Jedi Archive

Thread: Master Healer Revamp 1.4 (Updated 10.24.05)

jonstraf
Sat Sep 17, 2005 11:17 am
#27



Big-Rug wrote:


jonstraf wrote:
Sounds great, but you said Enhancer jedi are good on the buffing part. I have to disagree. I feel that the healer profession should provide the Mind regen/Action regen/Health regen/Max health/Force Regen (as you said)/Force total buffs. That sounds like a great idea. But right now, enhancer jedi don't have that much. They can buff their combat speed but it is still subpar to doc buffs. That's about all they can buff other than resists which don't even work. The saber block as you said, Enhancers should be able to buff IMO. Also, overall force regen and max force should be able to be buffed by enhancer jedi but only on themselves.


You raised some interesting points. I must remember to jog my memory to what is working what is not before i open my mouth! lol
On paper, enhancer has many self buffs (force run, states, speed, meditate and regain consciousness) however states have not been working as intended since CU hit. And meditate is by far an large no where near as useful as channel force at this present time.
I think jedi healers should NOT give speed, health, mind etc buffs, as this takes away from docs, and frankly that's not on. healers should give long term buffs that aid groups and individual to a small extent. Enhancers should be able to give themselves only short term, more powerful buffs. I dont want to delve into the faults of the other jedi professions, and will keep this on topic of fpcussing on a better skill set for healers.
To summarise: Enhancer need their buffs to work, and have better efficacy. Their buffs should be short term and personal. Healers should be able to give longer-term, lower power buffs that are centered around jedi-specific attributes.
Regards,
BR





Sounds great...now i agree with everything you've written.



Elder Jedi
PhantomFF
Sat Sep 17, 2005 11:58 am
#28

Man, I would seriously consider going healer if a change like that came thorough. This is a great idea...lets keep it at the top of the forum for all the Dev's to see



-Iwici Kujo

"One of the few true Roleplayer's"
Big-Rug
Sat Sep 17, 2005 6:33 pm
#29

Hello all!


Thanks for all the feedback so far, I am more than pleased and humbled to have gotten such a good response.


In reply to the plant surge post - I took this from the Power of the Jedi D20 sourcebook, and as such thought it apt for a jedi in commune with the living force and living beings around him/her. I understand you may have not liked WoW, but in all honesty using roots to 'root' seems very logical, and in keeping with the light sided nature of the healer profesion.


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?

Tomdanizer
Sat Sep 17, 2005 7:56 pm
#30


you have some very nice ideas there, which I personally think should really be put in-game ( if not all of them, at least some ) and if they were ever to do something like this, i would go this class instantly, just becauseit sounds fun to me, like Master Enhancer ( i wanted to be a master healer from the start, but then CU rolled around....and all the master healers i knew said it wasnt very good at all )


and i also agree with the master enhancer buffs that you said.....currently i think 0-0-4-0 enhancer is pretty much useless cause it usually only takes someone 1-3 tries to apply the poison, disease, states. ( and you can already get the disease and poison resists from docs which basically have the same reist %'s )

Message Edited by Tomdanizer on 09-17-2005 10:00 PM



Ambient Ivac
Light Jedi Elder
Master Enhancer

Made this character on July 17th 2003
Over 1030 days logged/wasted/ruined by SOE.

Thank you SOE for ruining a perfectly good game
- I support a rollback and keeping & balancing the old combat system.
...and making SWG a better place to be.
Your voice counts!<
PalithiCitiezen
Sun Sep 18, 2005 1:51 am
#31

well nice ideas but i read often about the light side will get this and that, what about the dark side jedi who take healer? right now you can chose every jedi profession without regarding your side of the force. now if you say healer will be only for the light side then in the name of the balance the dark side need overwhelming demage so they won't be in need of healing, but then the bh will cry because the dark side would crush the bh in no time.
so i say don't give a jedi profession side related powers, even if they sound cool
syykodisco
Sun Sep 18, 2005 2:19 am
#32

great post, I appluad you for keeping a template even tho it is not the best out there in some peoples opinion. some of your ideas are great and while I will never be a master healer, I hope some get implemented. the main problem however is that other professions need revamps just as badly (mainly SL, Ranger and Smuggler which are all getting love soon). I believe that healer will follow shortly after... however I do maintain the opinion that SOE should have had all these profession revamps done before the release of the great cu.



