"But transportation issues are social-justice issues. The toll of bad transit policies and worse infrastructure—trains and buses that don’t run well and badly serve low-income neighborhoods, vehicular traffic that pollutes the environment and endangers the lives of cyclists and pedestrians—is borne disproportionately by black and brown communities."
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Post by Lago PARANOIA »

Have to agree with Josh there.

After Hero of Faith got nerfed if you're a Razor Cleric then fighter is the best multiclass. There are a couple of other variants you might be considering--for example, a high-level Ranger|Cleric hybrid might want to MC Swordmage for instance to snag Quicksilver Blade or might want to grab the invoker multiclass for the paragon path but seriously, Battle Awareness is 90% of the time what you want.
Josh Kablack wrote:Your freedom to make rulings up on the fly is in direct conflict with my freedom to interact with an internally consistent narrative. Your freedom to run/play a game without needing to understand a complex rule system is in direct conflict with my freedom to play a character whose abilities and flaws function as I intended within that ruleset. Your freedom to add and change rules in the middle of the game is in direct conflict with my ability to understand that rules system before I decided whether or not to join your game.

In short, your entire post is dismissive of not merely my intelligence, but my agency. And I don't mean agency as a player within one of your games, I mean my agency as a person. You do not want me to be informed when I make the fundamental decisions of deciding whether to join your game or buying your rules system.
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Post by Lago PARANOIA »

Because of the way D&D is set up and because the Striker role is completely broken, anyone who is not a ranger or abusing some sort of multiattack (rogues now have a level 1 daily stance that lets them make attacks as an IA) can do about the same level of damage as anyone else as long as they're not a ranger or they're some weird ultra-stacking build like the Feycharger. Especially the razor cleric now that bloodclaw and reckless are nerfed to high heaven.
Josh Kablack wrote:Your freedom to make rulings up on the fly is in direct conflict with my freedom to interact with an internally consistent narrative. Your freedom to run/play a game without needing to understand a complex rule system is in direct conflict with my freedom to play a character whose abilities and flaws function as I intended within that ruleset. Your freedom to add and change rules in the middle of the game is in direct conflict with my ability to understand that rules system before I decided whether or not to join your game.

In short, your entire post is dismissive of not merely my intelligence, but my agency. And I don't mean agency as a player within one of your games, I mean my agency as a person. You do not want me to be informed when I make the fundamental decisions of deciding whether to join your game or buying your rules system.
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Post by shau »

Damn, I did not realize that Muscle clerics had it that rough. I mean, I knew a lot of them became fighter MCs for the entrance into pitfighter which is great if your Str and Wis, but I did not know they were so hard up for a abilities that the stupid plus one to hit for one attack meant anything. I haven't played in a while, but off the top of my head the heroic feats Wisdom clerics really want are.

Mark of healing: Free save with every heal.
Melora's tide: Channel Divinity for regen to bloody character. Your best option for encounter based healing of yourself.
Implement expertise or something: The plus one to hit every tier one.
Healer's implement: Implement bonus added to heals.
Artificer multi: Another healing word type ability, but mostly wanted for:
Potent restorables: Plus 2-7 to all heals. Oh yeah.
Power of life: The one Josh pointed out. A plus 3-8 temp hp when using Astral sign.

There are more there I am forgetting. Plus normally good options like armor proficiency.

Lago, I forgot to reply to your post up there. I haven't done anything with paladin's since before my first 4e game when I tried make a chaladin. I ended up making a fighter instead because every Cha ability made me cry. The only classes I have played in 4e are fighters, rangers, laser clerics, and one orbizard. I don't even know what equipment is available for paladins or where an attacking character should be in damage at every level. I would be interested if you wanted to review the new paladin however.
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Post by shau »

MY FIRST DOUBLE POST!!! :thumb:

Also, what happened to Bloodclaw and Reckless? If I ever get back together will my old group a couple of Bugbear rangers will be mourning their doubleswords.
Last edited by shau on Sun Nov 22, 2009 3:29 am, edited 1 time in total.
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Post by Josh_Kablack »

Healer's implement: Implement bonus added to heals.
Actually it's the implement's Enhancement bonus. So sadly it doesn't stack with Healer's Brooch (AV) - so you are left deciding whether to spend the feat slot or the item to get this damn near essential power-up.

