Jedi Archive
Thread: New action and mind costs for jedi heal in the expansion. Chart inside.
CURBhater wrote:
I just thought of something.I got a 95SAC saber and when I use forcespeed 2 together with blob candy only my action is constantly over 70% and I hit every second so I dont think action will be a weakness for most jedi.Just them suckers who run around with 126 SAC sabers thinking experimentating in speed/damage is the way to go
Yes. I have been using my pre-CU (SAC 100), and didn't even bother trying to craft a new one until yesterday.
My new Post-CU saber has the same max damage, but with a SAC of 95 - small though it may be, atm it makes a real difference. My only gripe is the new saber is 0.1 sec slower (pre. CU is 1.25, post is 1.35). Oh well.
EVILxWARLOCK wrote:
After some testing on TC it seems this nerf hurts the CM and DOCS much more than jedi. They burn thru action wicked fast. The only cm and doc templates that it seemed not as bad for was the masters. If the are like 4000 doc it hits them hard.
that's good, to hear hopefully they will reduce infusion for action cost, it would bring it more balanced play, with infusion allowing for some regenerative properties.
so in live there are factors to consider as far as action goes....
THAWKINS wrote:
Looks to me like the devs dont want anyone to heal anymore.
No they want healers to heal...and do nothing else...
EVILxWARLOCK wrote:
Found this on the CM forum.
Here... since last restart of the server:
Yellow = Old cost, Green = New Cost
Bacta Shot 4% Action, 10% Mind 15% Action, 10% Mind
Bacta Jab-2% Action, 5% Mind 13% Action, 5% Mind
Bacta Spray 8% Action, 12% Mind20% Action, 12% Mind
Bacta Toss 5% Action, 10% Mind 17% Action, 10% Mind
Bacta Inf. 9% Action, 15% Mind18% Action,15% Mind
Force Heal------------ 9% Mind15% Action, 10% Mind, 10* Force
Force Infusion ------- 12%Mind 15% Action, 10% Mind, 10 Force
Total Heal ----------- 14% Mind15% Action, 15% Mind, 150* Force
* = Forcecost added depending on the amount healed. Force Heal = Damage only, Total Heal = Everything
+1 per 10 damage
+1 per 10 wounds
+50 for dizzy/blind/stun/intimidate
+0 for bleed/disease/poison/fire
Message Edited by EVILxWARLOCK on 10-15-2005 11:26 PM
I didn't see this in a post...so this is my take. We jedi tend to focus on OUR changes. But if I read this right, and i could be wrong, this is a big nerf hit to the DOC/MCM. Look at the changes in action on those. As a Jedi, I will just love to see that BH's action bar go down when he heals. Anyone got the numbers on the paralyze & dots the mcm can do?
Message Edited by Gorthu on 10-16-2005 11:50 AM
Teioh wrote:
woo now i'll run out of action even quicker
I have and its insane and its a sac cost saber of 108 --
CURBhater wrote:
I just thought of something.I got a 95SAC saber and when I use forcespeed 2 together with blob candy only my action is constantly over 70% and I hit every second so I dont think action will be a weakness for most jedi.Just them suckers who run around with 126 SAC sabers thinking experimentating in speed/damage is the way to go
am I wrong? this helps the jedi out. jedi heal with a 15% action cost x2 for 30% for 3000 points.
Bh heals for shot 15% action spray 20% action for 35% action cost for around 3000 points (bh fully loaded )