Jedi Archive
Thread: Focus Thread Force Healer
first?
1. Master Healer should be looked at as roughly equivalent to Master CM. Can heal just as fast with same mind impact. also should have some offensive capabilities, like sap. Not saying there needs to be a 1:1 ratio exactly, but comparable.
2. Master Healer should have a rez capability.
3. Would be nice to see Master Healers have some buffing capabilities as well. Buffs they can share with a party. Also be cool if those buffs could be breached.
CA's that function like Healing Efficiency but for Force Heals only.
There are CA's for Force Regen, Lightsaber use, Lightsaber Experimentation, Force Max. Ranged and melee mods in CAs work for LS and Powers. Ranged and Melee mods in CA's work for Defender.
Where's the CA love for Force Healing?
YesterdayWookieOgre posted an example of how much HE mods have an impact on healing. Example, Medic 0000 basic 299 health heal turns into a 787 heal with just the addition of a +17 HE mod BE shirt.
I'm not saying Medic (nor the professions that call Medic Papi) should be nerfed. I'm just asking for equal treatment.
Faster Healing!!
Less mind cost (already a force cost penalty, the mind cost is too high IMHO)
Infusion - less mind cost, longer duration
Heal All States - clear roots, snares, dizzy, blind, intimidation etc...Anything that could be considered a "state"
Poison, Bleed, Disease - working as intended...No change necessary
Force buffs would be an awesome addition at Master Healer, as would rez ability. Master Healer should be able to be a demigod when it comes to that kind of thing, not a second rate Master Doctor/Combat Medic....Area healing (both in health, states, poison, disease, bleeding...everything) would be an awesome addition as well...
Something to think about.
Rez: Many Docs/CMs violently refute that Master healers should have rezing. Yet i ask, why not? At this point in the game, cybernetic arms allow *anyone* to rez now, it is no longer a special skill for only 2 classes. All 30+ classes can now rez, so why shouldnt a Master healer be able to do the same as Docs/CMs? Reviving a player should most definently go in Healer, and would fit well in the master box.
Buffing: I dont necessarily agree with buffing abilities for healers, but thats just my opinion. Buffing should still as always be reserved to Doc, although from an RP sense it could make sense as a Master healer could use the force to enhance someone.
AOE Healing: This should also be placed into the Healer profession, yet it, like total heal, needs to have a somewhat acceptable forcecost. Put the forcecost to high, and itll be about as useless as total heal is now, where healing shouldnt completely drain you have 10 heals.
Total Heal: This needs to be looked at more. The forcecost is too high, period. you get 6-7 Total heals off and your completely out of force. Theres no viable way to use this other than to heal someones BF, which will soon be gone anyways.
Baciacca wrote:
Focus Thread - Force Healer
Ok Healers this is your chance to let me and the rest of the community know what is going on with your profession. I realize that the timers and mind costs together are needing to be taken care of but what else to you all want/need that could possibly improve the profession.
Discuss:
AOE heals
Revive Skill
Buffing abilities
What's wrong with the timers and mind cost? Do you want to go back to 15 mins jedi vs jedi battles that won't end until someone runs out of force? The current delays and mind costs are balanced and makes combat exciting. The problem is that non jedi heals are too powerful since last patch.
- Battle meditation. Adds some bonuses to the group when active. Drains force from the jedi that uses it.
- Group version of infusion at master level.
- Move infusion to another branch so that not all heals are concentrated in 4xxx.
- Improve total heal.
TotalHeal - The base cost should be lowered to no more than 50 pnts.
Healer Stance - this would be the utlimate support move for the master Healer. Increasing heal speed to 3 seconds and droping mind costs to 2-5%. Whileactivated the offensive power output would be the same as a player in FRS3. this makes it valuable in healing the group (support)and not allow it to be overpowering by eliminating the offensive threat from this player whil activated. Kepp in mind this is only returning the heal function at master to what was pre- pub 19 and for sake of blanace giving up offense during its use.
Area heal - I think a basic version maybe at assist Iand animproved at assist IV. put it on a seperate timers then force heal allowing forceheal stil to be used on others. This gives the healer the ability to choose his place and role in combat. Not having to choose between healing self and a friend or the ability to put all his/her efforts into support healing.
Force Resurrection - Master Healer high force cost. there's just no reason for it not to be here. if a cyberbetic arm can do it so should a Master healer be able to do it.
Healer Meditation - This would be a new form of meditate.The healer meditates on the force gaining through force the ability to boost his/her attributes (health/action regen/mindregen)5% at restoration 4 10% at Master.Requires uninterrupted meditation for 10 seconds to recieve the buff.
or allow the healer some otherway of buffing atleast their own pool regen stats.
Force Sap needs to bumped up to atleast the level of Cm. right now its to low.
My guess is you are not a Master healer. Healing is a lot different mechanic to a Master healer than a Master defender with 4xxx. Since this is focus thread please consider the state Master healers are in. Master Healers are not going to go into a 15 minute deul; force cost on healing is simply to high to last that long. We aren't asking for faster healing at 4xxx but asking for faster healing at Master. if I misread what Bac said and that what he's asking for is faster healing for 4xxx then I disagree. There's not much wrong with 4xxx healer its the rest of the discipline that gimped.
RabidEwok2 wrote:
Baciacca wrote:
Focus Thread - Force Healer
Ok Healers this is your chance to let me and the rest of the community know what is going on with your profession. I realize that the timers and mind costs together are needing to be taken care of but what else to you all want/need that could possibly improve the profession.
Discuss:
AOE heals
Revive Skill
Buffing abilities
What's wrong with the timers and mind cost? Do you want to go back to 15 mins jedi vs jedi battles that won't end until someone runs out of force? The current delays and mind costs are balanced and makes combat exciting. The problem is that non jedi heals are too powerful since last patch.
Apart from that, I don't think we should try to make healer infringe on doctor skills (with revive etc).
Some suggestions to add:
- Battle meditation. Adds some bonuses to the group when active. Drains force from the jedi that uses it.
- Group version of infusion at master level.
- Move infusion to another branch so that not all heals are concentrated in 4xxx.
- Improve total heal.
make healers like cm and doc prof where we can throw poison, and fire
add range heals, and group heals
add rez
add jedi buffs like buffs to mind/action/health , combat spd and acc and maybe even a force reg buff.
maybe healers can also do melee/range def buffs