Jedi Archive

Thread: Any Master HEALERS? still out there?

Big-Rug
Sat Sep 17, 2005 3:29 am
#14

I am Master Healer, MLS, 0404 Enhancer.

I feel kind of special for playing the weakest and least-played profession in the game (see recent Astromech stat additions by Virrago [I think it was]) - Master healer is the least played profession for a reason: It is outdated and underpowered; no longer reflecting the needs of the post-CU game.

I still have my token respec, and I am tempted every time I log in to change to a dabbler template that I may be able to have more fun with. But Master Healer is where I wanted to be right from the first day I made my character. It suits my playstyle, and is not the cookiee-cutter template I see the majority of the time.

It has become even weaker ever since its abilites had extra action and mind costs added and the cool down timers extended in publish 19. While I agree that CM and Docs definitely needed to have their abilities increased, healer jedi should not have been toned down to that extent. I noticed that a developer comment on that issue after healer had been nerfed was (to paraphrase) 'your heals will be fine, how often are you fit for 200 damage more than once per second. I couldn't believe this to be honest - have they ever actually played this game? 20 mins hunting on Dantooine and you will see its very common to be attacked by 3 or more animals at once. Quite often (especially in my circumstance of having little defence) being hit for 500+ cumulative damage per second.

Not to mention Bounty Hunter/Combat Medic Fights - they can boost on food and spice while knocking out superior heals. They have no long term stat (force) to worry about and can quite often dish out superior damage to post-cu jedi. They can also apply DoTs and debuffs that heal states and total heal cannot even touch.

Lest to say I feel a very weak character for the amount of effort invested in my beloved character. I have thought long and hard about the Master Healer profession, and have though of general ideas, hich if worked upon properly, would help Master Healers be much more viable in the post-cu climate.

Master healers should be able to get jedi xp from healing in the same fashion as docs and CMs do.

Healing should not be a set amount at the different levels, but instead should have the amount linked to a force healing efficiency skill in the same way as normal healers do, having one tree to give more bonuses to the skill, but still have efficieny spread throughout the trees with a larger single bonus for master healer.

Novice Force Healer:


  • Force Heal


  • Mild defence bonuses.


  • Beast Calm - allows the jedi to break aggro by beasts for 8 seconds, and cannot be aggroed again in that time. (this should help low level padawans when they are grinding and get in too deep. Note this is for beasts only to minimise any possible exploits with dungeons etc - would also have a long cooldown i expect.

Tree 1: Force Healing


  • Incremental increases in force healing


  • Personal healing over time as now at box 2.


  • aura of healing at 4th box to provide a very slow, low power heal over time for group characters within 12m

Tree 2: Force Focus


  • Only 1 version of remove fire and heal wounds - to be honest since CU these are both much less important in the game.


  • Introduce buffs that can be applied by the healer - however make them jedi-orientated so as to not step on the feet of docs. The Force Enhancer quite rightly has the area of personal buffing covered. I suggest this tree be there to cater for group buffs. This will also encourage jedi to group together and go off to be self sufficent: so perpetuating an illusion that there are not as many jedi around.

    Examples I have thought of could be buffs that give mild increases to force regen, saber block and total force. This gives very specific jedi bonuses but will still mean doc buffs will be greatly sought after. Also a form of battle meditation could be implemented in box 4 - giving mild benefits in defence and accuracy to squad members within range whilst reducing the defences and damage output of the jedi healer (I dont't want to step on the toes of the awesome new changes to Squad Leader, so this would definitely need their input).

Tree 3: Force Debuffs

I see the Jedi Healer taking aspects of both the CM and doc roles and merging them into a hybrid profession that has great flexibility. This tree I see as being able to apply debuffs that actually make a difference! Force shock and force sap already do good things, they just need to be made more effective now most players.
In addition to sap and shock, I suggest implementing jedi powers which are documented in the d20 RPG as well as the EU:


  • Malacia (box3?)- this is a force technique used by light siders which causes extreme dizziness and nausea in a target. This allows jedi to overcome an opponent without causing them harm, I suggest his causes the target to become dizzy, and then have the same effect as a spice downer, with associated animation. This debuff would last for the same time as a spice downer.

Tree 4: The living force.
This tree represents a jedi healer's connection to the living force within himself and the natural world, and would show as a tree with some crowd control, states heals and some proactive measures to apply states at range.