That's largely going to depend on your group's item/treasure rules, but it's worth pointing out that you can get an equivalent implement enhancement 3 levels lower than the brooch. However, the feat version only applies to cleric healing powers - while the brooch applies "when you use a power that enables you or an ally to regain hit points," so if you heal via your shifter racial ability or multiclass powers or your DM wants to be a dick about Melora's Tide that could be an issue


As to Bloodclaw and Reckless, their damage adds have been errata'ed from AT-WILL to ENCOUNTER, meaning that they now don't really matter until High Paragon/low Epic, when you waste a feat on Quick-Draw and proceed to litter the battlefield with the 5 different +2 Bloodclaw weapons you got when you traded in each of your pre-errata +4 Bloodclaw weapons. At least, that's what you have to do if you're one of Lago's crazy multi-hit damage builds.
Last edited by Josh_Kablack on Sun Nov 22, 2009 4:19 am, edited 1 time in total.
"But transportation issues are social-justice issues. The toll of bad transit policies and worse infrastructure—trains and buses that don’t run well and badly serve low-income neighborhoods, vehicular traffic that pollutes the environment and endangers the lives of cyclists and pedestrians—is borne disproportionately by black and brown communities."
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Post by Lago PARANOIA »

Actually it's the implement's Enhancement bonus. So sadly it doesn't stack with Healer's Brooch (AV) - so you are left deciding whether to spend the feat slot or the item to get this damn near essential power-up.
Duplicating an enhancement bonus doesn't port over the enhancement tag; otherwise the feat Dual Implement Spellcaster wouldn't do donkey dick. If you don't believe me, fire up the character builder. It doesn't count the healing bonus from either item as an enhancement bonus.

So go crazy with both.
Last edited by Lago PARANOIA on Sun Nov 22, 2009 4:33 am, edited 1 time in total.
Josh Kablack wrote:Your freedom to make rulings up on the fly is in direct conflict with my freedom to interact with an internally consistent narrative. Your freedom to run/play a game without needing to understand a complex rule system is in direct conflict with my freedom to play a character whose abilities and flaws function as I intended within that ruleset. Your freedom to add and change rules in the middle of the game is in direct conflict with my ability to understand that rules system before I decided whether or not to join your game.

In short, your entire post is dismissive of not merely my intelligence, but my agency. And I don't mean agency as a player within one of your games, I mean my agency as a person. You do not want me to be informed when I make the fundamental decisions of deciding whether to join your game or buying your rules system.
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Post by Josh_Kablack »

PHB 275 wrote: Bonuses: There’s one important rule for bonuses: Don’t
add together bonuses of the same type to the same roll or
score. If you have two bonuses of the same type that apply
to the same roll or score, use the higher bonus
Divine Power 135 wrote: HEALER'S IMPLEMENT
Prerequisite:Cleric
Benefit:When you grant healing with any of your cleric healing powers,add your holy symbol's enhancement bonus to the hit points the recipient regains.
Ad Vault 152 wrote: Enhancement: Fortitude, Reflex, and Will
Property: When you use a power that enables you or an ally
to regain hit points, add the brooch’s enhancement bonus
to the hit points gained.
So either the char builder is in error or I missed an errata somewhere.
"But transportation issues are social-justice issues. The toll of bad transit policies and worse infrastructure—trains and buses that don’t run well and badly serve low-income neighborhoods, vehicular traffic that pollutes the environment and endangers the lives of cyclists and pedestrians—is borne disproportionately by black and brown communities."
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Post by shau »

I think that somebody just got sloppy with their language. I'm pretty sure they are supposed to stack.

