Jedi Archive
Thread: Master Enhancer: My synopsis.
Message Edited by Cendoth on 09-14-2005 11:00 AM
First, excellent enhancer post.
Second another thing that most people over look primarily because its an expensive 8 skill point box is healer x1xx, it heals wounds.
Now in PvE this is not much of a problem, but in PvP and with the resurgance of the MCM bounty hunter wounds are a major consideration again. This one box is essential for healing wounds, in PvP and BH/Jedi conflicts especially Combat Medic BH's wounds are a major problem. Not just during the fight but after as well, Doctors are rare these days, though some of the newer players are using that profession a little more. But with a high level of wounds, both PvE spin groups and further BH hits become a real danger.
It might seem at first to be a rather pricy (skill point wise) single box to have, but it can mean the difference between winning and losing in a long BH or PvP fight.
AdiWanTinova wrote:
I recently read a post on these forums asking for a Lightsaber toughness for Master Enhancer/Healer in the Jedi profession so that they can 'stand against a defender.' I wanted to take a moment to share with you some thoughts about this profession, and especially shed some light into this profession that are thinking of potentially mastering this fine art within the Jedi realm.
Enhancer is a great profession within the Jedi skill trees. It allows for more "Jedi-Like" play with a multitude of different abilities learned/gained throughout your path to mastery. I have been a Master Enhancer since pre-CU, and in the CU, have found out many things about how to play this profession. There are a few things that you should be warned/informed if you are interested in this profession as one of (if not THE Force Mastery of your choice).
Below are a few of my observations:
- Master Enhancer provides Force Armor. Which if not broken (with an armor break, not bug) is highly effective to defend you against incoming damage, PvE as well as PvP (more so PvP). You will not be a 'tank' of the group with this defense, but it provides you the ability to have a sort of 'light' armor that should protect you well in the fray of combat.
- You are not the tank. The tanks of this game are Defenders. If you had a melee-stacked defense template that did adequate damage in your pre-Jedi template, I would not recommend this profession for you. You have to understand the role of the Enhancer on the battle field is for CONTROL, more so than damage intake protection for oneself, and/or groups.
- It is alright to run. Occasionally, you will get hate /tell's from those that are upset that you decided that living to fight another day was more wise than dying a foolish death to overwhelming odds. You are built to withstand 2-on-1 odds, 3-on-1, or in some cases 4-on-1 odds … not any more than that, if you see that onslaught coming, start rooting and/or stasis’ing targets at will, and move swiftly.
- Do not rely upon Enhancer to be your best defense. You must understand the fact that you are wearing aforementioned ‘light’ armor. It will break easily and then your damage intake will be too much for you to bear. Over my time playing this profession, I’ve come to understand that Enhancer’s Force Armor is nothing more than a slight advantage from a defensive perspective … but that my OFFENSE is my best defense. If your adversaries are consumed with healing themselves, they can’t do damage to you. If they have no action, they can’t inflict damage upon you. Note: My recommendation for the best Master Enhancer template is: MLS / MENH / Healer: 4040 – focus upon offensive power to provide your defense (in-line with this bullet point).
Stasis:
Stasis can be used as offense, or defense. With the recent removal of chainable “daze state” attacks (i.e. Stasis/Daze), you no longer can hit with stasis endlessly as you want, and then easily defeat someone like a Defender … but, you can use this as a strategy effectively.
Offensive Stasis:
- Jedi-heals (and things like bacta toss, etc.) are combat moves that are negated when in a daze (Stasis) state. If you inflict enough damage, you can throw someone’s heals off by putting them in stasis when you “feel” they are about to heal. Throw off their timing.
- People use macros … especially the “Yin” to your “Yang” – Master Defenders. Force Aura/Infusion looped macros usually are fired in tandem, as the timers are relatively close in longevity. Keep in mind that stasis lasts for 45-seconds. Interesting thought, right? If you notice that a Defender (or your adversary) is using timed macros … stop them from working properly. Hit with a stasis when you see his “Infusion” and “Aura” icons are blinking to prepare to “fall off.” Leave them sitting idle for about 10-15, when they least expect to be hit again … just for fun.
- Quick attack that does about 550 points of damage. I’ve actually incapped people with low health trying to stasis them.
- Stasis a Master Defender with Avoid Incapacitation on … and it’s curtains.
Note: People can heal with stims through stasis … keep that in mind. Anyhow, when AI falls off … they drop incap (if there’s no health on the health bar).
Defensive Stasis:
- Its Stasis … use it to hit the target to buy yourself some time. Keep in mind that if you’re in a long fight, this is a good tool to buy yourself 45-seconds of “cool down time.” Running low on mind, force or action? Hit them with Stasis, and untarget them … in about 10 seconds, the music stops, and you can /sit, /forcemeditate – even CHANNEL your force back, if you want. Stand up before Stasis wears off … and continue fighting.
- Don’t feel like fighting anymore? Stasis … and head for the hills. Can’t be anymore simple than that.
In Summary:
I hope this helps all of you new Jedi that are wondering about Master Enhancer. To summarize, every Jedi template is worth standing against any other Jedi template … you have just as much right to win the fight as anyone else. Knowledge leads to control. Control leads to victory. Master Enhancer can lead to victory if you understand your limitations, and play by the guidelines in which you’ve been give.
A great saber doesn’t hurt to have either …
Message Edited by AdiWanTinova on 09-14-2005 07:08 AM
Have you played master enhancer?
no really... it looks like you have NO idea what enhancer is... i dropped enhancer after being one for almost a year now... why? because stasis can be broken with the freaking duel command.. you cannot hit 2 targets with stasis one after the other which makes it totally worthless... you can't outrun a speeder so you will get killed if you have more people in... really... Enhancer at the moment is gimped and broken...
They need to fix so that you can stasis multiple people one after the other and not miss 100% the second time and that you can stasis one and root the other .... and also that you can't use stims while stasised... i was a freaking joke with stasis, they always "had my number" and where always dueled when i came to battle... got killed QUITE fast.... simple suppression ALWAYS hits you and you are rooted.. here they come... 2 v 1 unable to stasis one of them... you are always in the cloner...
HermanTheGerman wrote:
as a matter of fact... as a master enhancer i should be "immune" to any lesser form of enhancer attacks... if i have improved force wave, that force wave will never have an effect on me as in skill i am above it and i should know how to defend against my own discipline.
Sounds like you just want a I win button. I would like to see plenty of adjustments to enhancer myself but it by no means sucks. I am usually King of the battlefield in major pvp engagements. Not to mention I have never been beaten by a bounty hunter.
Message Edited by Cendoth on 09-15-2005 09:00 AM