  • Box 1: Cure Toxin - heals poison, disease and bleeds.


  • Box 2: Plant surge - the jedi causes roots and vines etc on the ground around a target to wrap around their legs, causing them to be rooted for a time.


  • Box3: Force Light - the jedi projects a beam of light force energy at a target, causing them to be blinded (and possibly a slight snare effect as they stumble around?). This ability would also cause damage to npcs who are associated with the dark side (dark jedi ncs and/or dark side spirits if they are ever introduced).


  • Box4: Heal states - this heals ALL states that are now in the game.. including all post-CU states. It would also heal snares, and reduce roots to a snare.

Master Healer


  • Imbue life - a resurrection ability (after all, now that docs and CMs no longer use res packs to ressurect players, their abilities are essentialy force-like anyway, so why shouldnt master healers have a rez ability too?


  • Total Heal (at the moment this is weak compared to the force required, especially considering BF has been removed) this heals all damage, removes ALL states and debuffs and will remove snares and roots.


  • Morichro - this is a documented light jedi technique which is banned to all but the most experienced (master) healers. The technique slows the bodily functions of a target, potentially killing it if continued for extended durations. The technique can also be used to extend a meditative state indefinitely, keeping the jedi alive for years if necessary.

    I am not totaly sure of the exact effect morichro should use. But i suggest an extreme combat speed debuff and minor damage over time. The technique would be toggled on/off in the same way force fun can be done so now, and of course as this is a potentially powerful power if used properly, it would have an appropriate force cost.


Obviously these are only tentative ideas that need lots of work on them, but I think in general changes like this would make jedi healer a great template to use, and very light-side orientated for those who like to act like jedi! (not just the roleplayers, I bet a lot of people like me see it as a bit odd that we become better jedi by killing - the ability to get jedi xp from healing should help with this also).

Please let me know what you think, I will be reposting this on the main page so more people will hopefully be able to see it and give feedback. If there is enough feedback and ideas, I will draw this up into a proper in-concept community idea.

Thanks guys,

BR





Big-Rug
*Elder Jedi*

Never underestimate the Power of the Pink Side!

Thought for the day: If a pink wookiee turns blue glowie, do
they turn some sort of purple colour?

MsNiL
Sat Sep 17, 2005 4:23 am
#15






MrDecipher wrote:
Master healer is great if you have alot of health buff crystals. Nothing like a total heal when you have 6500 health.



Nothing like the forcecost I say... 800 force per shot, having a similar effect to what static armor + force aura does for free.


Sure, if the forcecost was dumped to like 1/3 to 1/4 it would be more useful to try to replace armor with healing.


Let me tell you that I often use my +4500 food combo and force armor to stay alive there, but the Total Heals zap my force far too quick. Generally if people start to mess with me, all I can do is Stasis + Run, as I cannot take the heat for more than 30-40 seconds before my force is completely dry.

Message Edited by MsNiL on 09-17-2005 01:25 PM



--- Cancelled 24th November 2006
Reason: The lack of multiplayer pve content and Star Wars feel.
For 3 years I have tried to find excuses to stay in game but only the expansions offered me what I subscribed for in the first place: A multiplayer Star Wars pve experience with friends around the globe. I found friends but with almost no addition of pve content they dropped out one by one. Now it's my turn.
WizKid72
Sat Sep 17, 2005 4:32 am
#16


2 friends of mine on the Starsider server that hunts with me are Master Healer, Master Defender, and 0404 Lightsaber.. They do great and always stay alive and fight along side me well.


Me, since I spend more time soloing, I'm Master Saber, Master Defender, 0002 Enhancer, and 3000 Healer. Cliche, I know, but hey, I'm pre-CU, so no I didn't jump on the "fotm" bandwagon. Everyone jumped on mine =P hehe




________________[STARSIDER]________________
· Riyadh al'Khayr · Entertainer · Havoc Squadron Ace ·
· Akilah al'Fahkri · Bounty Hunter · Smuggler Alliance Ace ·
· Az'har Efini · Dark Jedi · Imperial Inquisition Ace ·

MsNiL
Sat Sep 17, 2005 4:53 am
#17

The ability to channel the force into healing energy is one of the rarest and most precious of all Jedi powers. Though many Jei learn some healing skills and Jedi consulars often develop a special talent for it, very few Jedi devote themselves entirely to healing. These specialists find that their understanding of the Force strengthens when they use it to cure the ill and aid the wounded.