I have to reinstall my character builder. Every time I fire it up it makes my system hang. How many Healer items can you stack right now?
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Post by Lago PARANOIA »

It doesn't say 'you gain an enhancement bonus on healing checks equal to the enhancement bonus of your neck/holy symbol' it says 'add the enhancement bonus to the hit points regained'.

Why does this say this? On page 275, enhancement bonuses don't apply to things that aren't attack rolls, damage rolls, or defenses anyway. So either these expansion options do nothing or my interpretation is correct.
Josh Kablack wrote:Your freedom to make rulings up on the fly is in direct conflict with my freedom to interact with an internally consistent narrative. Your freedom to run/play a game without needing to understand a complex rule system is in direct conflict with my freedom to play a character whose abilities and flaws function as I intended within that ruleset. Your freedom to add and change rules in the middle of the game is in direct conflict with my ability to understand that rules system before I decided whether or not to join your game.

In short, your entire post is dismissive of not merely my intelligence, but my agency. And I don't mean agency as a player within one of your games, I mean my agency as a person. You do not want me to be informed when I make the fundamental decisions of deciding whether to join your game or buying your rules system.
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Post by Josh_Kablack »

So you and the programmers say "roll or score" does not include amount of healing, even though it is a numerical score which frequently includes rolling dice?

Or are you saying "add the enhancement bonus" is different than "gain an enhancement bonus."?
This seems to be Clinton-esque semantics splitting, but is the only interpretation that lets Dual Implement Spellcaster not be 4e's version of Eagle Claw
Edit: but if you do go this way, the wording on Mace of Healing is "add an item bonus equal to this weapon’s enhancement bonus to the amount restored." and not "gain an item bonus" which means still more stacking

Of note, the wording in Ad Vault for both Fist of Kord and Inescapable Weapon is pretty explicit about stacking on top of existing enhancement bonuses.
Last edited by Josh_Kablack on Sun Nov 22, 2009 5:35 am, edited 2 times in total.
"But transportation issues are social-justice issues. The toll of bad transit policies and worse infrastructure—trains and buses that don’t run well and badly serve low-income neighborhoods, vehicular traffic that pollutes the environment and endangers the lives of cyclists and pedestrians—is borne disproportionately by black and brown communities."
Lago PARANOIA
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Post by Lago PARANOIA »

Well, here's my best crack at it.

Level: 21
Starting Race: Kalashtar (+2 Wis, +2 Cha)
Starting Stats: STR: 8, CON: 11, DEX: 10, INT: 13, WIS: 18, CHA: 18
Current Stats: STR: 10, CON: 13, DEX: 10, INT: 15, WIS: 24, CHA: 24
Relevant Feats: Healer's Implement (adds Holy Symbol bonus to healing powers), Beatific Healer: Adds +CHA bonus to healing powers, Student of Artifice (lets you MC artificer), Potent Restorables (adds 2 + 1 per 5 levels plus one gained hit points, so 6 hit points)

Relevant Items: +4 Healer's Chainmail (level 20), +5 holy symbol (level 21), epic tier Gloves of the Healer (level 22), +4 healer's brooch (level 19), Mace of Healing +4 (level 18)

So. Let's ladel it up.

Healing with Astral Seal:

2 (base) + 7 (wis) + 14 (cha x 2) + 4 (healer's chainmail) + 5 (healer's implement) + 4 (mace of healing) + 7 (epic gloves of the healer) + 4 (healer's brooch) = +47 hit points regained. For someone of your level this should be about 30-40% of their hit points with just Astral Seal.

Improvements: We really must do something with the ring slots, the hat slot, the waist slot (though this is probably just going to have a healer's sash), the feet slot, and the arms slot. Oh, well, that's a project for Adventurer's Vault 3 and 4, ja?
Last edited by Lago PARANOIA on Sun Nov 22, 2009 5:44 am, edited 1 time in total.
Josh Kablack wrote:Your freedom to make rulings up on the fly is in direct conflict with my freedom to interact with an internally consistent narrative. Your freedom to run/play a game without needing to understand a complex rule system is in direct conflict with my freedom to play a character whose abilities and flaws function as I intended within that ruleset. Your freedom to add and change rules in the middle of the game is in direct conflict with my ability to understand that rules system before I decided whether or not to join your game.

