Jedi Archive

Thread: Master Healer is BACK!!

Gillik
Sun Sep 25, 2005 5:05 pm
#14

Would b nice if Healers could rez at master. Seeing that MCM n MDoc gets 2. N MEnhancer gets a self rez.






Drax'el - 2nd Imp MBH of Ket - Retired
Reznik - Smuggler
Ruarc - Elder Jedi
cahn-a-licious
Sun Sep 25, 2005 5:46 pm
#15

i think that every master box should contain 90% of the power of a given prof to avoid people just taking the most effective trees. but that would mean some sort of balance and swg is not about balance.



Keed-Jedi
Cahn-not
I am a SOE customer. Now, if they would only treat me like one...
i used to be 4 accts out of 450k active accts
then 2 accts out of 250k
then 1 out of 200k
now 0 of 175k as of dec 25th....
i am a soe shareholder and do know how many active accts there are.
ValinCalred
Sun Sep 25, 2005 5:48 pm
#16

Yep, area heal is key. MLS is the ultimate melee (kinda), Defender is the ultimate tank, Pwrs is the ultimate suck, so Healer should be the ultimate CM. I couldn't believe they didn't put it in at CU.




4 Nive
MsNiL
Sun Sep 25, 2005 5:55 pm
#17





ValinCalred wrote:
Yep, area heal is key. MLS is the ultimate melee (kinda), Defender is the ultimate tank, Pwrs is the ultimate suck, so Healer should be the ultimate CM. I couldn't believe they didn't put it in at CU.



Agreed.

Area Heal is the difference between a healer and average joe, since it's specifically designed to heal others, not yourself.




--- 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
Sun Sep 25, 2005 6:07 pm
#18


I came up with some ideas for healer a little while ago, the link is in my signiature, please let me know what you think.


Regards,


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?

MMKia
Sun Sep 25, 2005 6:20 pm
#19






MsNiL wrote:

Healers did not get FRS bonuses as far as I remember. Only Enhancers and Wielders.







Master healer did get a bonus in the old FRS... The problem was that the mods were working backwards or not working at all.


Check the current FRS boxes and you will see that light jedi get bonuses for healing and enhancement. It was the same way back then too.



Message Edited by MMKia on 09-25-2005 09:27 PM




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


MonKaiku
Sun Sep 25, 2005 6:25 pm
#20

area rez



The ManDo Brothers {MDB}R.I.P
SkinnyManDo and FatManDo
Killedby boredom and empty servers
valiant servants also laid to rest: Guest, Gnome, Chubbss
Yokozuna holding down the fort till subs runs out
e3ApeXX
Sun Sep 25, 2005 7:08 pm
#21






SMOB wrote:



What would it take to make Master Healer an active profession again (please serious replies)?



  1. Master Box SAP at the old SAP levels before nerf? And maybe last longer?

  2. Movement Speed increase short-term buff?

  3. Advanced Infusion? Lasting longer and healing even more?

  4. Group Area Advance Heal?

  5. Area SAP/SHOCK?

  6. Resurrection at Master Box?

For my self I would consider Master Healer again -yes I used to be master healer until they nerfed mind cost and SAP- with Advanced Infusion and Advanced SAP/SHOCK. At the very least have Heal All cost less mind and have Advanced Infusion. (Advanced Infusion would last maby 50% longer than Improved and heal twice as much).


What do you all think?



150)?150:this.scrollHeight)">Khiertogak Atuc -SF- Jedi






For some odd reason, that still falls into the enhancer master box.



I really think that master healer should get a /totalhealall. How it would work is this:


It heals all of your health damage and wounds. The force cost is based on how much damage you need healed. Lets take a look:



You have 500/3000 health left.


You use total heal all, and heal yourself for 2500 points.


It uses about400-500 FP.



Also make them have an advanced force infusion. The FC per usage % is lower than that of normal force infusion, and more damage is healed.



Also like to see a /totalhealother, with the same concept as what I described above.





The Romans
TEDDY' BAER
BLOODFIN

Master Bounty Hunter

Specialist in the Art of Dieing

RebelArchAngel
Sun Sep 25, 2005 7:10 pm
#22






e3ApeXX wrote:





SMOB wrote:



What would it take to make Master Healer an active profession again (please serious replies)?



  1. Master Box SAP at the old SAP levels before nerf? And maybe last longer?

  2. Movement Speed increase short-term buff?

  3. Advanced Infusion? Lasting longer and healing even more?

  4. Group Area Advance Heal?

  5. Area SAP/SHOCK?

  6. Resurrection at Master Box?

For my self I would consider Master Healer again -yes I used to be master healer until they nerfed mind cost and SAP- with Advanced Infusion and Advanced SAP/SHOCK. At the very least have Heal All cost less mind and have Advanced Infusion. (Advanced Infusion would last maby 50% longer than Improved and heal twice as much).


What do you all think?