Jedi healers are experts in the arts and sciences of medicine. As peaceful scholars, they spend most of their time tending to patients and meditating on how the Force connects all living things. Jedi healers are less likely to be tempted to the dark side, becouse the path of anger and hatred cannot enhance their natural talents. Many of the greatest philosophers and teachers in the history of the Jedi Order where healers who sought to share their insight regarding peace of mind and body. Apprentices who show a talent for healing arts are carefully tutored toward becoming healers so their rare gifts do not go to waste.


Jedi healers are far from passive. Many are more than willing to take up arms to prevent the suffering created by tyrants and villians, putting an end to the cause rather than simply treating the symptoms. Jedi healers often seek out battlefields, travel to plague-ridden worlds, and place themselves in perilous situations where their healing talents do the most good. Traveling Jedi healers are often accompanied by other Jedi, or at least encouraged to travel with a well-armed and trustworthy group.


Before the fall of the Old Republic, most Jedi healers where Jedi consulars who followed the Ossus tradition and received special training from the Jedi Order. No Jedi Healers are known to have escaped the Jedi Purge. Jedi healers are extremely rare in the New Republic and later eras.
Fortunely, Master Skywalker's Jedi academy managed to produce a few, so this most treasured of traditions has not been lost.


- Power of the Jedi Sourcebook




--- Cancelled 24th November 2006
Reason: The lack of multiplayer pve content and Star Wars feel.
For 3 years I have tried to find excuses to stay in game but only the expansions offered me what I subscribed for in the first place: A multiplayer Star Wars pve experience with friends around the globe. I found friends but with almost no addition of pve content they dropped out one by one. Now it's my turn.
Big-Rug
Sat Sep 17, 2005 4:59 am
#18

lol I have been referencing the same book when coming up with my ideas above


I think it's an awesome reference when considering how to make jedi a system that has balanced, exciting and in-role powers. The more opportunity we get to differentiate between light and dark jedi in more than name the better... after all: Actions speak louder than Words. And I dont Yoda would think I was a good light side jedi, if I turned up on Dagobah and went.. ooh a slimy-thing lair! Time for wanton death because that will make me more skilled!


Whoop me bad he would, yes?


BR






Big-Rug
*Elder Jedi*

Never underestimate the Power of the Pink Side!

Thought for the day: If a pink wookiee turns blue glowie, do
they turn some sort of purple colour?

younggiant
Sat Sep 17, 2005 5:19 am
#19

I'm a master healer/defender 0404ls on sunrunner, one of the few master healers on my server that i know of post cu. My role in the game seems to be the tank that can keep the rest of the group standing as well. Nothing like haveing a group member go incap in PvP and then click, total heal! It normally surprises the hell out of the competition when i do that. Normally ppl in my group dont die from a deathblow in PvP, normally its the 3rd incap that kills them.


Although id have to say one on one im lacking in the damage output department, but i accept that as my role in the big picture.


Torleen
Sat Sep 17, 2005 5:22 am
#20

My suggestion to balance Enhancer a bit, and give something to healer.


Remove Statis from the Master Enhancer box. (Master Enhancer has ALWAYS had too much stuff in comparision to the other jedi proffesions. And for some reason just keeps getting more)


Add Statis to Master Healer.


Add Force sap in it's previous form to Master Healer box.


Add revive effect to total heal.


Add a healing timer modifier to one of the trees of healer that is currently not even very useful, for game balance I would advise it being a tree other then the Force Heal tree, and a Huge healing modifier for Master Healer. (Personally, I think a Master Healer should have no cool down at all considering the huge amount of skill points nessacary to get it.)


And one of the following new ideas to the master box:


Force Atrophy: This power causes the target's muscles to become weakned causing a signifigant drop in their damage capability. Modifiy damage by -25% (Similiar to the Force run Damage reduction)


Note: If Healers dont get defensive bonuses, their defensive capability should come from making it more difficult for their opponents to do damage, in the same spirit as force sap. Give a master Healer the old style of Force Sap, Force Atrophy, and lower or no healing timers, and they wont need to be defenders in 1on1. But this wont take away from Defender as the Healer would need to spend a lot of force to deal with damage from multiple opponents. This makes Healer viable in combat without taking away from Defender.