Syyko Disco
Dark Jedi Outcast
Legend of a New Republic
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Killing All The Imps
Travisty Inaway
Artisan Tailor Merchant

Torleen
Sun Sep 18, 2005 2:43 am
#33

I posted this on a thread named "Are there any Master Healers out there" or something like that. I was crunching this constantly myself. This is some of what I came up with. And I think it could work and be implemented fairly quickly, as it for the most part uses exsisting effects.

My suggestion to balance Enhancer a bit, and give something to healer.


Remove Statis from the Master Enhancer box. (Master Enhancer has ALWAYS had too much stuff in comparision to the other jedi proffesions. And for some reason just keeps getting more)


Add Statis to Master Healer.


Add Force sap in it's previous form to Master Healer box.


Add revive effect to total heal.


Add a healing timer modifier to one of the trees of healer that is currently not even very useful, for game balance I would advise it being a tree other then the Force Heal tree, and a Huge healing modifier for Master Healer. (Personally, I think a Master Healer should have no cool down at all considering the huge amount of skill points nessacary to get it.)


And one of the following new ideas to the master box:


Force Atrophy: This power causes the target's muscles to become weakned causing a signifigant drop in their damage capability. Modifiy damage by -25% (Similiar to the Force run Damage reduction)


Note: If Healers dont get defensive bonuses, their defensive capability should come from making it more difficult for their opponents to do damage, in the same spirit as force sap. Give a master Healer the old style of Force Sap, Force Atrophy, and lower or no healing timers, and they wont need to be defenders in 1on1. But this wont take away from Defender as the Healer would need to spend a lot of force to deal with damage from multiple opponents. This makes Healer viable in combat without taking away from Defender.


Force Empowerment Self/Other. This is a health buff similiar to the Health Crystal. It would only last 30 minutes, and would require a lot of force. When applied to others the bonus would only be 1k health. When applied to self it would be 2000.


Note: This is no longer any threat to Doc buffs. Because Docs cannot boost health directly any longer. Docs will still be the king of regeneration of health/action/mind. This ability would merely add to the total.


And for god sakes stop giving things to Enhancer! It already has too many critical effects in it as it is.

Ryal
Sun Sep 18, 2005 3:46 am
#34

Just wanted to say I mastered healer today woot!

I finished my template this evening by training my Master healer box I'm LOVING total heal, hehe. It drains a rediculous amount of force, but theres something really cool about seeing "You heal for 3126 damage"

hehe

MLS/Mheal/3002 Enhancer/ Novice Defender

I make pretty trains of mobs with my heal agro, its really quite amusing, but also kind of sad in a way too. Heh
Big-Rug
Sun Sep 18, 2005 3:57 am
#35

I think Enhancer is pretty well balanced when compared to some of the other Jedi professions, so I don't think stasis should be transferred to Healer. I quite like the atrophy ability, and could well be a good addition to the debuff tree, however essentially it is the same principle of intimidation - lowering a targets damage output. As such I dont want to step on the toes of Powers players. I personally think Powers should have a single intimidate as well as the area intimidate.


I think the point raised about light side/dark side is interesting. I am not saying healer should be limited to light side players, I am just saying healer lends itself to a person playing a light side character, as potentially it allows you to gain xp without killing. I think Powers has the majority of the signiature dark side powers. What I think might be an interesting addition to powers could be an ability to drain health from a target to heal yourself. Much in the same way as drain force in Enhancer. Of course it would need an appropriate cooldown timer to avoid being too powerful. But I think that it may give players after a true dark side experience a way to take as much powers as possible without having to invest as much in healer.


