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Healbots are barely a thing in D&D any more (you can still make one if you go into Life domain), and most 'minor' healing (such as Shadowheart can do) is rarely worthwhile since you're better off spending your actions and your spellslots killing enemies faster (a dead enemy can no longer cause you damage, and damage prevention is usually better than healing after the fact).
Getting a high AC, lots of hp, damage resistance, and damage reduction is often far better than any healing you can do, with the exception of a Life domain Cleric.
Shadowheart is best when using her Trickery domain powers - lately, I've really been getting into Blessing of the Trickster, as it's a freebie that costs no spell slots or channel divinity uses. Pass Without Trace is also amazing if you need to stealth the entire party. If you're patient and methodical (like I am), then you could use Blessing of the Trickster on one party member at a time to sneak them past some enemy (although Blessing is worth about 1/2 of what Pass Without Trace is, it is free). Minor Illusion can be ok in some situations but I feel it's unreliable (it often disappears too quickly and without warning). Now that spears are versatile, Shadowheart is also decent with a spear and shield combo, you can give her the uncommon spear you find in the Dank Crypt so that she gets advantage on her next attack roll if she ever misses (increasing your to hit chance and thus her overall combat effectiveness), or the Vision of the Absolute spear you craft from the pieces you get from Edowin and the Owlbear mamma which has a chance to blind on hit as well as doing extra damage to 'certain' creatures with extra eyes (I'm actually not sure if this refers to spiders or beholders, or both). The spear and shield combo is almost better than dagger and shield, although Ritual Dagger is still a pretty good choice too. If I get advantage with True Strike spear, or Bless with the Ritual Dagger, then I might follow up the next turn with an Inflict Wounds with a much better chance to hit.
My problem isn't when I'm fighiing a single opponets it's when they have equal or more numbers and can out DPS your party until every one is dead and there hasn't been enough heal potions dropped to keep them up that way so a healer would actually be usefull in the party.
And why make it so you can't play a certain way? Why do I have to depend on other play styles? Specially when your limiting my party to 4 which should be the traditional Warrior, Thief, Cleric, Wizard than.
It's naive to t hink every approach to a solution is going to carry equal value. No one said it wasn't useful but brought up that it isn't as necessary or really feasible to approach it the same as other RPGs especially due to limited spell slots. Players have to play to the limitations of the system, dont understand how this is even arguable lol
If healing is important to you then you could try playing a cleric. You can make the Life Domain (or Light Domain) Cleric as your main character. I have tried this and you can have a character that is far more powerful than Shadowheart. Also, it is nice not to have her under powered toon taking up a party slot.
Healing in combat just cannot keep up with the amount of damage monsters output, unless you're a Life domain Cleric (and there's a few items in the game to boost your healing too).
Unless you create a Life domain Cleric, you're better off focusing everything on AC and damage output. A dead monster can't hurt you, which often saves you more HP than healing does.
To me it would been more usefull if she had darkness and other things that was traditionaly thought of for the godess of drakness and secrets.
Pluss not like it's a better weapons, but wasn't her clerics weapon of choice: Short Sword? At least it was in other edititions of D&D.
She's an excellent tank due to illusions & shield, great damage due to spells, super sneaky due to buffs of trickster, great healer with 2 items & great buffer.
She does everything and does it well
As a result, damage reduction is a much more effective method of controlling incoming damage. You want to make yourself as hard to hit and as hard-hitting as possible, so that you can cause enemies to deal less damage to you in general and kill them before any of their damage becomes a problem. This will serve you far better than trying to outheal the damage enemies are dealing to you.