Force Empowerment Self/Other. This is a health buff similiar to the Health Crystal. It would only last 30 minutes, and would require a lot of force. When applied to others the bonus would only be 1k health. When applied to self it would be 2000.


Note: This is no longer any threat to Doc buffs. Because Docs cannot boost health directly any longer. Docs will still be the king of regeneration of health/action/mind. This ability would merely add to the total.



_Cicero_
Sat Sep 17, 2005 12:42 pm
#21


Mhealer works great in a support Role, But in my case as im usually in the center of the action its a detriment, ill be Mdef again by monday
Opie76
Sat Sep 17, 2005 12:47 pm
#22


/petition Devs to distribute Healer abilities into other JEdi professions. Its obvious this is a dead template going nowhere fast. Make it so each profession can have the basic healer skills , but make it like Doc and Cm heals. You gain Healing effeciency as you progress.


Distribute the remaining skills as follows.


Heal States: Defender

Heal Wounds/Fire: Enhancer

Sap: Powers


MMKia
Sun Sep 18, 2005 7:53 am
#23






Torleen wrote:

My suggestion to balance Enhancer a bit, and give something to healer.


Remove Statis from the Master Enhancer box. (Master Enhancer has ALWAYS had too much stuff in comparision to the other jedi proffesions. And for some reason just keeps getting more)


Add Statis to Master Healer.


Add Force sap in it's previous form to Master Healer box.


Add revive effect to total heal.


Add a healing timer modifier to one of the trees of healer that is currently not even very useful, for game balance I would advise it being a tree other then the Force Heal tree, and a Huge healing modifier for Master Healer. (Personally, I think a Master Healer should have no cool down at all considering the huge amount of skill points nessacary to get it.)


And one of the following new ideas to the master box:


Force Atrophy: This power causes the target's muscles to become weakned causing a signifigant drop in their damage capability. Modifiy damage by -25% (Similiar to the Force run Damage reduction)


Note: If Healers dont get defensive bonuses, their defensive capability should come from making it more difficult for their opponents to do damage, in the same spirit as force sap. Give a master Healer the old style of Force Sap, Force Atrophy, and lower or no healing timers, and they wont need to be defenders in 1on1. But this wont take away from Defender as the Healer would need to spend a lot of force to deal with damage from multiple opponents. This makes Healer viable in combat without taking away from Defender.


Force Empowerment Self/Other. This is a health buff similiar to the Health Crystal. It would only last 30 minutes, and would require a lot of force. When applied to others the bonus would only be 1k health. When applied to self it would be 2000.


Note: This is no longer any threat to Doc buffs. Because Docs cannot boost health directly any longer. Docs will still be the king of regeneration of health/action/mind. This ability would merely add to the total.









Some of your ideas are valid, but not at the expense of other professions. Leave the enhancer stuff alone. Healer needs something that can stand alone from the rest of the Jedi trees. lowered heal timers, an advanced sap, area poison/disease cures along with area heals, a rez would go a long way in making healer a more viable and diserable template. Adding BF agian would help a lot also.




g.[{{{{{{{{{{{ mgXXq}}}F\Cthor - Kiavvie/Malachi' Kitola Elder Jedi Knight)
Fivel +17 Engine/Weapon Systems +12 Chassis Master FS Crafter/Shipwright
Mos Themis, Tatootine


MsNiL
Mon Sep 19, 2005 1:50 pm
#24






Big-Rug wrote:
lol I have been referencing the same book when coming up with my ideas above

I think it's an awesome reference when considering how to make jedi a system that has balanced, exciting and in-role powers. The more opportunity we get to differentiate between light and dark jedi in more than name the better... after all: Actions speak louder than Words. And I dont Yoda would think I was a good light side jedi, if I turned up on Dagobah and went.. ooh a slimy-thing lair! Time for wanton death because that will make me more skilled!


Whoop me bad he would, yes?


BR




Yeah, I noted...


There's alot of awesome things in the rpg books that should be ported to SWG...


You probably saw my post here:

http://forums.station.sony.com/swg/board/message?board.id=jedi&message.id=1130992




--- Cancelled 24th November 2006
Reason: The lack of multiplayer pve content and Star Wars feel.
For 3 years I have tried to find excuses to stay in game but only the expansions offered me what I subscribed for in the first place: A multiplayer Star Wars pve experience with friends around the globe. I found friends but with almost no addition of pve content they dropped out one by one. Now it's my turn.
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