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#1 | |
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Join Date: Aug 2012
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The thing is that, in my head, having for example an attack ability as the "main one" it would mean that the alternate ones for the sake of consistency, should be something at least attack-related, like a slow, or area, etc. This means that flexibility implies having either a modular abilities pool or what I am now equating, which would be "power/spell chains" by specialty and alternate from one another - something like: - single target heal > multiple target heal > disease heal > restoration > etc; - single attack spell > area attack > area slow > etc; - single target stat buff > multiple target buff > multi target movement buff: - concealment (invisibility) > improved concealment (sight + sound) > mass... - etc Dunno if this has any legs to stand on without trying it first - I want to be able to do different things, not having to spend whole sessions firing the same laser type "ray of light" beam or dropping the same xD straightforward heal :D |
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#2 | |
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Join Date: Aug 2004
Location: Austin, TX
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Personally, I like keeping all of my attack powers (however unrelated) in one group, and all my utility/defense powers in one or two others. |
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#3 | |
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Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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#4 |
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Join Date: Aug 2012
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Ok... I am still fighting with this one, and all of a sudden I came across the most basic of questions - how do you actually heal someone when using a "spells as powers" approach?
- The power "Healing" really does not seem to cut it at the steep 30 point cost, and with 250 point characters I can really imagine me stumbling across those -2 rolls to heal un unconscious fellow. I am not even going to talk about the -6 when attempting to recover a crippled limb... - Trying to use regeneration affecting others is simply too expensive... I am kind at a loss here, anyone that can give me some pointers on this one? Thank you in advance. |
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#5 | |
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Join Date: Nov 2009
Location: Oregon
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This combo only really works as AAs though. It's fine at [12] points, though even then it's pricier than what you'd spend for the main Healing spells. But at [59] points it doesn't seem worth it. It could actually be cheaper to just afflict the target with Fast Regeneration directly, and would spare the cleric a lot of personal suffering. |
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#6 |
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Join Date: Aug 2004
Location: Austin, TX
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Healing (Capped 8 FP -10%; Faith Healing 20%; Power Modifier -10%; Reliable +6 30%) [39] is pricey on the buy in, but lets you make healing rolls at IQ+6, which nicely handles that -2 penalty for unconscious people. Make it an alternate power of something (True Faith: Turning is classic) and it's not too bad.
You can also bring the cost down by reducing the FP cap, or adding other modifiers: I prefer Accessibility (Skin to skin contact, -20%) and Onset (Exposure Time, 1 minute, -30%) to bring it down to 24 points. Now my healer would have to touch the target for 1 minute to heal them, which renders it useless for in-combat healing. Still, the ability to make someone's wounds go away is a pretty potent ability, and shouldn't be cheap. |
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#7 | |
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Dog of Lysdexics
Join Date: Oct 2004
Location: Melbourne FL, Formerly Wellington NZ
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| Tags |
| cleric, healer, mage, magic, super |
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