Jedi Archive
Thread: Focus Thread Force Healer
CMs get rez at master with a groggy timer.
Docs get rez at master with no groggy timer, but little health.
Should a Master Healer rez be more or less powerful? E.g. should it do a rez with no groggy timer and 50%-100% health?
Other interesting abilities would be to:
1) Have some kind of healing aura - players within range, or within the group get improved regen and/or max health.
2) Transfer action - the healer can 'donate' some of their action regen to another player for a short time
3) Transfer mind - the healer can 'donate' some of their mind regen to another player for a short time
Some elaboration and a quick few points besides the timer, costs, and cooldown issues:
Master Healer gives nothing but the Total Heal command which has an astronomical force cost.
There are no area heals.
There is no force resurrection.
Master Healer can not heal any faster than 4/0/0/0 and can barely heal more efficiently if only by using a Force Heal / Total Heal / Infusion chain and balancing the cool downs.
The idea of force buff-like enhancements sounds good and would need serious fine tuning and maybe even kept under something like Enhancer. It definitely shouldn't steal the thunder of the more heinous problems.
Experiences after Pub 19:
1 on 1 duels with other Jedi are now dictated by how much mind the player has. Whoever heals most has less mind pool and can soon no longer heal later, thus dying. Even with food combos (Booster Blue & Accaragm usually) my mind is still getting sucked out far quicker than my Force.
My solo PvE experience has been all but decimated by the fact that Master Healer alone can not keep me alive due to excessive mind costs. Larger groups of mobs attacking me can tear me apart faster than I can heal.
Single Bounty Hunter fights are pretty much on par, I have no problem with this. Gank Squads obviously are a problem for some place else.
Group PvE is solid, however, I wish there were easier ways for me to heal group members en masse as listed above. The animations for Force Heal, Infusion, Total Heal, take too long in my opinion. If I heal someone else, and then start attacking mobs again, it interrupts the animation. If I'm not in combat, but attempting to move, I have to wait until the animation is finished despite my heal taking affect 5 seconds ago.
Group PvP is absolutely affected by the animation issues above. I could be shot at 12 times in the time that I'm standing still, healing someone. I could also be after a player at the same time and they will get out of range.
/twocents
Message Edited by Jozzfest on 07-15-2005 08:13 PM
Message Edited by Jozzfest on 07-15-2005 08:14 PM
My biggest concern is every Jedi move now taking action or mind along with force. While the mind costs aren't that bad for healer, it seems to be redundant to have a force cost associated with the move as well as the mind cost. This is most evidenced when attempting to heal group members.
Those who complain about the timer weren't Jedi prior to the CURB. "Back when I was young" the timer on heals prevented ALL moves from being executed, not just heals.
the timer on total heal pre-cu was only 3 seconds anyway
Zabrekk wrote:
the timer weren't Jedi prior to the CURB. "Back when I was young" the timer on heals prevented ALL moves from being executed, not just heals.
- Implement /forceareaheals
- implement rez abilty
- implement minor buffs

1) master healer should be the best healer in the game, fact
2) they need area heals
3) master healer should be able to heal faster than a 4000 healer
4) timers are too long, someone can easily dish out 3k+ damage in 6 seconds, and if not easily before your next 6 second heal
5) an ability to rez people is definatly needed at master healer
6) the high mind cost is rediculous, you cant survive more than 6 heals
7) things like roots and mezzes should be considered states, and thus, cleared by " clear states "
8) the ability to buff is a nice idea , to area buff would be even nicer and then would be less of a burden on the healer
and again, i say, a master healer should be the best healer in the game, not a second rate doctor
we all know there going to be keeping mind costs why not say no force cost if your allready useing mind whydo we needforce
master healers need to have buffs/rez ability give more then 4/1/0/0/ healer a point now sap and do not do all that much with the buff/foods now and come on all other master skills get something cool powers get choke/breachenhancer fr3/stasis saber dervish defender ai and healer get total heal? wich not that much needed and has high mind costs and such
Novock wrote:
TotalHeal - The base cost should be lowered to no more than 50 pnts.
Healer Stance - this would be the utlimate support move for the master Healer. Increasing heal speed to 3 seconds and droping mind costs to 2-5%. While activated the offensive power output would be the same as a player in FRS3. this makes it valuable in healing the group (support) and not allow it to be overpowering by eliminating the offensive threat from this player whil activated. Kepp in mind this is only returning the heal function at master to what was pre- pub 19 and for sake of blanace giving up offense during its use.
Area heal - I think a basic version maybe at assist I and an improved at assist IV. put it on a seperate timers then force heal allowing forceheal stil to be used on others. This gives the healer the ability to choose his place and role in combat. Not having to choose between healing self and a friend or the ability to put all his/her efforts into support healing.
Force Resurrection - Master Healer high force cost. there's just no reason for it not to be here. if a cyberbetic arm can do it so should a Master healer be able to do it.Healer Meditation - This would be a new form of meditate. The healer meditates on the force gaining through force the ability to boost his/her attributes (health/action regen/mindregen) 5% at restoration 4 10% at Master. Requires uninterrupted meditation for 10 seconds to recieve the buff.
or allow the healer some otherway of buffing atleast their own pool regen stats.
Force Sap needs to bumped up to atleast the level of Cm. right now its to low.
This guy said it all. and I'll say my piece...
Efficiency
TotalHeal needs to be more force efficient first and foremost. All other heals should be more force and mind effecient as you gain Force Healer skills. Ideally there would be a benefit from the FS skills too.
Area Heals
Its hard to be a support person when you depend on the 3 HAM bars and a Force bar. Effectiveness & Usefulness comes by allowing Area Heals. Separate timers than normal heals.
Revive Player
It only makes sense.
Force Sap Balanced
Should at least be equal to a Combat Medic in terms of effectiveness. And at least as effecient. A healer should be a little better since it takes force too.
shadowhound wrote:
make healers like cm and doc prof where we can throw poison, and fireCM is combat medic, use what they know to hurt, Master Healers should not have that
add range heals, and group heals- agreed
add rez
add jedi buffs like buffs to mind/action/health , combat spd and acc and maybe even a force reg buff.
maybe healers can also do melee/range def buffs