Jedi Archive
Thread: TUNE HEALER UP! NEW HEALER SKILL-TREE INSIDE! UPDATED***
ekeo wrote:
WAYYY TOO UBER, EVERY 1 WOULD HAVE It.
you realize people with this would still have weaknesses to a cm, both will cost mind, execpt now we are more formidable...
Great ideas.
I applaud you for trying to improve the game not cry nerf.
There are many nice revamp ideas for Healerout there, and right now I take anything but what we have now.
If we should Build upon your idea I would say the following:
Line 1: "Heal"
300 points Improved Force Infusion in a tier 3 boxmight be overpowered. You have to remember that non-healers will dabble in healer, and 300 health extra every 4 secondsfor a Master Defender is not a good idea. An improved version in the Master Box acts similar to armor and cost 89 skillpoints to invest in, so it might work though.
Line 2: "Restoration"
Force Slow offers some improvement for the 0400 line, although I would move it to 0040 as it's more in the line of the other abilities of that line.
I believe you can remove "Improved wound Heal". You do no longer build up wounds fast enough to need an improved version.
A fitting skill for "Restoration" (0400) is a Mind/Actionbuff. A Mindbuff helps a Master Healer becouse they regenerate more mind and can therefore heal more often, simply by having 2 lines invested in Healer instead of One. Just like it should be. An Action buff gives a Healer a slight fighting improvement, fitting of their profession.
Line 3: "Debuff"
Force Revive in 0040 is not a good idea. 0040 is a common dabbler line and have very little to do with the other powers offered in that line. Revive is masterbox without doubt.
Line 4: Cures
With some experience under the new A.I system 0004 Healer might need even more to be useful again.
Master
The "Master Heal" idea, I suppose you speak about an areaheal. I am ok with that, but I believe you can move down a lower heal areaheal to the lower skillboxes, preferably 0404 becouse thoose are unattractive for dabblers right now.
I believe the Force Buff is a good idea unless Force Healers are given armor. It matches with their Total Heal. Just be sure to point out that it's a self-only ability, not for sharing with your group.
I put together some ideas for Force Healer a few days ago, which was getting good responses. I am not too sure about the changes presented here, as it seems too geared towards uber healing (stepping on toes of docs and CMs) and only really changes anything at master. In addition it also leaves the rest of threes fulfilling useless roles which had more relevance pre-CU.
Healer needs a wide range of balanced abilities to make it fit in line with other jedi professions as well as be balanced with doc and cm.
Feel free to have a look at my post and give me some feedback, I love to hear it, and maybe combie some ideas we both might have,
Here is my Jedi Healer Ideas post
| Kelpo |
MBH ~ MCM
0004 Pistols
LOWCA
| TSE |
its funny, you say that with your temp?
MorfiMibar wrote:
WAYYY TOO UBER, EVERY 1 WOULD HAVE It.
| Kelpo |
MBH ~ MCM
0004 Pistols
LOWCA
| TSE |
its funny, you say that with your temp?
annyira azert nem
mondjuk ha tolsz egy area healt, és gyógyítasz rögtön 5 embert, abból mondjuk kettőt a halálból emelsz fel, akkor eltűnik vagy 1500 force od ![]()
mindenki csak azt látja, mit csinal. Azt nem, hogy milyen áron ![]()