Any thoughts?


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?

CarbineQueen
Sun Sep 18, 2005 5:03 am
#36

I love this post, some great ideas. I have not been full temp for long, so still working out the abilities and such, but I love healer. I am a master healer/master enhancer/LS 0404 and I am strictly support!


PVP battles:


My main goal is to heal my allies, and help my allies by preventing my enemies from getting away(root, snare etc.). I do quite a bit of moving around in and out of the 32m range to avoid myself getting rooted, kd'd etc. My 2k + total heal is fabulous for that last minute heal on a group mate who is about to go down, quite the shock to his apponants. I don't die very often, unless of course the odds are against us, and the enemy starts realizing i'm the one preventing them from making a db. But, if I die I just have to wait for the right time and i'm up with regain consciousness to run, regen and get back to healing my comrads.


PVE:


I can hold my own on a lair enough to help my fellow guildies/group mates grind, even tank when needed with armor break, kd, leg shot. I can give force to my fellow jedi when needed in pve situations, and can keep the spin crew alive with my heals. I can help on a run through an instance if needed by holding the agro with adv. fr and heals. I can also root, stasis should the pve get a little hairy at times.


BH:


Now of course my saber isn't all that great, and i'd probably win a bit more against a bh if i could do just a tad more damage..but that's just me. I use root to prevent my enemy from kiting too much and keep them in my range. A nice armor break, kd, power strike, head hit is nice. I also like kd/force sap in these cases. If i should get rooted, a root back and saber throw so i'm at least doing some damage. Again, those nice big 2k+ heals sure do help if I should get kd'd at half health. I must say i don't mind extinguish fire if I'm in a fight with CM.


Now i'm not saying that it's the perfect temp, but I am having loads of fun. I do agree that there are alot of abilities that I don't use at all(heal states is just silly as they don't effect anyone in most cases--except maybe base taking for the terminals). I really like all of your ideas, and any improvements to any template are great. But, until then, I will enjoy my temp and the support I can provide my friends.


Big-Rug
Sun Sep 18, 2005 9:27 am
#37

Doing a quick bump to keep the thread on the front page. I hope we can get more of the great constructive comments that have already been posted. Keep them coming!!


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?

TIOGUFF
Sun Sep 18, 2005 9:56 am
#38

BR,


I like a lot of your ideas. Particularly the beast tame skill at novice healer. It looks very useful.


I have a love for healing from the force as well and have made my own post regarding this profession found here:


http://forums.station.sony.com/swg/board/message?board.id=jedi&message.id=1195816#M1195816


I really do think there needs to be a skill mod for the actual healing action. Both speed and effiencey. Right now, pretty much everything that is useful in healer is in one tree. Things need to be spread out more. This makes a master healer heal better than a dabbler.


Again, great ideas. I am sure the devs are looking at non jedi professions right now because many deserve an upgrade since they have been around a long time (many years) without any usefulness. I am sure once the chosen ones are looked at and enhanced that jedi will be next on this list. This makes sense, as more useful regular professions will be needed once the frs is releasedenabling some jedi to grow in power. If the frs was released now it would it wouldn't be pretty for the regular professions.....


I would imagine any jedi healer changes would be done slightly before the frs as well as changes to other jedi professions...


regards,


GUFF





Starsider:
GUFF
ZabbyLicious
Sarha-Cancelled
Bria:
Shi'lon

Old School Doc/CM and TIO/ECHO certified
Big-Rug
Sun Sep 18, 2005 12:42 pm
#39

Thanks for the input you guys! Keep it coming. I am crossing my ingers that I can keep this post alive long enough for Bac and/or a Dev to see it. There have been some really constructive feedback on this thread and let's see if we can keep it going!



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?

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