In short, your entire post is dismissive of not merely my intelligence, but my agency. And I don't mean agency as a player within one of your games, I mean my agency as a person. You do not want me to be informed when I make the fundamental decisions of deciding whether to join your game or buying your rules system.
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Post by Lago PARANOIA »

Or are you saying "add the enhancement bonus" is different than "gain an enhancement bonus."?
Yup.
Edit: but if you do go this way, the wording on Mace of Healing is "add an item bonus equal to this weapon’s enhancement bonus to the amount restored." and not "gain an item bonus" which means still more stacking
But it's an item bonus now, so adding two of them won't stack.

Actually, if you wanted your laser cleric to have a side of ranged striker, you could just have them wield a Crusader's throwing hammer in their off-hand and after they get to level 18 or so stick a Symbol of Divine Light on their chest and never upgrade it (instead opting to upgrade the Crusader's Throwing Hammer). If you want even more blasty blasty damage you could at around level 22 (when everything is cheap as free) pick up 5 sets of items from the Gifts to the Queen item set (items of levels 13, 14, 16, and x17)

If you pick up the Pelor's Sun Blessing Boon, too, and put your Paragon Path in Morninglord by level 23 (when you can get an epic-tier Siberys Shard of Radiance), your ranged attacks could have a nice +7(wis)+4(enh)+3(weapon focus)+5(sib. shard)+7(wis)+10(rad. vulnerability)+7(pelor's boon)+5(gifts to the queen) = +48 damage. That puts your cleric firmly in the realm of ranged strikers like the sorcerer and warlock.

Gee, if only you had a level 5 auto-damaging power (so you could use salves of power) that could be sustained as a minor action, too. Guess such a thing will only exist in our imaginations...
Josh Kablack wrote:Your freedom to make rulings up on the fly is in direct conflict with my freedom to interact with an internally consistent narrative. Your freedom to run/play a game without needing to understand a complex rule system is in direct conflict with my freedom to play a character whose abilities and flaws function as I intended within that ruleset. Your freedom to add and change rules in the middle of the game is in direct conflict with my ability to understand that rules system before I decided whether or not to join your game.

In short, your entire post is dismissive of not merely my intelligence, but my agency. And I don't mean agency as a player within one of your games, I mean my agency as a person. You do not want me to be informed when I make the fundamental decisions of deciding whether to join your game or buying your rules system.
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Post by Josh_Kablack »

Luminary Ring (Level 22 Ad Vault) adds your Cha to the range of your Astral Seal

Not as good as healing more, but the best I can find with the ring slot.

And while Lago continues to baffle me with the semantics, it seems his interpretation would support two of these stacking - worth checking what the programmers think of that for someone who has the char builder.

If you go that route, you probably also upgrade your Holy Symbol to Divine Reach, giving you a total range of 24 with your Astral Seal
Last edited by Josh_Kablack on Sun Nov 22, 2009 6:08 am, edited 3 times in total.
"But transportation issues are social-justice issues. The toll of bad transit policies and worse infrastructure—trains and buses that don’t run well and badly serve low-income neighborhoods, vehicular traffic that pollutes the environment and endangers the lives of cyclists and pedestrians—is borne disproportionately by black and brown communities."
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Post by shau »

The character builder never seems to add healer's implement to anything, so that's no help.

Let's see, first of all you should have taken something like demigod. Divine spark means plus 8 wis and cha. That means you have 3 more hp restored for even 50 hp. Power of life gives and additional 8 temp hp on top of that for like 58. I think invigorating critical should actually heal an additional 10+ 16 (wis x 2) + 8(cha)+4 (healer's chainmail) + 5 (healer's implement) + 4 (mace of healing) + 7 (epic gloves of the healer) + 4 (healer's brooch)= 50 hp for first critical, but I think a lot of that does not actually stack. Still, at least a plus 18. And of course you are handing out a save with mark of healing.

