How useful is Channel Energy in practice?


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To preface this, I've never played a cleric myself nor played with anyone else playing a cleric. Strange I know, but it's just never happened with any of the playgroups I've been in.

A friend of mine is starting up a fresh campaign and so far the party consists of a crossbow sharpshooter and a fighter of some type. I'm not sure what the other player is playing, but I've decided to take up the role of support as a cleric. After reading multiple guides, it seems that a reach cleric with a strong support focus will be the most effective character to bring to this party. I'm hesitant to go full support because I have a sinking suspicion that the party will need another body in the fray to put out damage, and a battle cleric just seems like more fun.

We will be using a 20 point-buy system and starting at level 3. I've got it figured out down to the last few points. Right now I'm split between starting with 19 STR and dumping all of my CHA or going with 17 STR and taking 12 CHA for more channels. The second option makes a lot of sense to me since I'm probably going to be the only character with support, but most of what I've read says that channeling is not very good unless you specialize in it with feats and such, which I do not plan to do.

My question is: would it be worth it to lose 2 points in STR to gain 5 points in CHA and get 3 more channels a day, or just take the 2 points in STR to deal more, consistent damage. Thanks for reading!

Sovereign Court

I used and keep using channel energy. I'm level 17 cleric, granted I channel negative energy (with selective channel feat). For the healing , I mostly relies on wands, Summons and leaving 1/4th of my spell slots open, so I can switch during the day for party needs.


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I would personally never by above a 16 in point buy, and even a 16 I'm hesitant about as a 15 is much cheaper and can easily get bumped up at level 4. I would get the 12 cha.

Anyway, when people say channeling is bad, they mean it tends to be bad for in combat use; it really doesn't do a whole lot of healing to an individual target (certainly not enough to out pace enemy damage most times), it burns action economy, it heals enemies unless you take a feat. Channel is super good for out of combat healing though, as it doesn't cut into your spells.


Personally I don't think Channel is worth investing in unless you are investing a lot.. That pretty much means either an aasimar/half elf life oracle boosting the revelation or a maxxed out charisma cleric using dazing channel from the rulership domain.

Having said that as a reach cleric I might well stick with 17 Strength and use the extra points to boost my stats other than Charisma. If you were looking to do some sort of reach/support build I might look at:

Str16, Dex 12, Con 14, Int 12, Wis 14, Cha 7

That is obviously before racial modifiers.


Uh, Id probably go with the 17 and the 12 instead of the 19 and the 7.

Having a 7 charisma cleric in a party of martial characters is going to have a lot of negative effects beyond being bad at channeling.

Channeling with a 12 charisma isn't all that useful as in combat healing, but it can be really good against undead and it saves the party money on out of combat healing.


Gregory Connolly wrote:

Channeling with a 12 charisma isn't all that useful as in combat healing, but it can be really good against undead and it saves the party money on out of combat healing.

I wouldn't call Channel good for damaging undead (beyond lots of baby ones if you are higher level), especially with low charisma. Channel get Will save for half and undead have good will saves. With low charisma all but the lowliest undead (some of the time anyway) will never fail your save.


chaoseffect wrote:

I would personally never by above a 16 in point buy, and even a 16 I'm hesitant about as a 15 is much cheaper and can easily get bumped up at level 4. I would get the 12 cha.

Anyway, when people say channeling is bad, they mean it tends to be bad for in combat use; it really doesn't do a whole lot of healing to an individual target (certainly not enough to out pace enemy damage most times), it burns action economy, it heals enemies unless you take a feat. Channel is super good for out of combat healing though, as it doesn't cut into your spells.

I suppose I should have mentioned that my STR is my boosted stat, so my 17 STR is only a 15 in point value. I certainly only plan on channeling out of combat to get the party back up to health for the next fight, a utility that is missing in many groups I play in. And for the low price of 2 points of strength, this utility seems to be well worth it.


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Negative channelers, sad to say, get much nicer toys to play with than those who channel positive.

If you can get a rulership portfolio cleric like Ra or Horus, you can do a dazing channel that will stop everything in sight. For that you want charisma as high as you can go.

This is my negative channeling Cleric of Horus with an animal companion. She's scary in combat.

