Jedi Archive
Thread: Master Healer
JobCasiha
Tue Mar 22, 2005 12:05 pm
#14
By reading the notes on the changes from the combat balance it is obvious that Master Healer will be changed. I know that this is scaring a few peeps but there is atleast one possiblility that they can implement that would help this mastery, and that is improved healing speed. It seems to me that if someone choosing the healing tree recieved bonuses to healing speed it would be a huge bonus to healers. So to all of you who are afraid that healer will be fubared, maybe that will make you feel a little better about its prospects.
ferlinco
Thu Mar 24, 2005 6:58 am
#15
Jacella wrote:
I will either do Mhealer or Mpowers....but the Cu won't affect my choice.
My template is done. whether the cu going to neft healer to me is not an issue. i enjoy being to help around in combat by healing other people, and making sure all dot won't be too much threat to me. end of the day i really like master healer. the rez other thingy should really come as a bonus in the master box. i dun mind if it take 2000 force point per use to rez a fallen player as long as the buff stay
darkmeh
Fri May 20, 2005 5:31 pm
#16
Is it just me, or is most of the Jedi Healer tree completely useless in terms of practicality? All but 4000 is really useful in combat, and the rest of it is just "nice to have," but anything else would be a whole lot better (defender, for example).
Does anyoneagree that something is wrong here? I'm sticking with Master Healer for roleplay purposes, but does anyone else thing that there should be something more in here? Maybe a rez, some advancedskills, something more to make the master box more worthwhile? Heck, even some actual skill mods to our profession would be nice!
I'm assuming that fires and poisons and such will become more of a threat in the future, making this tree a bit more powerful, but either way, doesn't it seema bit lacking to anyone else?
Vralin
Fri May 20, 2005 5:40 pm
#17
I agree, they should set it up more like medic.
Get the heal skill at novice.
Gain +healing and+speedthrough the boxes.
-Vralin
JavaHulk
Fri May 20, 2005 6:22 pm
#18
4040 is nice. the rest is... not, lol
especially not worth the skill points, needs some help for sure
Theonedi
Fri May 20, 2005 7:04 pm
#19
Master Healer should have the ability to self buff, and buff others at a percentage...........I'm a MH and agree thats its useless.
Oh, unless you need BF cured. Wow, alot of points for Master Dancer Skills
JediScout
Fri May 20, 2005 7:22 pm
#20
Move Improved Infusion to Master.
Signifcantly increase Force costs to non-Master heals.
Make Master have the only no-delay heals.
IMO.
Theonedi
Fri May 20, 2005 8:25 pm
#21
Yep, make it worth it...........but dang........the ability to healBF is...........priceless.
Tanilith
Fri May 20, 2005 8:38 pm
#22
yeah, screw everyone else over to FIX the profession . . . . hmmm
Quickfire04
Fri May 20, 2005 8:56 pm
#23
darkmeh wrote:Is it just me, or is most of the Jedi Healer tree completely useless in terms of practicality? All but 4000 is really useful in combat, and the rest of it is just "nice to have," but anything else would be a whole lot better (defender, for example).Does anyone agree that something is wrong here? I'm sticking with Master Healer for roleplay purposes, but does anyone else thing that there should be something more in here? Maybe a rez, some advanced skills, something more to make the master box more worthwhile? Heck, even some actual skill mods to our profession would be nice!I'm assuming that fires and poisons and such will become more of a threat in the future, making this tree a bit more powerful, but either way, doesn't it seem a bit lacking to anyone else?
I would like to see Mhealer actually be useful in pvp, since this is a Jedi healing class. IT SHOULD BE BETTER THEN DOC or CM. I would love to go MHealer/Mdefender/Sabers 0404, I am the kinda person who loves keeping his group alive. I loved CM pre cu not for the uber mind poisons but for my ability to keep my group alive
Area Force Heal, Heals for 250 at xx1x healer. (Heals 15m Radius)
Improved Area Force Heal, Heals for 500 at xx3xx healer. (Heals 20m Radius)
Advanced Area Force Heal, Heals for 750 at Master Healer. (Heals 30m Radius)
Area Force Infusion, Heals 100 per tick over 24 seconds at xx2x healer. (Heals 15m Radius)
Improved Area Infusion, Heals 200 per tick over 48 seconds at xx4x healer. (Heals 30m Radius)
Force Revive, allows a jedi to rez a person, Master Healer
Force Regeneration, adds +25% Health, +25% Action Regen, +25% Health Regen, +25% Mind Regen, Master Healer.
I allways thought Mhealer should be better then cm or doc or equivalent to it.
Message Edited by Quickfire04 on 05-20-2005 09:01 PM
darkmeh
Sat May 21, 2005 1:19 am
#24
Wow. Not as many people concerned about this as I am. Well, I guess there aren't as many Master Healers out there as there are, oh, say... Master Defenders. Ah well, In due time I suppose.
Volitaire
Sat May 21, 2005 1:59 am
#25
well they said healers are supposed to be debuffers right?
copy over force weaken and force breach to master healer box
dont remove it from powers.. just copy it over
mcpryon
Sat May 21, 2005 2:08 am
#26
I'm concerned but I really don't care much anymore. I expect nothing.