Beyond that there are some theoretical things. Compassionate healer can add another 2d6 (avg 7) to that, although that class sucks. In another level you can pick up Reinforcing healing for plus 2 to defenses of whoever you heal. If you have a flexible DM, you might be able to take that domain that gives out plus one to defenses when you astral sign. That's plus 2 to your ally and plus one to you. Maybe you have a really crazy DM who lets you take mark of shielding as well. That's like a plus 2 for you and three for your ally. And maybe you can even add the plus one to bloody enemies and minus 2 to saves ontop of that, although it requires your DM allowing the god of life, knowledge, fate, and tyranny.
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Re: Shau's ridiculously long Divine Power Review

Post by sake »

shau wrote: Seldarane Dedicate

Have you ever blasted a foe with you at will for 1d8 plus Wis and then said to yourself, “Damn, I am just too hardcore. I should start making basic attacks. But not just any basic attacks, basic attacks that depend on one of my tertiary stats.” Then this class is for you. Its for the Clerics who wants to ignore their powers and shoot things with a bow. As far as I can tell, this whole class exists to please one guy who was super impressed by his level one laser/bow cleric back in the beta.

That said, I am probably missing some big exploit like Wizards of the Spiral Tower have.
I've found myself actually looking to see if I could find something to make this PP worth a crap, probably because I got stuck playing a bow cleric in my very first 4E game (not out of choice, we decided to port over our then current 3.5 characters over) but I just keep coming up blank.

The crit thing's mostly pointless since there's better ways to do it, there are some surprising great leaderish ranged weapon properties (including Targeting Weapon which, once a day, gives everyone the Elf racial power untill the end of your next turn) but they'd probably be better used by Artificers, Bards, or the new ranged weapon based Warlords, they're probably adding a dann ranged training feat in the next PHB but that's just patching the PP's major weakness not actually making it any good.

If it gave the 'use the bow's range for the power's range' thing that the similar Bard PP gave, I might consider it useful just for the fact that it would get you out of that shitty in between melee and ranged ghetto Lazor Clerics are stuck in. (being twenty squares away could be handy if you've been cheesing Astral Seal and the GM decides you're at the top of the monster hit list now)
Last edited by sake on Sun Nov 22, 2009 6:12 pm, edited 1 time in total.
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Post by Josh_Kablack »

Let's see, first of all you should have taken something like demigod.
While that's the overall better choice, if you are just going for the absolute highest Astral Seal heal value, you'll want to take Saint as your Epic destiny solely for Golden Halo
"But transportation issues are social-justice issues. The toll of bad transit policies and worse infrastructure—trains and buses that don’t run well and badly serve low-income neighborhoods, vehicular traffic that pollutes the environment and endangers the lives of cyclists and pedestrians—is borne disproportionately by black and brown communities."
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Post by Lago PARANOIA »

Josh, I can't believe that you haven't come up with this justification for Recovery Strike considering you're the one who coined the phenomenon in the first place!

Get a team of five half-orc or longtooth shifter razor clerics. Invest your stats like so:

STR: 18 WIS: 16 DEX: 15 CHA: 8 INT: 11 CON: 10
All stat gains go in Strength and Wisdom.

If you're starting at level 20 on up grab a dragonborn instead of a longtooth shifter and swap the wisdom and charisma stats. Grab Beatific Healer first thing in Epic. If you don't expect to be getting to epic then sink your dexterity score a point so you can have a 13 in intelligence (you still want Shield Mastery in paragon) and grab the Student of Artifice/Potent Restorables combination.

