[Complete Divine] Vigor [Archive] - Wizards Community

Post/Author/DateTimePost
Smeared

09-10-04, 07:20 PM
Has anyone ever tried these spells in an actual game?

I'm the healer in the party right now, and I'm wondering if it gets a little more interesting than the standard Cure type spells.

Since they'll almost always heal more than a Cure Spell of the same level, there is at least potential, but I'm worried that I won't be able to keep up with damage since they don't stack Fast Healing (just extend the duration).

I'll welcome any input or experiance you guys have to offer.
smrtgmp

09-10-04, 07:22 PM
you could use them in conjunction with cure spells. That would help people stay on their feet until you can get there and cure them.
Smeared

09-10-04, 07:26 PM
That does seem like a good idea, but I'm playing a Level 5 Spirit Shaman (also from Complete Divine and yes, I know not the best healer), so I can only retrieve three level 1 spells, 1 level 2 and 1 level 3.

Not many spots open to retrieve mulitple healing spells without sacrificing other goodies which I want access to (Bear Endurance, Nature's Ally III, Produce Flame)
smrtgmp

09-10-04, 07:33 PM
Ahh...that does complicate things slightly. Still, once you get higher in level it would be a viable tactic. In the meantime, you might have to suck it up and take the hit if you are the party's only healer. Damn responsibility ;)

You could always make your group pitch in on some wands of healing. Wands of CLW are the most cost effective, but they dont help much in the middle of a fight. If the party pooled their resources, you could always get a better wand to use in emergency combat situations, and save the wand of CLW for after battle cleanups. Thats a pretty standard tactic.
Tony Vargas

09-10-04, 07:39 PM
It doesn't seem to be hugely effective to cast in a fight, though, like Aid, you might toss it right before a fight.

Our party has been using it for between-combat healing, though, since it does restore more damage than a CLW, and even have gotten Wands of Vigour.

I'm really starting to think that post-combat healing is meant to be virtually trivial in 3.5 - the wands are dirt cheap and effective, and there's little downside to them, while in-combat healing calls for higher level spells, and those get very pricey in items.
ThoughtfulOwl

09-11-04, 04:52 AM
Since they'll almost always heal more than a Cure Spell of the same level, there is at least potential, but I'm worried that I won't be able to keep up with damage since they don't stack Fast Healing (just extend the duration).

Use cure spells to keep people up during combat, then use the slow-acting but much more effective vigor spells to heal afterward; after their efficacy in combat has faded, discard wands of cure light wounds in favor of wands of lesser vigor. Also, extend spell is your friend (+100% for +1 spell level against +50% for +2 spell levels over empowered cure spells).