My advice if you are planning to be a positive channeler is to buy charisma only up to 13 or 14 -- enough so that you can pick up the feat "Selective Channel." And spend all your other feats on combat feats and be a reach cleric who uses a spear and attacks of opportunity so that you can do other things in combat besides healing.


Benifey wrote:
I suppose I should have mentioned that my STR is my boosted stat, so my 17 STR is only a 15 in point value. I certainly only plan on channeling out of combat to get the party back up to health for the next fight, a utility that is missing in many groups I play in. And for the low price of 2 points of strength, this utility seems to be well worth it.

The extent to which this is true very much depends on how easily your group can obtain level 1 wands. Cure Light and/or Infernal Healing are extremely cheap and effective for out of combat healing.


It is nice to have but I would not invest in it. At most I might get selective channel, and I would not put more than a 14 in charisma for the purpose of channel. The last time I had a cleric I had an 8 or 9 in charisma. When things went bad I still kept the party in the fight.


andreww wrote:
The extent to which this is true very much depends on how easily your group can obtain level 1 wands. Cure Light and/or Infernal Healing are extremely cheap and effective for out of combat healing.

This is very true, wands should be an easy replacement for what I want to do with channeling. But as it turns out, every campaign I've been in with this gm spend time being far away from anyone who could sell me a wand. While I think I'll have a few of them most of the time, I can definitely see situations where the only help I have is my deity and my pointy thing.


chaoseffect wrote:
Gregory Connolly wrote:

Channeling with a 12 charisma isn't all that useful as in combat healing, but it can be really good against undead and it saves the party money on out of combat healing.

I wouldn't call Channel good for damaging undead (beyond lots of baby ones if you are higher level), especially with low charisma. Channel get Will save for half and undead have good will saves. With low charisma all but the lowliest undead (some of the time anyway) will never fail your save.

It sure isn't the best solution, but at 3rd level if your friends all use piercing weapons and a horde of skeletons or zombies shows up it will get the job done.

Seen quite a few hard to kill undead that needed to be nickled and dimed to death, even if they make the save 2d6 is about 3 damage/round to every opponent.

In an optimized party it won't be necessary but in a group of beginners it can help keep them alive to benefit from the learning curve.


Gregory Connolly wrote:
Having a 7 charisma cleric in a party of martial characters is going to have a lot of negative effects beyond being bad at channeling.

This is another reason why I'm considering it. While I won't be a great face, I'll still be alright at it, much better than all the other guys traveling with me.


If no one has mentioned it yet, I have always liked Channel Smite, you add your Channel dice as damage to a single attack, this can be used in a full attack and requires only 1 feat.

I would also suggest maybe going Cleric 1/Inquisitor X and taking Channeling Scourge as well. The Inquisitor is a great support class with viable combat abilities, the greatest being the teamwork feats you can benefit from. it gets only 1 domain/inquisition but it gets all the powers of it. It has pretty much the same spell list as the Cleric.

The inquisitor is more of a self support class but still has spells to dish out to party members for support. but it would be the better combo for when its needed to jump in and help with damage.

I had a tripping Cleric/Inquisitor in PFS that I loved.


Cleric is a MAD class in general and you want to play it in very a MAD way (reach cleric with channeling and a bit of face), so don't bother with a 17+2 STR.

And you still need to trim down, with a reach cleric you need to support STR, DEX, CON and WIS, throw in channeling and you also need CHA, face and you need more skill ranks/lvl than two (maxing Perception, Sense Motive and Diplomacy would be the bare minimum).
As the reach cleric already is MAD enough, let someone else cover CHA.

As you want to be close to the fight you need at least 14 CON (I'd still say that's low) and you probably also want to start with a 14 WIS (though you can go a bit lower). And with a reach build you want at least 12 DEX, preferbly 14 or higher (but 14 is probably as high as you'll get). And don't bother with bumping your CHA, though you could drop it to 8 if you still want to channel (7 if you won't bother at all).

I'd suggest either a 14 STR, 14 DEX, 14 CON, 10 INT, 14 WIS, 10 CHA or 15 STR, 14 DEX, 15 CON, 10 INT, 13 WIS, 8CHA or maybe 15 STR, 12 DEX, 16 CON, 10 INT, 13 WIS, 8 CHA and if you skip channel you can go 15 STR, 12 DEX, 16 CON, 10 INT, 14 WIS, 7 CHA. All are pre-racial, adjust to what race you're playing, a solid dwarf could look like 15 STR, 15 DEX, 15+2 CON, 10 INT, 11+2 WIS, 8-2CHA).

