Jedi Archive
Thread: Focus Thread Force Healer
zRhyno wrote:
Master Healers dedicate ourselves to healing with the force. This should at least be on par with traditional means of healing (Docs/CMs), yet right now were no where near them. Grinded out approximately 93% more xp than Docs/CMs do, and yet we arent viable at all. We have to deal with force costs, action costs, mind costs, cooldown, and warmup timers. Together, this is devestating on a healer. I can no longer heal others, my timers are so long all my heals can only go to me now.
Rez: Many Docs/CMs violently refute that Master healers should have rezing. Yet i ask, why not? At this point in the game, cybernetic arms allow *anyone* to rez now, it is no longer a special skill for only 2 classes. All 30+ classes can now rez, so why shouldnt a Master healer be able to do the same as Docs/CMs? Reviving a player should most definently go in Healer, and would fit well in the master box.
Buffing: I dont necessarily agree with buffing abilities for healers, but thats just my opinion. Buffing should still as always be reserved to Doc, although from an RP sense it could make sense as a Master healer could use the force to enhance someone.
AOE Healing: This should also be placed into the Healer profession, yet it, like total heal, needs to have a somewhat acceptable forcecost. Put the forcecost to high, and itll be about as useless as total heal is now, where healing shouldnt completely drain you have 10 heals.
Total Heal: This needs to be looked at more. The forcecost is too high, period. you get 6-7 Total heals off and your completely out of force. Theres no viable way to use this other than to heal someones BF, which will soon be gone anyways.
This sums up my feelings quite well.
total heal - force cost and mind cost need ot ne lowered to make this skill usful
Force sap - since we are being made to be equal to the elite professions this neds to be on par with CM version of this skill
healer buffs - I do not believe healers should be able to buff like doctors.. Leave that to them. Maybe self buffs.. indifferent on this.
rez ability - I believe master healers should have this ability
heal states - this skill should heal all states including the new states or make an advanced version in the master box.
Area heals - This skill should be put in the 0400 line to make this line usful
it seems to me that one of the problems that exists with all of the skills in Jedi is the fact that they don't REALLY seem to be looked at individually the way other professons are. let me elaborate a bit, hopefully without getting too verbose.
the Jedi professon trees seem to always be looked at in relation to the OTHER Jedi professions. this is not inherrently a bad thing, in fact it should help to make the Jedi profession as a whole better, but it has been working against the profession as a whole instead.
i find it hard to believe that when the healing increase for CM, Doc, and Medic someone said... "yes, but if we give that power to a pistoleer, it will become unbalaced"
however, when it comes to Jedi the immidiate responce always seems to be "yes but if you give that power to a Light Saber Master, or Master Defender, it will be completely unbalanced...so we need to reduce this, or take away that"
again i understand that some checks and balances need to be in place, but it would be nice to STOP chipping away at each individual professon because of the perception of Jedi as a whole.
that having been said, i think the analogy of Master Healer being something like Master Combat Medic was an excelent one.
EVERY skill within a given profession should be affected by modifiers within that profession. This is one of the key things to making a master of that profession better than a dabbler.
Healer and Enhancer need modifiers throughout the disciplines.
Message Edited by Ciscero on 07-16-2005 07:47 AM
The single biggest problem with Master Healer is that it frankly just isn't worth it.
As far as altering the timer on heals the major problem with jedi healing is vs non-jedi. In my experience the timer does not need to be reduced, non-jedi healing does need a major reassessment and master healing needs to gain some special abilities that actually help them to leverage their healing.
A master healer makes major sacrifices either in the area of defenses or offensive abilities. I personally do not think it would be overpowering to give them a few special abilities:
- An "envigoration" type skill that allows them to heal their action pools at a fairly significant force cost. It could either heal the whole action pool for a very high force cost or a smaller portion of their action for a smaller cost.
- A "rejuvination" type skill that allows someability to heal their mind pool. This should be accompanied bya very high force cost, it should bea tool that allows the jedi toprop themselves up andkeep healing enough to escape. Itshould be thought of as an emergency skill much like avoid incap, allowing them to keep healing while finding a method of escape.
- A line of healer could also contain buff like abilities similar to those found in the Doc trees. A health, action, and mind force enhancement buff that the jedi could apply to themselves to give themselves a bit more of a boost in combat. This is somewhat comparableto enhancer's disease, poison, bleed, state resist buffs.
- Total heal needs to be re-examined for force costs.
These abilities wouldnot beparticularly overpowering because the master healer jedi is sacrificing defenses(other than healing itself)or offensive abilities and therefore needs to gain the ability to excelin their areas. Other good ideas could include a rez ability.
Message Edited by Mattiak on 07-15-2005 03:42 PM
Message Edited by Mattiak on 07-15-2005 03:52 PM
- Range/Melee SaberBlock 1and Advanced SaberBlock: While you use that technique you can't attack or use other power but you blocka good %(75 to 85)Melee/Range thrown at you andyour health bar slowly heal itself. (advanced version take less action or mind while using it or maybe the health willregenerate faster.)
- Range/Melee Friend SaberBlock 1and Advanced Friend SaberBlock: Same as last special action but you give the same protection to your selected team member.
- Stun/dizzy/KDSaber block: Protect you or a team member from Stun/Dizzy/KD.
- Range SaberDeflect: Once you master this discipline, a good % of none kinetic damage is send back to the ennemy.
It need some tweeking with other powers.But that wayI think it willbe an interesting gameplay where Jedi have to know when to Block or attack to win the fights. While you are Root, it can be a good defence move.
1)It will make the Doc and Cm worth playing. If you wantsome healing power, takea ForceX /Master Doctor profession. But i don't mind somebasic healing power given to initiate maybe. (To help between fight).
2)We will able to see Jedi actuallyblocking range attack.
3) It Will add more teamplay: You protect the healer or rifleman. (The Cu is more group oriented anyway)
4)Put more variety in the game and Jedi template.
Message Edited by Neutrinoide on 07-15-2005 06:00 PM
few things that would be beneficial as a master healer.
area heals, force rez, area infusion, modifiers through out the entire profession lowering the action / mind costs as well as heal delay with master being the best overall healer. increasing the effect of Sap back to how it was before publish 19.
maybe evenmaking the force assist line similar to the rejuvenation line with a basic area heal at x2xx (500 area heal), an improved heal at x4xx (1000 area heal), and an advanced heal at master (1500 area heal).