Jedi Archive
Thread: [Players Handbook: Force Healer]: The Quintessental guide to Master Healer
Every MLS/Def deserves a master healer in their back-pocket
Sad
iskareot wrote:
I gave up Nhil... I was a Master Healer.. , I got tired of getting beat by a ronto...
I gave it up filed a complaint and moved on.
Im now MLS, ME 4404, H 4404 so far Im happy as can be.
In PvP... this thing rocked...
Novock wrote:
Inner Strength - A temporary buff allowing a Jedi to shrug off pain for short time resulting in a 20% dmg reduction
Just like Force Armor. I adressed our concerns about defenses already though.
Healer Stance - this would be the utlimate support move for the master Healer. Increasing heal speed to 3 seconds and droping mind costs to 2-5%. Whileactivated the offensive power output would be the same as a player in FRS3. this makes it valuable in healing the group (support)and not allow it to be overpowering by eliminating the offensive threat from this player whil activated. Kepp in mind this is only returning the heal function at master to what was pre- pub 19 and for sake of blanace giving up offense during its use.
This is an awesome idea and really cool too. Added it.
3. Area heal - I think a basic version maybe 250 at assist one and 500 at assist 4. put it on a seperate timers then force heal allowing forceheal stil to be used on others. This gives the healer the ability to choose his place and role in combat. Not having to choose between healing self and a friend or the ability to put all his/her efforts into support healing.
Already in the list. 250/500 = too small heal though. Regular Area Heal for a master medic = 1000.
4. Force Resurrection - Master Healer high force cost. can only be used on a jedi character as the healer is able through the force to reconnect Jedi with his body. Same warm up coll down timers as standard docs/cms. High force cost. (the Idea is to give healers more functionability without sacrifincg the usefullness of a doc.)
Already in the list.
5. Healer Meditation - This would be a new meditate.The healer meditates on the force gaining through force the ability to boost his/her attributes (health/action regen/mindregen)5% at restoration 4 10% at Master.Requires uninterrupted meditation for 10 seconds to recieve the buff.
This is a bit like Powerboost, however, I already added the idea of a self-augmentation to Action/Mind in the Assist line. Doctors can buff while walking and so should we.
I was just reading you post MsNiL.
Basically I'm a master healer and you say we should sit back and sap every1 and throw off heals?So asa master healer I'll never be able to archive anything in the frs?
BTW I did beat Mdef/Mls/Healer 4004 combo nowdays.If SoE would reduce the cost of total heal we would blow in pvp.
Btw sap is just pathetic I rarely use it...
Message Edited by BeryLand on 07-01-2005 08:31 AM
Message Edited by BeryLand on 07-01-2005 08:31 AM
BeryLand wrote:
I was just reading you post MsNiL.
Basically I'm a master healer and you say we should sit back and sap every1 and throw off heals?
So asa master healer I'll never be able to archive anything in the frs?
Hmmm. No, I did not.
I said I am confused with my role, since
1:I cannot survive as a Master Healer as afront line fighter.
2: I do not receive experience through healing.
Either 1 or 2 must be fixed to have a role in the FRS.
BTW I did beat Mdef/Mls/Healer 4004 combo nowdays. If SoE would reduce the cost of total heal we would blow in pvp.
???
Would reduction of the cost of Total Heal make us worse in pvp??? :\
I personally feel that it's the Force Cost of Total Heal that is killing me in pvp right now...
Btw sap is just pathetic I rarely use it...
It is.
It would be enough if they nerfed the timer OR the effect. Not both.
Edit 1: I hope SoE puts in a similar FRS like the 1 before CU and I'll be totally screwed with my master healer as a dark jedi.
Do you hope SoE do this to you? 8(
Edit 2: I like you suggestions to change Healer.
Thanks ^_^
MsNiL wrote:
Novock wrote:
Inner Strength - A temporary buff allowing a Jedi to shrug off pain for short time resulting in a 20% dmg reduction
Just like Force Armor. I adressed our concerns about defenses already though.
I thougth force armor gives 40 points? I read your idea on gving all Jedi more defense my only qualm with that is you are then forced to wear robes and everyone looks the same then. I wuold support it though if it were truly considered by the devs just maybe we could ask for a socket or two in those robes then.
Healer Stance - this would be the utlimate support move for the master Healer. Increasing heal speed to 3 seconds and droping mind costs to 2-5%. Whileactivated the offensive power output would be the same as a player in FRS3. this makes it valuable in healing the group (support)and not allow it to be overpowering by eliminating the offensive threat from this player whil activated. Kepp in mind this is only returning the heal function at master to what was pre- pub 19 and for sake of blanace giving up offense during its use.
This is an awesome idea and really cool too. Added it.
