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.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.
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.
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: 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.
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.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.
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.
Hymn is just all around good. I don't know how I missed it.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
No.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.
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.
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: 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'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.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.
What happened with the lamia? Bad rolls against her stun?
Divine Power's another thing I underrated. I forget why.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
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: 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.
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: Healer's Balm...
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: 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 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.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.
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.
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.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.
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.