| Post/Author/DateTime | Post |
|---|---|
| clannagh07-05-07, 01:17 AM | Table 3-1 says "Allies get fast healing 3 for a short time" . The feat description says " grant fast healing 3 to all living creatures within a 60' burst" . This is somewhat contradictory. Does it only effect allies or do you inadvertantly grant fast healing to your enemies as well ??? |
| copper_wyrmling07-05-07, 01:39 AM | Table 3-1 says "Allies get fast healing 3 for a short time" . The feat description says " grant fast healing 3 to all living creatures within a 60' burst" . This is somewhat contradictory. Does it only effect allies or do you inadvertantly grant fast healing to your enemies as well ??? The full description overrules the table summary text (see for example True Believer, which says +3 in the table and +2 in the feat text). You need to be careful using Sacred Healing in combat, unless you're fighting constructs / undead. |
| Banor07-05-07, 02:19 PM | I was under impression that the CD one was close and the PH2 one open Edit : After reviewing i realize that the CD one is open and the PH2 NONC |
| Lomiat07-06-07, 06:24 PM | The full description overrules the table summary text (see for example True Believer, which says +3 in the table and +2 in the feat text). You need to be careful using Sacred Healing in combat, unless you're fighting constructs / undead. Yep, for this reason (and because it provides limited immediate benefit), it's best reserved for post-combat recuperation. |
| soonerpat07-12-07, 12:02 AM | I have seen it used effectively if the cleric moved away and set up a 60' field that caught only allies.. |
| CdrcJsn07-12-07, 06:20 AM | It's a full round action though, so moving to set up an ideal spot is a two round maneuver unless mounted. Having said that, I have the feat on my Halfling and it's proven very useful. He's usually on a riding dog, so he can often position himself where it only hits his allies (it's a burst, so it doesn't go around corners). Also, I've been in enough fights where the bad guys start off farther than 60', or are non-living that I've gotten to use the feat at most encounters. The after combat healing is also a tremendous boon, allowing the casters to use pearls for various buffs instead of the usual lesser vigors. |
| Sieylianna07-12-07, 05:33 PM | My future RSoP will be picking up sacred healing in about two modules when I make 6th level and he takes time out for Red Hand of Doom. With the required extra turning, he has 9 turning attempts per day. Except for "Mad God's Key", he has never needed to use more than two in a module. He averages less than one turn attempt per module because undead have been scarce. It's another effort to free up his spells for more than healing. Ed |
| Timlagor07-16-07, 08:15 PM | It's great on a Sorceror Sacred Exorcist :) and useful for things like Paladins or Cleric-dippers I wouldn't take it for a Cleric though -out of combat healing is generally trivial after the early levels and in combat healing is much easier with spells. There are plenty of nice Divine Feats for various sorts of clerics: Divine Ward is the best use for most RSoPs. |