The build I am using recommends putting all my level points into UMD and balance, will hit L8 soon. Can I get my heal spell to heal more points instead?
The build I am using recommends putting all my level points into UMD and balance, will hit L8 soon. Can I get my heal spell to heal more points instead?
The heal skill has nothing to do with healing ability...it is almost completely useless...all it controls is how many HP you recover from a shrine and your ability to use heal kits.
UMD and balance are FAR more useful.
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It sounds like you are referring to the heal "skill" (as that is what UMD and Balance are, skills). If this is correct, then no, DO NOT place skill points into Heal, as the only two things it does at the moment are worthless. You can revive someone who is incapped and you gain back a minuscule amount of HP when you rest. Since you are a Paladin, both can be easily fixed by carrying a few cure wands and waving them at people. If you have absolutely no other way to heal yourself or your party in the above two situations, you are likely in over your head or unprepared anyways.
No, I meant exactly what I said, the heal SPELL. Is there a way to boost that? Have extend but I don't think that does anything for it.
I am pretty disappointed with how many hit points I get resting and was wondering if I should put some in heal.
Just got the +2 to all abilities tome, will that help when I level?
With the +2 tome and a wis +1 item I am at 11 so it will be a while before I get anything to give me L2 spells.
Last edited by psikick; 02-06-2011 at 06:57 PM.
Paladins do not get the spell "Heal".
You did not mean exactly that.
To boost the output of your Cure Wounds, invest in a superior ardor clickie and perhaps spend AP on paladin devotion.
Your skillpoints and your spellcasting capacity are completely unrelated.
Do not change your skillpoint allocation. UMD and balance are there for entirely valid reasons.
Paladins don't get the Heal spell, but they do get Cure spells.
Their Cure spells are improved by the "Life Magic" enhancements, but none of your skills have any effect on your magical ability.
The Spell: Heal
http://compendium.ddo.com/wiki/Spell:Heal
The Spell: Cure Light wounds (which paladins are able to memorise in a 1st level spell slot)
http://compendium.ddo.com/wiki/Spell:Cure_Light_Wounds
The only way to enhance that spell is to use items and enhancements.
Items:
http://compendium.ddo.com/wiki/Item:...reater_Ardor_I
or anything (shields weapons items etc) with potency or devotion on it.
e.g: http://ddowiki.com/page/Devotion
The following enhancements are also available to paladins:
Spell Damage Enhancements
- Paladin Devotion I: Grants a 10% increase to the effectiveness of your healing spells.
AP Cost: 1 Level: 1 Progression: 0 No requirements- Paladin Devotion II: Grants a 20% increase to the effectiveness of your healing spells.
AP Cost: 2 Level: 4 Progression: 10 Requires: Paladin Devotion I- Paladin Devotion III: Grants a 30% increase to the effectiveness of your healing spells.
AP Cost: 3 Level: 7 Progression: 21 Requires: Paladin Devotion II- *Paladin Devotion IV: Grants a 40% increase to the effectiveness of your healing spells.
AP Cost: 4 Level: 10 Progression: 32 Requires: Paladin Devotion III
Khyber - Officer in The Stormreach Thieves Guild
Steeles (TR 1 Paladin 20 / 8 Epic - TWF) - Steeley (Monkadin - Pal 18/Monk 2/ 8 Epic - Unarmed) - Steeltruhart (TR1 Paladin 17 - S&B Bastardsword) - Steelforged (Pal 20 / 8 Epic - SWF) - Steeltruhurt (TR1 - Pal 8 / Ftr 2 - THF) Steelsouls (Clr 17 / Pal 3 /8 Epic)
The feats empower healing, empower and maximize can boost cure spells, but on a paladin they are not really recommended since you may want fighting feats instead.
Better take the paladin devotion enhancement line as suggested, as well as boosting items.
The ardor clicky, or a devotion/potency item increase the amount of healing.
It's still a heal spell, whatever it's called. Thanks for the answers.
Actually it's a healing spell. When there is a specific spell that uses that specific name, then people will assume you mean that spell, and not just a type of spell.
You shouldn't call any spell that does fire damage a Fireball, or any spell that instantly kills something Wail of the Banshee. Why should you call all healing spells "Heal".
The Spell "Heal" does more than simply restoring the red bar.
It also heals status conditions that aren't red-bar related.
Cure spells are simply for restoring the red bar.
Once again we're reminded of why it's a bad idea for D&D to use one word to mean multiple things.
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