Thanks.
3. Area heal - I think a basic version maybe 250 at assist one and 500 at assist 4. put it on a seperate timers then force heal allowing forceheal stil to be used on others. This gives the healer the ability to choose his place and role in combat. Not having to choose between healing self and a friend or the ability to put all his/her efforts into support healing.
Already in the list. 250/500 = too small heal though. Regular Area Heal for a master medic = 1000.
Np just throwing out ideas.
4. Force Resurrection - Master Healer high force cost. can only be used on a jedi character as the healer is able through the force to reconnect Jedi with his body. Same warm up coll down timers as standard docs/cms. High force cost. (the Idea is to give healers more functionability without sacrifincg the usefullness of a doc.)
Already in the list.
5. Healer Meditation - This would be a new meditate.The healer meditates on the force gaining through force the ability to boost his/her attributes (health/action regen/mindregen)5% at restoration 4 10% at Master.Requires uninterrupted meditation for 10 seconds to recieve the buff.
This is a bit like Powerboost, however, I already added the idea of a self-augmentation to Action/Mind in the Assist line. Doctors can buff while walking and so should we.
There are several ways of doing it or achieveing it just as long as the Master healer is able to buff his/her action and mind regen I don't care how its implemented. You're idea would probably much more efficient.
Novock wrote:
MsNiL wrote:
Novock wrote:
Healer Stance - this would be the utlimate support move for the master Healer. Increasing heal speed to 3 seconds and droping mind costs to 2-5%. Whileactivated the offensive power output would be the same as a player in FRS3. this makes it valuable in healing the group (support)and not allow it to be overpowering by eliminating the offensive threat from this player whil activated. Kepp in mind this is only returning the heal function at master to what was pre- pub 19 and for sake of blanace giving up offense during its use.
This is an awesome idea and really cool too. Added it.
Thanks.
Novock wrote:
I thougth force armor gives 40 points?
That would be "Improved Force Armor" ^_^
I believe regular is 20-25 points.
I read your idea on gving all Jedi more defense my only qualm with that is you are then forced to wear robes and everyone looks the same then. I wuold support it though if it were truly considered by the devs just maybe we could ask for a socket or two in those robes then.
I would like to see Jedi Robes like in KOTOR... A large amount of selections, adjustable in color and maybe even properties, produced by tailors or/and armorsmiths. But I definitely agree on the "clones" issue. I am currently not happy about the only two 30% elemental crystals out there. If they just add +2-3000 on the Padawan/Knight robes I would get a seizure.
Already in the list. 250/500 = too small heal though. Regular Area Heal for a master medic = 1000.
Np just throwing out ideas.
Well, it used to be 250/500 up to Pub 19... Pub 19 doubled it.
There are several ways of doing it or achieveing it just as long as the Master healer is able to buff his/her action and mind regen I don't care how its implemented. You're idea would probably much more efficient.
It also offer Force Restoration an useful power for both pve and pvp. That's definitely our least useful line. I even use Total Heal for wounds since it removes BF as well. I havnt had the chance to use Extinguish even once post-cu... I had to search up a combat medic and beg for him to firedot me to test it...
comments in blue
MsNiL wrote:
Novock wrote:
I thougth force armor gives 40 points?
That would be "Improved Force Armor" ^_^
I believe regular is 20-25 points.
Right then with the original thought you would recieve teh same prtection you get at x2xx enh as you would at Master Healer it wouldn't be much to ask IMHo but I'm warming up to the robe idea more I think of it.
I read your idea on gving all Jedi more defense my only qualm with that is you are then forced to wear robes and everyone looks the same then. I wuold support it though if it were truly considered by the devs just maybe we could ask for a socket or two in those robes then.
I would like to see Jedi Robes like in KOTOR... A large amount of selections, adjustable in color and maybe even properties, produced by tailors or/and armorsmiths. But I definitely agree on the "clones" issue. I am currently not happy about the only two 30% elemental crystals out there. If they just add +2-3000 on the Padawan/Knight robes I would get a seizure.
I think 3000-4000 protection on Jedi robes would be awfully nice and would make an extreme bound in closing the balance gap between templates. Maybe if the devs think adding to innate armor would be to muc,h making a MDEF cap, maybe they make it work similiar to armor and have two versions of robes then your standard robes and reinforced robes. place the armor protection in the reinforced robes so that non-defenders who need the protection can wear those and standard robes so defenders innate armor isn't messed up. The most helirious thing about this is that this is what we are actual promised so long ago robes that have protection.
Some kind of change in colors and sytles would be really nice on the look of the robes anyway making for a bit more diversity.
Message Edited by Novock on 07-01-2005 12:06 PM
OMG I'm getting lost in comment color.
BTW to page one i say!