150)?150:this.scrollHeight)">Khiertogak Atuc -SF- Jedi






For some odd reason, that still falls into the enhancer master box.



I really think that master healer should get a /totalhealall. How it would work is this:


It heals all of your health damage and wounds. The force cost is based on how much damage you need healed. Lets take a look:



You have 500/3000 health left.


You use total heal all, and heal yourself for 2500 points.


It uses about400-500 FP.



Also make them have an advanced force infusion. The FC per usage % is lower than that of normal force infusion, and more damage is healed.



Also like to see a /totalhealother, with the same concept as what I described above.







ummmm MHealer has a total heal that is exactly like that (i think it is, thats wat ive heard) they do need the rez, just like the other healing profs cept their heals r better (the docs and CM's)



Dalik Murrh________________

Fist of the Force

MsNiL
Sun Sep 25, 2005 9:55 pm
#23





e3ApeXX wrote:

For some odd reason, that still falls into the enhancer master box.

I really think that master healer should get a /totalhealall. How it would work is this:

It heals all of your health damage and wounds. The force cost is based on how much damage you need healed. Lets take a look:

You have 500/3000 health left.

You use total heal all, and heal yourself for 2500 points.

It uses about400-500 FP.

Also make them have an advanced force infusion. The FC per usage % is lower than that of normal force infusion, and more damage is healed.

Also like to see a /totalhealother, with the same concept as what I described above.



Not only do TotalHeal works like that, Force Infusion costs 10 force, so lower % on 10 force is not a big deal.




--- 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.
daetalus
Sun Sep 25, 2005 10:01 pm
#24






e3ApeXX wrote:





SMOB wrote:



What would it take to make Master Healer an active profession again (please serious replies)?



  1. Master Box SAP at the old SAP levels before nerf? And maybe last longer?

  2. Movement Speed increase short-term buff?

  3. Advanced Infusion? Lasting longer and healing even more?

  4. Group Area Advance Heal?

  5. Area SAP/SHOCK?

  6. Resurrection at Master Box?

For my self I would consider Master Healer again -yes I used to be master healer until they nerfed mind cost and SAP- with Advanced Infusion and Advanced SAP/SHOCK. At the very least have Heal All cost less mind and have Advanced Infusion. (Advanced Infusion would last maby 50% longer than Improved and heal twice as much).


What do you all think?



150)?150:this.scrollHeight)">Khiertogak Atuc -SF- Jedi






For some odd reason, that still falls into the enhancer master box.



I really think that master healer should get a /totalhealall. How it would work is this:


It heals all of your health damage and wounds. The force cost is based on how much damage you need healed. Lets take a look:



You have 500/3000 health left.


You use total heal all, and heal yourself for 2500 points.


It uses about400-500 FP.



Also make them have an advanced force infusion. The FC per usage % is lower than that of normal force infusion, and more damage is healed.



Also like to see a /totalhealother, with the same concept as what I described above.






MHealer has Total heal. Like the normal heals, total heal can be used on other players. The Enhancer self rez should stay where it is, it does nothing for anyone but the jedi who was killed. Not to mention the seemingly endless force regen modifier you get for using /regaincon. Although im in agreement that a MHealer should have a rez like MCM or MDoc.




Imea Eliod
Master Doctor/Master Rifleman
Master Ponderer
Lade
Sun Sep 25, 2005 10:07 pm
#25

If they put rez at master, tossed in some bonuses to mind and heals and a drag ability there would be a lot more MHealers out there. Sort of like a mix of MDoc and bacta spray from CM. They basically spend their time studying and learning how the force effects healing, which should include a mind discipline to reflect the time invested, area heals, ability to rez a fallen comrade once they have mastered the healing.
BoFa-ST
Sun Sep 25, 2005 10:08 pm
#26




i think you are adding to much, and mHealer become the norm.


i think they need to re-work enhancer and healer (and some defender)so its more likels and powers.


what i mean is, make mods for forcehealing, forceEnhanceing and ForceDefending that gain + as you go up in levels.


this way a master can feel like their skill points are spent on more than just specials, theres mods that go with it tht would make masters > dabblers.


a master defender doesnt notice the benifit of forceAura as much as a xx4x defender does. to the master its pretty much a waste of 250 force every 45 seconds. to a dabbler, it means healing less as you are hit alot less than normal.


a mEnhancer dosent root longer than a4xxx enhancer(not counting stasis, thats a master special, im talking about force supression)


channel doesnt give more force, meditate dosent regen faster, ect.


and a master healer may gain another heal (totalheal) but at such a cost, its better to stim/4xxxheal.



these are just some ideas, but my point is make master box's have a clear advantage over a dabbler. this would give us more duel masters, less dabblers and also make us pick our combat role (unless each jedi IS supose to be each role) and be more effective in these roles.



Message Edited by BoFa-ST on 09-25-2005 10:10 PM



.......NBoFa DeezN.......
guild first; faction second; truth third
..............Upia..............


Page 2 of 3