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Post by sylvantis on May 10, 2007 1:22:46 GMT -5
Thoughts on changing certain divine spells.
Cure Critical Wounds, should have its effects increased.
Caster Level * 2d8+5 Cap at Caster level 20
The cure critical potion would be 14d8+35, w/ an avg heal of 84.
A level 20 cleric would heal be 40d8+100, w/ an avg heal of 240. Maximized would be 420, and Empowered for 60d8+150, w/ an avg 360.
Impact: Divine casters would have a powerful single target spell vs undead.
Heal , should equal a massive regeneration effect with a short duration.
Caster Level * 10 healed per round Caster Level / 3 duration Unstackable w/ self Cap at Caster Level 40 Undispellable
The heal potion rather than a full and frightening full heal would instead be a nice 90hp regen for 3 rounds.
A level 20 cleric would grant 200 hp regen for up to 12 rounds(extended).
Impact: Healing potions would be far more cost effective for sub level 30 players. Clerics with Mass Heal spells would become extremely popular in groups. Avg player damage output would increase the need to drink heal potions in combat would decrease. Boss runs would require clerics and druids to be truely effective. Clerics and druids would have better combat abilities vs aracnae casters in pvp.
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