Jedi Archive
Thread: Sign if you think Healer should get buffs and rez
A)[pre-CU]Grenades or B)[CU]Spin groups
QFE
not all jedi lvld this way RE TARD
suck an egg some of us worked to get jedi
EAB wrote:
Maybe instead of buff in the conventional sense, how about some sort of buff like an aura the healer jedi wears that gives a mild heal over time to the jedi's party if theyre within a certain radius? I remember something like that with the healers from city of heroes. (cant remember the name of the move)
I would like to see a rez ability at master healer, it should cost like 1k force (just like AI costs 1k force).
I would also like to see an area heal ability which heals for like 700dmg for everyone within 15m
/sign
I think this is a great idea, if anyone should be able to rez someone it should be a jedi..not a doctor or combat medic sheesh!
I am not looking for flaming on this but this is my logical opinion so please build off this if you must.
DIVERSITY AND BALANCE is what I speak here.
I dont agree with the defense mods being in healer.
You have 5 disciplines to pick from in Jedi and not 5 professions. You cant be good at everythingwhich meanshealer/powers/saber do not have any defense just like defender/saber/enhancer/powers have no healing properties and so on. You have to choose what you are skilled in as a Jediand you are limited to your capability because of it.
I don't agree with Jedi throwing Buffs
We need a balance in the two healing systems currently in the game. Non Jedi vs. Jedi healing is just stupidly unbalanced. One with the force cant heal faster with someone pumping something into their body??? I mean come on!!!
Speed mods need to be incorporated into each healer box for a total master of 1 heal a second, as well as a "healing effeciency" SAC reduction per box. This way one chooses if they want to spend the required 3 or 4 trees to have fast healing BUT in opposition they loose other abilities inthe process (more healing but less dps or crowd control or defense).
Thiswould balance the Jedi profession out greatly and I believe this would solve alot of the balance issues going on at this moment.
I dont agree with having defense in healer.
You have 5 Disciplines in Jedi for a reason......Diversity. A healer knows healing and not of defending, just like a defender knows of defending and not enhancing. They limit your choice so that everyone isnt everything.
I dont agree with having buffs while being a Jedi
We need a balance in the two healing systems currently in the game. Non Jedi vs. Jedi healing is just stupidly unbalanced. One with the force cant heal faster with someone pumping something into their body??? I mean come on!!!
Speed mods need to be incorporated into each healer box for a total master of 1 heal a second, as well as a "healing effeciency" SAC reduction per box. This way one chooses if they want to spend the required 3 or 4 trees to have fast healing BUT in opposition they loose other abilities inthe process (more healing but less dps or crowd control or defense).
Thiswould balance the Jedi profession out greatly and I believe this would solve alot of the balance issues going on at this moment.
Also, I think they should keep with their 1.5 times stronger rule, that said, improved force speed(Currently 20) for example should give 1.5 times more speed then doctors best speed enhancement(currently 25) so technically improved force speed should be at 38 or so, or even better would be to add an advanced force speed in master so that dabblers don't have all the power. I think most abilities should have the best version in master so that dabblers can never be better at any given profession then somebody who is master of that profession. dabblers should still have power, but master should always be better.
Back to healer though, docs can give a 10% buff for about 45 minutes. Healer buffs should all last for say 30 minutes(for balance) and give a 15% buff(perhaps even 20%).
This should apply for the action, mind and health regen's as well as the health max. They should last less time then doctor buffs to balance the new buffs. Healer should be the jedi comparison to doctor(but 1.5 times better) That being said i would like to see and advanced infusion at master, perhaps one that heals 400 health every tick instead of 250. as well healers should keep their fire/wound/disease/poison healing.
Perhaps structure the tree something like this.
I hope that comes out nice....
_______________________________
| Master Healer |
| - Advanced Infusion |
| - Total heal |
| (heals snare/root also) |
| - Adv. Health Buff(20%/30 min)|
| - Adv. Health Regen(15%/30 m) |
| - Adv. Action Regen(15%/30 m) |
| - Adv. Mind Regen(15%/30 m) |
|_______________________________|
|
____________________________|_______________________________
_____|______ _______|_______ ________|________ ________|________
| KEEP SAME | | Keep Same add | | | | Keep Same add |
| | |-Imp. Act. Reg | |-Imp. Health Reg | |-Imp. Mind Regen |
| | | (10%/20 Min.)| | (10%/15 Min.) | | (10%/20 Min.) |
|____________| |_______________| |_________________| |_________________|
_____|______ _______|_______ ________|________ ________|________
| KEEP SAME | | KEEP SAME | |-Imp. Health Buff| | KEEP SAME |
| | | | | (10%/15 Min) | | |
|____________| |_______________| |_________________| |_________________|
_____|______ _______|_______ ________|________ ________|________
| KEEP SAME | | Keep Same Add | |- Health Regen | | KEEP SAME |
| | |- Act. Regen | | (5%/5 Min) | |- Mind Regen |
| | | (5%/5 Min.) | | | | (5%/5 Min.) |
|____________| |_______________| |_________________| |_________________|
_____|______ _______|_______ ________|________ ________|________
| KEEP SAME | | KEEP SAME | |- Health Buff | | KEEP SAME |
| | | | | (5%/5 Min) | | |
|____________| |_______________| |_________________| |_________________|
|__________________|____________________|____________________|
__________|___________
| Keep Same |
|______________________|
Message Edited by Cerosis on 10-09-2005 10:04 PM