AnonymousAugust 31, 2018 at 21:29Post count: 1
With the change to Heal Injuries,
that regardless of the number of targets it only heals a base total of 110 health,
the power is useless.
This is because for 11 power points a vitalist can manifest natural healing on 6 targets to heal 6*3 health points,
(say the vitalist, three party members, someone’s familiar, and a psi crystal)
which can then be redistributed to heal a total of 108 health…
So the Heal Injuries power heals 2 more hp, the first level it can be used.
After this level, natural healing scales beyond it, better than the 1pp for 10hp augment.
Additionally, why would anyone every spend use the 6 additional power points augment on the power!
For what is effectively a 9th level power that can heal 110 damage total… to targets within 20ft.
This provides almost no conceivable benefit,
as the vitalist can already spread healing around their collective…
The equivalent divine spell, mass heal, heals 170 hit points each for an unlimited number of people in close range, while also curing a host of conditions.
So the divine spell can heal about 680 health if four people are in range… and 6,800 health if forty are. Versus, the about 243 (9*9*3) health the vitalist can heal in total via the most efficient natural healing used on nine or more!
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