Jedi Archive
Thread: Patched Master Power Ability! ***NEW*** Get rid of Heal in your Mpower Template! (imagine)
twenty wrote:
while we are on it. Since I am an enhancer/saber 4004 healer. Can we please add a skill in enhancement that gives me 0040 Defender. That would be my dream template but i dont have the room to fit it in so the devs should give me a skill in Enhancer that gives me the defender abilities of aura.
enhancer not get force armor and shield which are really defence skills?
JediCouncil1 wrote:
In every game that has had dark side powers, there has been a drain that takes health from an enemy and gives it to you. It should be in this game.
good point
Your right... just a little underbalanced compared to those MBH / MCM's who can heal their entire health bar in 3 seconds.
jonstraf wrote:
Wow, next please. I support powers being stronger - Same with every jedi disciple currently. But think about it. This skill combined with 4000 healer = almost full HAM heal in less than 6 seconds. Where's the balance in that? Especially considering that a Master healer can't even heal that good, for that low of FC.
THEsmuggla wrote:
JediCouncil1 wrote:
In every game that has had dark side powers, there has been a drain that takes health from an enemy and gives it to you. It should be in this game.
good point
Every jedi game I've ever played has had push and pull as well ![]()
Anyway, The OP was a good idea. If it was truly "balanced" to fit in, and I think it could be. I've always thought Powers should have some sort of "vampiric" attack. There should be "penalties" for using skills that relate to another discipline, however. For example: The high force cost (although now reduced, but still high) of force armor. Personally I would like to see more of the skills some consider to be basic (channel, armor, heal, speed) to be spread out through the other skill blocks but with a disadvantage for "using it" outside of its normal discipline. Maybe that would help move us further away from the cookie cutter temps that people are using these days. Then again...maybe not.
Heres anotheridea to chew on. Maybe instead of healing you, add a small amount of force to your force pool.Add it to the same timer as drain. Just an idea. Maybe possible, maybe not. The issue is of course balancing something like that to fit in with the other skills. Long cooldowns, small damage, maybe even self-iflicted damage.
stefwright wrote:
twenty wrote:
while we are on it. Since I am an enhancer/saber 4004 healer. Can we please add a skill in enhancement that gives me 0040 Defender. That would be my dream template but i dont have the room to fit it in so the devs should give me a skill in Enhancer that gives me the defender abilities of aura.
enhancer not get force armor and shield which are really defence skills?
Indeed. twenty sarcasm is futile. My proposal does make sense with the Powers a force wielder should be able to use.
Maiby is not so well designed but i am not a game designer.
THEsmuggla wrote:
stefwright wrote:
twenty wrote:
while we are on it. Since I am an enhancer/saber 4004 healer. Can we please add a skill in enhancement that gives me 0040 Defender. That would be my dream template but i dont have the room to fit it in so the devs should give me a skill in Enhancer that gives me the defender abilities of aura.
enhancer not get force armor and shield which are really defence skills?
Indeed. twenty sarcasm is futile. My proposal does make sense with the Powers a force wielder should be able to use.
Maiby is not so well designed but i am not a game designer.
There isn't any difference in say adding cloak to 4000 healer so all the dabblers that only have cloak no longer need to pick up 0400 powers as there is in this. I understand why you want it but it just isn't possible to do it.
Only remote chance you would have is if it missed a good % so it wouldn't be a heal on demand and had the same cooldown as drainforce which is 10 seconds.
THEsmuggla wrote:
Imagine this.....New ability in Master Power Box: Life Drain30-40 Fcost (lil more than a normal forceheal)100-120 Damage (not mitigated by anything) (its a power so it must deal dmg..and its needed to make this work)5seconds cooldown (since it heals less than a normal heal ability)1100-1200 Heal (that is to say...."Life Drain heals you for 10* the damage it causes"...this is why we need 100-120 not mitigated dmg)Of course this should be a Master BOx skill to prevent Dabbler Templates to be Overpowered....Added: TO PREVENT OVERPOWERING THE SKILL SHOULD ALSO NOT STACK WITH HEALING ABILITIES (ie the cooldown timer will stick also on /forceheal if you have both abilities......so no lifedrain+forceheal)If they will ever implement something like this...well ill go Respec to my dream template.....Mpowers Msabers 4xx4 EnhncerMessage Edited by THEsmuggla on 10-25-2005 11:53 AM
VERY INTERESTNG
I'd still keep my healing. If they were on differnt timers having two heals and infusion with stims as a back up would really give me a boost.
after they add this, i'll expect them to have life absorb in enhancer, so it heals for 1500 for those master enhancers. and while we're add it, lets give force defender resist life drain so the powers will once again whine because they aren't "uber" with their heal anymore. Then we'll give master lightsaber block life drain, somehow the lightsaber will block it..
get real, healer is fro healing, powers is not for healing, unless they merged teh 2 disciplines.
Maximus_Bane wrote:
THEsmuggla wrote:
Imagine this.....
New ability in Master Power Box: Life Drain
30-40 Fcost (lil more than a normal forceheal)
100-120 Damage (not mitigated by anything) (its a power so it must deal dmg..and its needed to make this work)
5seconds cooldown (since it heals less than a normal heal ability)
1100-1200 Heal (that is to say...."Life Drain heals you for 10* the damage it causes"...this is why we need 100-120 not mitigated dmg)
Of course this should be a Master BOx skill to prevent Dabbler Templates to be Overpowered....
Added: TO PREVENT OVERPOWERING THE SKILL SHOULD ALSO NOT STACK WITH HEALING ABILITIES (ie the cooldown timer will stick also on /forceheal if you have both abilities......so no lifedrain+forceheal)
If they will ever implement something like this...well ill go Respec to my dream template.....Mpowers Msabers 4xx4 Enhncer
Message Edited by THEsmuggla on 10-25-2005 11:53 AM
VERY INTERESTNG
I'd still keep my healing. If they were on differnt timers having two heals and infusion with stims as a back up would really give me a boost.
no, the way you think about it will make it overpowering.
i said that (in red)
how about, everytime i hit someone with my lightsaber, some of their blood, travels through my ls, gets amplified in the crystal, and heals me for 20% of the dmg i did to them?
oh wait!! thats a pos idea, so is yours!
pick up 2000 or 4000 healer like the rest of us