Jedi Archive
Thread: The 2 things I think master Healer needs most to make it desirable
MsNiL wrote:
I believe you missed the most important and final challenge: Useage Cost
Marrow1 wrote:
Nope,
M. Healers have 3. Infusion, Heal, and Total Heal.
M. Docs have 3. Infusion, Shot, Jab
M. CM have 3. Shot, Spray, Toss
Now lets look at a few stats.
Amount Healed - winner is M. Healer without question. Only Total Heal can bring an incapped player to full health in one shot.
Healing Timers - winner is a wash. Since each of the heals can be staggered. Non Jedi may have a slight edge as their weapons can be made with very fast speeds allowing thier combat speed to be fast and hence thier timers to quickly. I have not fully tested this but I know when I play my non-Jedi with a fast pistol with a speed PU he heal faster than with a slow damage pu'ed rifle.
Area Healing - CM - good for tight group places like the dwb but not so practicle as it gains a ton of agro and will quickly find yourself incapped. In pvp is can be helpful bit it is rare that many people are in a tight group.
Range healing - CM - Healer - Doc. Although B. Toss is longer I find that the added range is not all that helpful very often but on those rare times it can be a life saver. The Healer range is just right for 90% of the healing one does.
Rooting - When healing with B. Toss you have to be still. I also find that when I heal others with Jedi Healing I get rooted. Not sure if this was a bug with healer or intentional but man is it frustraiting.
Over all if I could only pick one type of healer to heal damage I would go with M. Healer hands down. Now, if you add in the other skills my heart will always go back to Doc![]()
This is why I pick Seani when I am serious and Seana when I want to add to her badges or questlist. Seana is my main character, so I still want to build on her, but Seani makes Seana look like a silly medic in comparision.Seani can keep healing an entire group like there where no tomorrow and survive almost any challenge with mind left.Seana runs out of force so fast that she most likely have to run after 2 minutes of fighting, or rather keeping friends healed while they are fighting. In pvp that amount is halved.Furthermore, not only do Seani last longer. She also recover her entire mindbar in less than 20 seconds while sitting down. It takes up to 4 minutes to recover Seana back to full.Paying just 5% for a bactajab once in awhile is extremely cheap, and only ocasionally you need that extra bactashot if you have armor.That Seani have better armor, higher defense, better offense, more gruesome debuffs, buffs and revive doesnt make Seana more fun to play.Only real difference is that Seana can paralyze/root at 30m range, runs faster and can revive herself. None of that is thanks to Healer though, and that doesnt make her better than Seani on her main role.
Nice post MsNil !!!! Too many people think that Total Heal is an equivalent of "the second coming" without taking the force cost into consideration. I played with Mhealers few times and they can not keep even a small group healed for more then a minute or two
- Ability to Res
- Area Heal
- Low Cost Second Heal
- Remove ALL and i mean ALL states.
- Adv Force Sap.
I think that would do nicely. I don't think its asking too much either... still missing buffs of doc, and CM debuffs.
I so love watching people who have not played a Master Healer comment on how effective it is.
btw I have one if not the oldest active Doctor on the Starsider server.
MsNiL is on point when she speaks of limiting factor of Force on Jedi healing.
They need:
Asecond heal on different timer
A rez
An Area Heal (this could suffice the 1st one as well)
DaTick wrote:
I think the ability to use a lower level heal on a separate timer like Docs do. They have bacta shot which will heal for 1500-1600 & then they can alternate that with bacta Jab which heals for around 800 I'm just thinking that if master Healer kept total heal & still could use the 1k force heal that would make a lot of people want to use master Healer because they have no defense they need to heal faster.
The second thing is obvious... the ability to REZ OTHER PEOPLE lol I have no odea why they never did this with healer. This would give people who really got jedi to RP a roll in group PVP. I know several people pre & post CU that took DOC just to be able to help out people in thier group I think if healer had this in addition to theextra lower level heal it would be much more fun to play & we would see many more master Healers as a viable part of the Jedi world including PVPing.
I know there are quite a few other things that would help like states being a biger part of PVP but these are teh 2 I would pick if they only gave Healer 2 fix's.
Advanced SAP at the master box and a cure against Choke would be really star warsie. Dark Powers inflicts a force dot, Light healer cures the force dot.
Also here is a ball park. Give Total Heal an area effect
Everything within range 16m gets totaled healed and would work like cloak, for every aditional person or friendly npc you heal/cure it costs 200 force more. So yes in a battle a Master Healer can heal all his friends but would be able to use it a few times before being drained.
Just some ideas... nothing that I wish for really... just somethings Ive been thinking about to kinda give master healer a Ying and Yang fealing.
14% mind is pretty steep as well.
DaTick wrote:
ya total heal is cool but the FC is to high I was just suggesting a 1k heal in additionto what they have then add a rez just those 2 things would be awsome as for total heal for the FC they could make it a 15m area total heal & it would still be balanced
Message Edited by MsNiL on 09-28-2005 11:17 AM