Do NOT bother with any channel feats when you deal in positiv energy, it's a waste. You only channel at the start or after combat, not mid-combat. Those are rounds you want to deal damage or cast spells, not heal and it certainly isn't worth picking selective channeling to be able to do it 2 or maybe 4 times each day (and you won't do it 2 or 4 times each day) while a better choice most often is to not do it at all. Feat wasted.
At the start of combat it's emergency healing, your enemies will probably be full anyway. Or at the end, AFTER you've made sure that everyone who's supposed to be dead, is dead, as a quick heal to the entire party when you don't know if more will come.
Pick heavy armour proficiency instead of any channel feat.


channeling is as good as you make it, which can be SUPER powerful. Channeling is simply put the best tool in the game save only full caster spells and a cleric gets both; hence one reason why the cleric remains so potent in pathfinder.

The question is what are you using channels for? If you are using positive energy then you can 1) heal in battle (not optimal), 2) heal out of battle, 3) boost in battle with variant channel (very optimal), 4) hurt undead (debatable), 5) or self heal anytime you get to 0 or lower HP with reactive healing feat thus turning your cleric into a paladin with better casting.

For negative channeling you have Death domains level 8 power to heal yourself while you hurt the masses and you have the harm effects of variant channeling to debuff groups of enemies.

Now if your wanting to be a battle cleric channeling that allows an opposed will roll isn't the best choice... as such negative energy on the whole isn't great and channeling to hurt undead isn't great either. Healing and buffing is still very much doable and welcome.

My recommendation is NEVER dump charisma as a cleric but keep it at a 10 in all but the most extreme cases. As a positive energy channeler I encourage you to boost charisma to a 12 and maybe a 14. Alternatively a 12 charisma and the sacred conduit trait that gives an extra channel per day is more than enough for out of combat healing and sufficient for buffers.

Finally, Look at the bless equipment feat chain. If that chain looks good to you then don't dump charisma. The ability to get the bane feature on your weapon as a battle cleric has enormous potential.

GENERAL NOTES: demon subdomain is where it is at for a battle cleric. with this domain you will be better than all martials by the end save only that you will have less number of attacks. also look at the crusader archetype if your a heavy armor or clericzilla lover of old.


If you tank your Charisma, I would actually take an archetype that trades out channel (or take negative channeling and Channel Smite).

Selective Channel selects out targets equal to your Charisma modifier. If you're only selecting out 1 target, you don't want to channel in combat.

Silver Crusade

Benifey wrote:
My question is: would it be worth it to lose 2 points in STR to gain 5 points in CHA and get 3 more channels a day, or just take the 2 points in STR to deal more, consistent damage. Thanks for reading!

After level 5 channeling to heal can not keep up with the damage dealt. Their is no trick to this. The amount you heal vs. the damage dealt changes making the difference larger and larger as you level up. That's not to say channeling is not useful, or that it can't be effective at times. That is to say over all the usefulness of channel is mitigated to the lower levels of play and tapers off as you level up.

I fully support dumping Cha. To the point there are some good archetypes that drop it all together, and you might want to look at one of them. When you do drop your Cha down. As it stands being a combat cleric takes a lot of stats and you have a limited number of points. That means you need to prioritize what you want from your cleric.

My suggestions for you.
Give a good look at the following archetypes.
Divine Strategist, and Evangelist (Makes one of the best support/battle clerics.)
For reach cleric you might want to look at the following feat's.
Phalanx Formation (Combat)Benefit: When you wield a reach weapon with which you are proficient, allies don’t provide soft cover to opponents you attack with reach.
Exotic Weapon Proficiency: Fauchard 1d10 18-20/x2 reach, trip


Healing is something done after combat. It's a great way to save yourself from buying a wand right off with 100% of your resources. Just channel a few times and be happy.

Even after 3 sessions it's going to save you hundreds. All for the cost of one less to hit and damage? Worth it. Spend your cash on enchanting your weapon and then have channel with no downside.


Cavall wrote:

Healing is something done after combat. It's a great way to save yourself from buying a wand right off with 100% of your resources. Just channel a few times and be happy.

