Kez Darksun
Explorer
feh, beaten to it. What the above poster said.
Difficult to compare the two, at least with my lack of experience.IanB said:Also compare to the cleric's Cure Light Wounds, which doesn't use a healing surge at all, but is daily instead of encounter.
Zephyrus said:It appears to be similar to the Cure wounds power of clerics granting what equates to an extra surge w/o spending a surge. I can definitely see times where having the extra healing that doesn't draw on a surge could be a life saver. such as when both word powers have been expended, targets already burned their second wind and is out of surges or their are too many enemies around to chance a heal check. The warlord version of this power is potentially more valuable than the cleric as the cleric has other things like healing lore to raise cleric driven healing surge HP healed values up even more. Consider that if used on a Wizard even a crummy roll on a healing word's 1d6 combined with healing lore could double the healing surge's base value at low levels.
Yup. As a low-level Cleric, I would have definitely taken Aid the Injured as my level 2 Utility just to get another heal per encounter. CLW isn't worth it though vis-a-vis the other level 2 Cleric utilities, since it is only 1/day (and usually the person I want to heal more than twice in an encounter has plenty of surges left). Either way, once I got more powers per encounter that could heal, I might think about subbing either of these out for another level 2 Utility.IanB said:To be clear, the warlord version does expend a surge; that is why it is an encounter power while the cleric version is a daily.
Btw, to those talking about CLW, I think THAT is the garbage utility power. In general, I have not yet seen a battle when a character was out of healing surges. Out of second winds, out of other healing, sure...but actually out of surges I still haven't seen it. I'll take an encounter power that consumes a healing surge over a daily that doesn't any day.