Jedi Archive
Thread: Focus Thread Force Healer
Epak
Wed Jul 20, 2005 10:51 pm
#118
Total Heal should not be such an INCREDIBLE AGGRO MAGNET!!
Change the hate system. Turn the Healing "hate" WAY DOWN.
Change the hate system. Turn the Healing "hate" WAY DOWN.
Cyricy
Wed Jul 20, 2005 11:47 pm
#119
for the love of SW, master healer must be able to return from dead just like master enhancer... there is no harm in having same ability in 2 proffessions as we see in other profs... so if there will be a revive ability in master healer box... it should revive jedi him/herself who use it...
Supertimmy1212
Thu Jul 21, 2005 1:39 pm
#121
Cyricy wrote:for the love of SW, master healer must be able to return from dead just like master enhancer... there is no harm in having same ability in 2 proffessions as we see in other profs... so if there will be a revive ability in master healer box... it should revive jedi him/herself who use it...
Actually I, as a master enhancer forever, would have no quams whatsoever with giving up regain conciousness or allowing it to be added to m healer as well as m enhancer.
Think about it, it really isn't an enhancer ability. Good idea.
Message Edited by Supertimmy1212 on 07-21-2005 09:40 PM
gailon24
Thu Jul 21, 2005 1:40 pm
#122
Tapa wrote:
is this like that time my parents took me to see Santa, he asked what I wanted, then my parents didn't get it for me?
All kidding aside, we need something to make the master box worthwhile. Atleast pre-cu total heal got rid of those pesky feign deathers, and when someone blackbarred your mind it was helpful to get you back in the fight. Revive should be a given, and area heals would be ideal. Since we have a huge timer and ridiculously high mind costs, we are no longer effective at supporting a group.. so lower those, or give us an area heal. A longer range would be nice too. Infact this is an ideal setup IMO
4xxx stays as is.
x4xx should have wound and fire as is, but also give a mod that incseases healing efficiancy. The higher the mod, the less force, mind, and action the task costs.
xx4x should have an increase range mod, the higher the mod, the further our heals will go, and should have an area heal
xxx4 should decrease the cooldown timer on heals.
Master box should have a revive skill and should have a heal that requires melee range, but heals all damage. Maybe call it healing hands, or something that generally says this is a close-range but powerful heal.
Nice Ideas. Short and sweet =)
I'd add /drag and area heals but that's probably greedy =)
AelotAliot
Sat Jul 23, 2005 1:48 pm
#123
/bump for Vis and new ideas for a broken profession.
Enhancer got a sticky, but Healing didn't that I saw. Or Powers. :/
-Edit-
Well, area heals would be nice, since with the healing timers, it's almost impossible to support a group.
A rez would be nice, since there is the rez arm anyways, might as well give Healers something.
Lower the fc of Total heal. Unless I'm mistaken it takes 50 extra force per state healed while State heal costs 50 force and heals them all.
Adv Infusion would be nice.
Mods throughout the Profession to make Master better than 4xxx. (Reduced Force/Mind/Action costs and lesser cool down.)
I think that a Master Healer should be able to rather easly keep a group of 4 - 8 people alive in combat. It's only fair.
We need something to make the Master box worth while. Right now the only Healers are ones who love the profession so much they can't bring themselves to drop it. But we are running outta Healers since it's just not worth it any more.
Our Master skill takes a ton of force and doesn't do that much. State heals are cool, but we shouldn't just get state heals for broken states. It should also heal the new states (Snare/Root/Maybe Mezzes/Armor break)
Enhancer got a sticky, but Healing didn't that I saw. Or Powers. :/
-Edit-
Well, area heals would be nice, since with the healing timers, it's almost impossible to support a group.
A rez would be nice, since there is the rez arm anyways, might as well give Healers something.
Lower the fc of Total heal. Unless I'm mistaken it takes 50 extra force per state healed while State heal costs 50 force and heals them all.
Adv Infusion would be nice.
Mods throughout the Profession to make Master better than 4xxx. (Reduced Force/Mind/Action costs and lesser cool down.)
I think that a Master Healer should be able to rather easly keep a group of 4 - 8 people alive in combat. It's only fair.