Even after 3 sessions it's going to save you hundreds. All for the cost of one less to hit and damage? Worth it. Spend your cash on enchanting your weapon and then have channel with no downside.

Save hundreds.... so you can spend thousands on weapon enchant to make up the difference?


Not even hardly. Dont wave it off. It wouldn't be like he would never get a weapon enchant. Now he could afford to buy equipment he wanted sooner rather than paying off the "tax" of having to always buy wands. Every enchant is forever, wands are temporary. In fact it's likely a feat that will be picked up immediately by someone in the party, so it wouldn't even be "thousands". Hell a masterwork is only 300 gold. Let's do the math to come to 300 gold.

Pretending it's just a few gold when it's really an AOE heal that surpasses a wand immediately in quality (and since your 3rd level is 2d6 right off the bat, better than 1d8 +1) what the math really works out to is you're healing the group as if it was a wand of cure light, for the whole group, for free. 5 times a session.

That's 5 X 4 X 15. A session. Assuming a group of 4. 300 gold a session. Or if you want just 2 uses a day only 120. There's your masterwork weapon in cost by session 2 you've flushed away.

Additionally you'll not only save cash and afford to outfit your cleric your way sooner, you'll have more spells too. Since you won't have to cast to heal as much you'll be able to afford more spells to buff up before and during combat. Spells that will make up that strength deficit.

Or yes you could be glib and pretend it'd not giving you more resources every session at the cost of plus 1 to hit and damage. Cute, but hardly smart.


I'd assume that the cost of CLW wands would be coming from the party's cash overall, not the just cleric's. Everyone has a vested interest in readily available healing. That said, I'm still a proponent of not having 7 charisma on a cleric as Channel has its benefits over heal sticks and it really doesn't cost you much build wise to have it just in case.

Channel vs CLW wand = Why not both?


There's Channel Ray. One problem with Selective is needing to tune out all the enemies when you get mobbed. Channel Ray reverses the problem, gives range, and increases DC.

Alternatively, the Herald Caller Archetype (from the new monster summoner's handbook) lets you have better healing on your summons. Summons are awesome, and increasing the bodies in combat help you multiply the effect of channels.

A cleric of Undeath can render allies 'temporarily undead'. That can be a neat way of going negative and still being able to heal the party.

I do agree if you're going to optimise for channel, you have to REALLY optimise for channel. Otherwise it's just out of combat healing and very occasionally good for undead killing.


Past that area around levels 4-8 where Channel is still a little competitive with damage, I wouldn't miss it too much. It's nice to have, but I'd be happy swapping it for, say, wizard bonus feats, or armor and weapon proficiencies. The problem is that if you don't invest at least a couple of your few feats into it, it eats into your action economy and your stats. Good clerics get the option to use it outside of battle, which is a great thing, but evil clerics without a dhampir/undead party or the undead domain will be sitting there twiddling their thumbs. It's better than the 3.5 version, but it's a shame it takes all the investment to use effectively.


chaoseffect wrote:

I'd assume that the cost of CLW wands would be coming from the party's cash overall, not the just cleric's. Everyone has a vested interest in readily available healing. That said, I'm still a proponent of not having 7 charisma on a cleric as Channel has its benefits over heal sticks and it really doesn't cost you much build wise to have it just in case.

Channel vs CLW wand = Why not both?

Well while that depends on the group, free beats cost any day! But yes in my groups we group fund. A neutral group may not. Season to taste.


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Step one, worship Pharasma.

Step B, Fateful Channel.

Step III, ???

Step tetra, profit!


Castilonium wrote:

Step one, worship Pharasma.

Step B, Fateful Channel.

Step III, ???

Step tetra, profit!

step 3 be a envoy of balance


Yeah grab some phalactary of good and evil boosts and just change them as needed. There's a trait that boosts the DC too. I've thought a lot about that build. Aoe fun.


Cavall wrote:
Yeah grab some phalactary of good and evil boosts and just change them as needed. There's a trait that boosts the DC too. I've thought a lot about that build. Aoe fun.

speaking from experience you want just a negative. the positive gains only matter for healing your party but the negative energy heals you and hurts the bad guys; assuming you took death domain.


A negative energy channeling neutral Cleric with the Chaos domain and Variant Channeling: Freedom strolls up to a target and slaps them with Chaos Touch, invoking Channel Smite in the process. The target is not only afflicted with both the touch effect and a dose of negative energy, but they must now make two successful will saves or be hit by Slow...