Invest in a +1 Rhythm Blade Spiked Shield and Spiked Shield proficiency. Buy yourself a bastard sword of your choice--I recommend a Sunblade if your DM will all let you be Morninglords; if not get a Frost bastard sword. The rest of your money should go towards snagging those hp-boosting items we talked about earlier. In your shield hand, you hold a Mace of Healing. You needn't be able to attack with it at all. You just need to hold it for the property.

At level 1, everyone will be able to have resist 5 for an entire workday unless your DM introduces a monster that stuns; if you're fighting a dragon, wait for them to break out Frightful Presence first before hitting the Moment of Glory button. At level 2, you should be able to fully heal in between encounters because everyone Sacred Beneficence, giving you an unlimited workday as long as you have between-time combat and can survive any particular encounter. At level 5, everyone becomes pretty much super-invincible because you have frickin' Consecrated Ground.

You kill things super-slow from now on because you're spamming the Recovery Strike option, but other than that you pretty much win the game unless your DM is regularly throwing out encounters 6 or so levels above you.
The crit thing's mostly pointless since there's better ways to do it, there are some surprising great leaderish ranged weapon properties (including Targeting Weapon which, once a day, gives everyone the Elf racial power untill the end of your next turn) but they'd probably be better used by Artificers, Bards, or the new ranged weapon based Warlords, they're probably adding a dann ranged training feat in the next PHB but that's just patching the PP's major weakness not actually making it any good.
There's always the option of snagging Frost Bows, because Wintertouched + Lasting Frost + Siberys Shard = Awesome.

If you're looking for a damage boost and your DM has banned Morninglord, that PP is the way to go.
Josh Kablack wrote:Your freedom to make rulings up on the fly is in direct conflict with my freedom to interact with an internally consistent narrative. Your freedom to run/play a game without needing to understand a complex rule system is in direct conflict with my freedom to play a character whose abilities and flaws function as I intended within that ruleset. Your freedom to add and change rules in the middle of the game is in direct conflict with my ability to understand that rules system before I decided whether or not to join your game.

In short, your entire post is dismissive of not merely my intelligence, but my agency. And I don't mean agency as a player within one of your games, I mean my agency as a person. You do not want me to be informed when I make the fundamental decisions of deciding whether to join your game or buying your rules system.
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Post by Josh_Kablack »

Hrm, like the all pacifist cleric group, but you actually deal damage and therefore get to keep playing after the first session.

I'd recommend going with the shfiter build and picking up the lowest level battlecrazed dagger you can, so you can cheese out the regen when you get pushed or stunned out of the Moment of Glory / Consecrated Ground zone of nigh-invulnerability or if you have to chase an enemy or something. (In fact, after rereading the duration and area rules I'm not actually sure on the precise timing area of a sustained Moment of Glory Does it check who's in the Blast when you sustain it? Or does it work in some other way?)

The question then becomes whether your secondary at-will is Righteous Brand - for when you are all at full anyways or sacred flame so you can all grant saves to the guy on sustain duty when he does get stunned.

Edit: I just noticed that Hymn of Resurgence has a Blast AoE but an effect that says Burst.
Last edited by Josh_Kablack on Mon Nov 23, 2009 4:22 am, edited 3 times in total.
"But transportation issues are social-justice issues. The toll of bad transit policies and worse infrastructure—trains and buses that don’t run well and badly serve low-income neighborhoods, vehicular traffic that pollutes the environment and endangers the lives of cyclists and pedestrians—is borne disproportionately by black and brown communities."
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Post by Josh_Kablack »

Hrm, I just noticed something else potentially combo-riffic on the Astral Seal build:
Messenger of Peace paragon path (DP) wrote: Vow of Nonviolence (11thlevel):When you hit with an attack that doesn't deal damage,you gain a +2 bonus to all defenses until the start of your next turn.
That's an untyped bonus. Which as I pointed out earlier means it stacks with the knowledge domain - but I just noticed that the rules for untyped bonuses mean that it also stacks with itself, even from the same power.
PHB 275 wrote: Some bonuses are untyped (“a +2 bonus”). Most of these
are situational and add together with other bonus you have,
including other untyped bonuses.
PHB 275 wrote: Penalties: Unlike bonuses, penalties don’t have types.
Penalties add together, unless they’re from the same power.
So all we need is either a better way than action points to spam multiple astral seals within one round or some sort of multi-attacking non damaging power and we can push defenses to crazy town as well on the build we were already pushing healing to crazy town.