We need something to make the Master box worth while. Right now the only Healers are ones who love the profession so much they can't bring themselves to drop it. But we are running outta Healers since it's just not worth it any more.
Our Master skill takes a ton of force and doesn't do that much. State heals are cool, but we shouldn't just get state heals for broken states. It should also heal the new states (Snare/Root/Maybe Mezzes/Armor break)
Message Edited by AelotAliot on 07-23-2005 04:55 PM
Tapa
Sat Jul 23, 2005 10:05 pm
#124
I justified keeping master healer just cause I could heal BH instantly.. it was a nice starport trick and of course I'd get friends sending me /tells asking for BF and wound healing... but now that space doesn't give you wounds (thus no more blackbarred friends) and BF is gone, I'm worthless.
raora
Tue Jul 26, 2005 9:32 pm
#125
Tapa wrote:
I justified keeping master healer just cause I could heal BH instantly.. it was a nice starport trick and of course I'd get friends sending me /tells asking for BF and wound healing... but now that space doesn't give you wounds (thus no more blackbarred friends) and BF is gone, I'm worthless.
/cry
gailon24
Mon Sep 12, 2005 10:41 am
#126
TorqueMonster wrote:
Area Resuscitation:
That ability for a master healer to resuscitate all same faction within 64m, resulting in an unavoidable immediate incap of the master healer using this skill.
My friends and I talked about that idea, and it rocks. Think about the idea for just a moment.
Hehe cool idea maxxis
Tapa
Wed Sep 21, 2005 11:04 am
#127
gailon24 wrote:
Since the devs seem to be in "gimped profession improving mode" by fixing SL and Ranger...maybe it's time to bump this thread!!
I agree......
horus220
Wed Sep 21, 2005 3:21 pm
#128
Horus220 has let me use his name as it isn't working for me to sign in.
I am Shakkti and a Master Healer.
I have a request for master healers to have the option to rez.
We are master healers after all, seems redundant not to have the option. I am a lousy fighter, can't hit hard to save myself. My template is designed to be the group healer. I feel the option to rez should be part of the parcel keeping the group alive and functioning.
Having worked hard to reach this level I feel jedi healer issuperior to a doc deserving this option. Using the rez arm, makes us unable to wear our jedi robe, and only works every 15 mins. Doesn't help.
This would I feel make master healers a more usefulperson to have along in the group, keeping the strong ones alive as we use our magic to keep them going. Right now looking for a doc along with the healer to keep the group going is difficuilt. In that there are not always many people on to make those groups. Doctors are great for making stimps, buffing and rezzing but so should mhealer be able to rez as there aren't many master healers and its easier becoming a mdoc then mhealer. To loose the right to rez to me doesn't make sense. Its all part of the same parcel.
I personally would love to rez again with my mhealer.
Shakkti
Tapa
Wed Sep 21, 2005 5:40 pm
#129
Healer needs a lot of help in general... why we don't have an area heal and a rez is beyond me.
Daeyron
Mon Sep 26, 2005 10:14 am
#130
/bump. i haven't heard any news suggesting progress on these issues.
i'm especially concerned with force sap, which has been nerfed too harshly and is becoming worthless.
a QFE, from above:
----------------------------------
Force Sap got doublenerfed
Old: -50% for 4min
New: -35% action/-30% mind for 1min
This effect is too small/doesnt last long enough to be of any real effect. It was supposed to be like the Combat Medic version, which is still -50% and lasts for 2 minutes.
----------------------------------
please restore sap to at least 50% (that is, at least as good as the CM version), even if you don't increase the duration of the effect.
-dc
i'm especially concerned with force sap, which has been nerfed too harshly and is becoming worthless.
a QFE, from above:
----------------------------------
Force Sap got doublenerfed
Old: -50% for 4min
New: -35% action/-30% mind for 1min
This effect is too small/doesnt last long enough to be of any real effect. It was supposed to be like the Combat Medic version, which is still -50% and lasts for 2 minutes.
----------------------------------
please restore sap to at least 50% (that is, at least as good as the CM version), even if you don't increase the duration of the effect.
-dc