Another variant on Badbird's post above is madness domain and madness variet channel. Slap em in the face for Level/2 reduction to saves and then they try to save against confusion effect. Not as good on its own but still good and both options can combo more stuff.


Renegadeshepherd wrote:
Another variant on Badbird's post above is madness domain and madness variet channel. Slap em in the face for Level/2 reduction to saves and then they try to save against confusion effect. Not as good on its own but still good and both options can combo more stuff.

I'm more a fan of the Ale variant. Save or nauseated on top of other b#*#$+&* from feats? Oh my god yes.


Ouch. Sounds like you could make a nasty hangover channeling cleric build from the components.


If the Cleric wasnt feat starved it would be OK (just).....but as class abilities go it is fairly crap.


chaoseffect wrote:
Renegadeshepherd wrote:
Another variant on Badbird's post above is madness domain and madness variet channel. Slap em in the face for Level/2 reduction to saves and then they try to save against confusion effect. Not as good on its own but still good and both options can combo more stuff.
I'm more a fan of the Ale variant. Save or nauseated on top of other b@!%*!!! from feats? Oh my god yes.

Problem is there aren't any Golarion deities that give Ale/Wine other than Cayden Cailean, and you can't channel negative at all if you follow him.


Channel positive can kill shadows, which your party has no other way of killing, unless you happened to memorize magic weapon. A shadow can effortlessly chase down and wipe a 3rd level party.

In general, 14 STR and 18 STR are break points, due to Power Attack mechanics on THF.

With that said, my party's evangelist rulership cleric is the deepest caster I've ever seen. She has more "cast" depth than my master summoner.


How useful is Channel Positive Energy?

It partially depends on the adventure. If you're up against a lot of undead it can be extremely useful.

Healing is always useful, though better done after combat than during unless somebody is in imminent danger of death.

Had you considered playing a Warpriest? They can be quite able at both combat and clerical support.


Pathfinder Maps, Starfinder Maps, Starfinder Roleplaying Game Subscriber

Selective Channel for positive energy can save lives. It doesn't open you to an AoO and does more than Stabilize to all in an area. It does require a Charisma of 13 though. If you are willing to combine this with Quick Channel (from Ultimate Magic) it can give good action economy but means you save the channels for in combat use and want reasonable scores in multiple attributes (MAD).

Keeping a 10 in Charisma gives you some free out of combat healing. Who doesn't like that?

It really depends on what you see your character's main and secondary function being.


I've played a paladin once and a cleric that channeled positive energy once. Neither time did I ever channel to heal during combat. However, outside of combat channeling was fantastic. It was used after every combat, no one else had to worry about healing, and I didn't have to take any feats in order to make it better or anything. The one feat I would consider taking would be selective channel since the times when you want to heal all your allies at once during combat must mean things are in dire straights. So even though it might be extremely situational those situations can save multiple peoples' lives.

I just wouldn't want to invest in making channeling viable as a go to move during combat (unless it was negative energy/death domain cleric) only because it doesn't seem fun to me. As a cleric I would A. use big spells against big baddies or to thin out herd, B. pull out my weapon and smash some skulls C. channel at the end of combat.


I have a Cleric in Society play that I love to bits. Everyone's convinced that damage output is more important during combat than healing, and I totally agree, but sometimes it's necessary. My Cleric barely does any damage, so he's all buffing and keeping everyone alive. We recently mostly survived a boss fight with an Oracle that liked to spam Flame Strike. My channels didn't completely negate it, but at least they managed to survive while they wailed on the boss. It's not a guarantee, but keeping everyone on their feet for just another round can be vital.
Bottom line: it sucks, but it's necessary sometimes. Don't focus on it (unless you have cool tricks, like variant channeling), but don't neglect it, either.


How use full? I made it to level 4 with my life shaman and channeling have been used 3 times all in all and only one was in combat where i saved a few civilians that was with me when a drake hit me with its breath weapon. Channel and move away to draw fire, kinda thing. It is potentially great but i ditent really need it. I did have the healing hex a very high AC magus and a archer in the gang so that May have helped.
And yes i am very happy my character have other functions than healing in battle:)


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Channeling in combat changes the math. It allows that fighter to survive one more full round and kill the BBEG. With Channel Revival, it saves the party the cost of a raise dead. It reverses the effects of the fireball that just landed on you. I think it's worth it, if you're gonna invest in the phylactery of positive channeling. You get the ioun stones for wisdom and charisma and the phylactery for channeling, and you can really make a difference. I know in high level play, there's some stuff that's just unbeatable without a cleric or life oracle along to change the math in your favor.