Ideas?
Last edited by Josh_Kablack on Sat Nov 28, 2009 7:34 am, edited 1 time in total.
"But transportation issues are social-justice issues. The toll of bad transit policies and worse infrastructure—trains and buses that don’t run well and badly serve low-income neighborhoods, vehicular traffic that pollutes the environment and endangers the lives of cyclists and pedestrians—is borne disproportionately by black and brown communities."
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Post by Username17 »

Moment of Glory is a close Blast 5 that does not do any damage. If you have 12 enemies in it, aren't you hitting 12 times and getting +24 to defenses for the next round?

-Username17
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Post by Josh_Kablack »

I'm not finding anything terribly convincing either way on AoE nondamaging powers.

I mean, sure you "hit" multiple enemies with it; but conversely those are all on one Hit line in the power descript.

I'd like to find something a bit firmer if I had to convince a DM to allow it.

And well, with this build you're likely walking around with Beacon of Hope or Moment of Glory as your 1st level daily and Hymn of Resurgence or Astral Flare as your 3rd level encounter anyways. But if AoE multi-hitting stacks, then you're gonna want to give up higher level powers to get the additional lower-level ones.
"But transportation issues are social-justice issues. The toll of bad transit policies and worse infrastructure—trains and buses that don’t run well and badly serve low-income neighborhoods, vehicular traffic that pollutes the environment and endangers the lives of cyclists and pedestrians—is borne disproportionately by black and brown communities."
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More Holy Crap!!

Post by Josh_Kablack »

How did I not see Pervasive Light Before? (DP, paragon feat). It's a feat that says more or less "When you hit someone who is vulnerable to radiant with an attack that does not deal radiant, then you deal extra damage equal to that vulnerability"

This lets you double down on all those "target gains vulnerable X to all damage" that DP hands the laser cleric - Since Vulnerable: All includes Vulnerable Radiant, the vulnerable: all applies to any attack, and the extra damage from Pervasive light applies to any non-radiant attack.

So, the laser cleric takes stuff like like Exacting Utterance, Deadly Lure, Remorse, Penance of Blood, Sever the Source, etc.

The ranger (or other multi-attack character in the party) spends the feat to multiclass into a divine class and takes Pervasive Light.

The cleric opens with Remorse (or something else), then the ranger (or other multi) uses Twin Strike (or other multihit power) with their Frost (or whatever) bow with each individual hit now dealing +20 damage
Last edited by Josh_Kablack on Fri Dec 04, 2009 7:59 pm, edited 1 time in total.
"But transportation issues are social-justice issues. The toll of bad transit policies and worse infrastructure—trains and buses that don’t run well and badly serve low-income neighborhoods, vehicular traffic that pollutes the environment and endangers the lives of cyclists and pedestrians—is borne disproportionately by black and brown communities."
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Post by Lago PARANOIA »

I noticed that, too, but I'm sort of :bored: towards combos that require other people to build their characters in a certain way. It's one thing to make your own character in reaction to what other people are doing, but..
Josh Kablack wrote:Your freedom to make rulings up on the fly is in direct conflict with my freedom to interact with an internally consistent narrative. Your freedom to run/play a game without needing to understand a complex rule system is in direct conflict with my freedom to play a character whose abilities and flaws function as I intended within that ruleset. Your freedom to add and change rules in the middle of the game is in direct conflict with my ability to understand that rules system before I decided whether or not to join your game.

In short, your entire post is dismissive of not merely my intelligence, but my agency. And I don't mean agency as a player within one of your games, I mean my agency as a person. You do not want me to be informed when I make the fundamental decisions of deciding whether to join your game or buying your rules system.
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