Doctor Archive
Thread: In defense of force healing
Caelrie wrote:
Uhh, no it's not. TK brings a master offense to the table. Master healer/defender brings no dmg capability at all.
It's not the same thing.
Thanks for the laugh.
A TKM without abilities from another melee profession does absolutely dismal melee damage, damage unbefitting the title "master offense". As a TKM/Doctor, I could do more damage with an Advanced Laser Rifle -- which I had a grand total of ZERO skill points invested in ranged abilities -- thank I could do unarmed with a majority of my attacks. ( Advanced Melee Combo still did more damage, but the extreme action drain it had makes it unfeasable for more than a couple of hits... and the ALR took nearly zero action ).
And so, in return, I'll offer a silly idea for you, just to let you laugh.
- Increase ( yes, you heard it right ) Jedi healing abilities to heal up to 1/2 total health in a single action round ( 1500 for 3000 health Jedi, 2000 for a 4000 health Jedi, etc. ). Keep timer at the miniscule value it is at currently.
- Eliminate ( yes, you heard it right ) force cost for healing. Healing damage requires zero force points.
- Add a cost of 1 XP per 10 points healed to the Jedi. If the Jedi has negative EXP points, he is unable to use the healing ability.
See how simple it is
Jedi get even more powerful heals, and yet doctors suddenly become the healers for the galaxy ... merely because Jedi would be too reluctant to use XP on anybody but themselves except in very dire straits.
Tongue firmly in cheek, of course.
Don_T_Shoot wrote:
Not a bad idea actually. Still doc timer needs to be reduced and heals increased to match what a jedi can do. It's just not right that a jedi can heal better for less skill points.
Then it's not right that a master doctor can rez and a master healer can't, and the doctor spent fewer skillpoints.
Then it's not right that a master doctor canbuff and a master healer can't, and the doctor spent fewer skillpoints.
Then it's not right that a master doctor canwear armorand a master healer can't, and the doctor spent fewer skillpoints.
Message Edited by Caelrie on 06-13-2005 09:30 PM
Jedi had 1500 heals pre-cu
Its the docs/cm's that need the boost back up to par
Caelrie wrote:
Don_T_Shoot wrote:
Not a bad idea actually. Still doc timer needs to be reduced and heals increased to match what a jedi can do. It's just not right that a jedi can heal better for less skill points.
Then it's not right that a master doctor can rez and a master healer can't, and the doctor spent fewer skillpoints.
Then it's not right that a master doctor canbuff and a master healer can't, and the doctor spent fewer skillpoints.
Then it's not right that a master doctor canwear armorand a master healer can't, and the doctor spent fewer skillpoints.
You say things should be equal afterall, right?
Message Edited by Caelrie on 06-13-2005 09:30 PM
That is all completely FALSE!Master Healer takes a total of 89 Skill points(leaving 161 points). Master Doctor on the otherhand takes a total of 106 Skill points(leaving 144 points). And like i said earlier, a Master Doctor/Master Combat Medic (with a Medical Droid)can't heal as much as much a a Jedi Healer.