I've seen many tables use wands to heal instead of channel energies. I thought it was the strangest thing, but they didn't want to use it to heal unless it was the very end of the day.


There are cases where channeling energy is extremely useful - enemy who you're not in a position to hurt is inflicting area damage on the entire group, lots of low level undead attacking you, etc. Using up your channels on routine healing could get you killed. The odds are against it, but some people are cautious that way.


We found Channel to be very useful, all the way to 15th level, we had a Life oracle. Great vs area attacks, and can cure at a distance. You do need Selective Channel however.

if you can afford the feat chain, getting the feat which makes it a Move action is very nice.

Silver Crusade

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You want to stop some one from death in combat. Make sure you can do one of two things.
1: Deal enough damage to kill them.
2: Stop them from actions
Healing will save them that one round. Healing dose not scale with damage. Damage increases two to three times faster then healing. The only exception to this is the heal spell. Yes some times healing in combat is needed. However you should think of ways to stop it from getting to that point. At lower levels of play healing in combat is common and needed. Healing at higher levels of play. It is death by attrition to the one doing the healing.

The best way I have found to heal in combat as a battle cleric. Reach Metamagic feat combined with spontaneous cure. Reach Cure light Wounds cast as a level 2 has a range of 25ft +5ft per two levels. Reach Cure Light Wounds cast as a level 3 spell has a range of 100ft +10ft per level of caster. I can cast them with out needing to pull fully out of combat, or try to position my self close to the one that needs healing. I do use a spell to do this. However channel is more expensive then I care to pay. It requires you to spend ability scores, and feat's to make it worth doing. Spending one feat to heal any where on the battle field I find expectable.

Building cleric is a difficult task. As the first thing you need to do is decide what kind of cleric your going to make. Examples of stats are on a 20 point buy before race adjustments. I will say that any of the many divine casters can do the same job as the cleric. Some of them do a much better job in the battle cleric role. To name a few that can fill the same role. Druid, Hunter, Oracle, Paladin, Inquisitor, and Warpriest. My personal top divine melee characters Hunter, and Oracle: Mystery: Battle.
Healing Cleric (The worst kind you can make.)
Wis>Cha>Con>Str=Dex=Int
example: Str7 Dex12 Con12 Int10 Wis16 Cha16
Casting Cleric (This can work you just have to except the fact. Arcane casters are better then you. It's just something you should know before building one. Knowing this I still built one for PFSP.)
Wis>>>Con>Cha>Dex>Str=Int
example: Str7 Dex10 Con14 Int10 Wis18 Cha12
Battle Cleric (Your main job is to think like a fighter until some one needs healing.)
Str>Con>Wis>Dex>Cha=Int
example: Str16 Dex12 Con14 Int10 Wis14 Cha8

Grand Lodge

Unless you build the hang over cleric channeling is a sub-par ability.

The Oracle will do it better.

Damage always out weights healing. ALWAYS.

Better to prevent damage and help the team end encounters faster.

I tend to roll with evangelist cleric and tend to arm/anvil rather than play band aid.


DrDeth wrote:

We found Channel to be very useful, all the way to 15th level, we had a Life oracle. Great vs area attacks, and can cure at a distance. You do need Selective Channel however.

if you can afford the feat chain, getting the feat which makes it a Move action is very nice.

Okay, but the Life Oracle is basically Paizo's (successful!) attempt at making healing be your "thing" a viable combat role. What works for a Life Oracle does not necessarily work for general use.


Its a good class feature, but rarely worth it during combat unless you can hit 2-3 characters with it at once. Even then the feats required to make it not heal your opponents as well make it a little tough.

Most clerics I know either use it out of combat or learn selective channel at some convenient level.


Healing 2 characters at once isn't so rare. If you are playing healer, you probably have shield other up on your alpha sponge. So after the sponge takes an alpha, you just channel back both of your hp.

Selective channel is pretty much required though, if you want to channel in combat.

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