Jedi Archive
Thread: A question for master healers
i hope so.
i mean..."total heal" shoud uhm, heal totally
it would be un balanced because healers would have to give up so much to be masters
how and why would it be unbalanced??? if you want to be able to heal everything, you have to sacrifice some defence or offence to be able to do that. master healers preCU could heal everything.....it should be the same postCU.
Liani wrote:
i hope so.
i mean..."total heal" shoud uhm, heal totally
it would be un balanced because healers would have to give up so much to be masters
An endangered species errr I mean aMaster Healer is a waste of points. IMHO. However I am still a Master Healer... because I don't really play anymore.
Here are the strengths (what is left of them):
1) The advantage of Total Heal is that it is on a seperate timer than Force Heal. So you can heal twice in 6 seconds, or three times when used in combination with a Stim Pack. (I suggest using Stim's to limit your force use) It also removes blind, stun, dizzy, poisons, and bleeds. Tho states are not the end all be all they used to be... In a long dragged out fight every little modifier for or against you counts. The only draw back is that Total Heal is more costly to use. Especially when it removes those states that have been applied. You pay for each removed.
2) Force Sap - Severly gimped by "for game balance" (yeah right)itis less than the CMversion, however if you keep this on a CM/BH you will severly limit his damage output, and greatly increase your ability to keep them drained of action and mind.
Safety Tip: For PvP insure to have macros that say me or self:
/forceheal self or /forceheal me
To often the "as intended" programing of targeting will hose your attempt to heal yourself byhealing your target's target.
Be safe...