Heres some skill point conversions-
- Master Force Healing/Defense/Lightsaber/Enhancement/Force Powers: 89 Skill points(161 left)
- Master Doctor: 106 Skill points(144 left)
- Master Combat Medic: 120 Skill points(129 left)
- Master Medic: 77 Skill points(173 left)
And as for Doctor abilites/Jedi Healer abilites-
- Heal Wound[Force Heal Wound](Doctor and Jedi Healing)
- Bacta Infusion[Force Infusion](Doctor and Jedi Healing)
- Extinguish Flame[Force Extinguish](Doctor and Jedi Healing)
- Bandage[Stop Bleeding](Doctor and Jedi Healing)
- Countertoxin[Cure Poison](Doctor and Jedi Healing)
- Disinfect[Cure Disease](Doctor and Jedi Healing)
- Shock(Jedi Healing}
- Sap(Jedi Healing)
- Total Healing(Jedi Healing)
- Bacta Shot/Jab[Force Heal](Doctor and Jedi Healing)
- Revive Player(Doctor)
- Nutrient Injection(Doctor)>Short-term Buff
- Endorphine Injection(Doctor)>Short-term Buff
- Serotinian Injection(Doctor)>Short-term Buff
- Adrenal Boost(Doctor)>Short-term Buff
- Poison Innoculation(Doctor)>Short-term Buff
- Disease Innoculation(Doctor)>Short-term Buff
- Battle Armor Certification(Doctor)
So the buffs make the doctor stand out on the list, but really, buffs arn't a big commodity. 30 minutes or less with small enhancements[FOR NO EXP] dosn't give doctors incentive to buff people. And the Battle Armor certification:Unless you have another good profession, even fully armored the doc dosn't have that strong of defenses. Finally Revive player(Resuscitate Player of Combat Medics): Jedi just need to slap on their rez arm and WHAM!!! Resurection for them.
If you are talking about Master Healer, that's a different story. Master Healer should be better than Master Doc. But one branch owning an entire profession is crap.
BringrOfSilence wrote:I'll tell you what, You guys crying because Jedi heal better than master doctors.....Grind all the force sensitive points it takes to get to jedi, then get 4xxx healer and tell me if you think a master doctor should be able to heal as good as a jedi.You have no perspective because you aren't a jedi adn didn't have to put up with the village grind from hell.And for the record jedi are 1.5x more powerful as a full template (a complete package) this doesn't mean that all thier abilities when singled out are 1.5x more powerful than other professions. Perfect example of this is jedi damage versus master rifleman/master pistoleer. Master riflemans damage is sooooo much better. or Master Swords/TKM/master fencer. swing a ph at a high end mob and see who hits for more damage.The problem here is that master doc's can grind thier template in a week easily.Jedi's have to grind for months to get the xp they need. (now pre-cu was difficult but much easier than it is now)So there is a reward factor for putting in that much work toward a toon. And many people disagree but the jedi feel that they need to be compensated for their hard work the same way bounty hunters want to be compensated for having to endure the investigation grind.The only thing that keeps this conversation going is the fact If your not a jedi and had to endure the force sensitive grind you don't understand why we deserve what we have right now.and there it is
I don't care what you went through to get to jedi and I'm guessing most others don't care either. A Master Healer should be better than a master doc, but not one lousy stack.
And please, don't lecture me or others on Jedi crap (seems like most are Jedi anyhow, har har). Let me put it this way. I was a Master Doc for a year until the CU, I dropped Doc due to the CU and am now healing just fine now, just have to mind the force bar.
Message Edited by Don_T_Shoot on 06-14-2005 02:15 PM
Check it again. Master Healer requires 113 skillpoints.
Lord_Eoin wrote:
That is all completely FALSE!Master Healer takes a total of 89 Skill points(leaving 161 points). Master Doctor on the otherhand takes a total of 106 Skill points(leaving 144 points). And like i said earlier, a Master Doctor/Master Combat Medic (with a Medical Droid)can't heal as much as much a a Jedi Healer.
Don_T_Shoot wrote:
If you are talking about Master Healer, that's a different story. Master Healer should be better than Master Doc. But one branch owning an entire profession is crap.
One branch owning an entire profession is a very dishonest statement, don't you think? Both professions require only 1 branch for healing.
The only thing the 4xxx healer owns a master doc in is healing. To use your logic, it's not ok that a xxx4 doctor owns a master healer in buffing.
I suppose that was to be your point however that Healers can't do everything a Doctor can. That is not news and not the point. The thread was in defense of force healing, and I think the way to defend force healing is make doctors able to compete since it is the main thrust of their profession.
I know pre-CU the main point of doc was to buff, but it would seem healing the combat group is the main point now. So let's ask for the proper skills so they can do their job.
Message Edited by Don_T_Shoot on 06-14-2005 03:04 PM