Jedi Archive

Thread: Focus Thread Force Healer

jimcabtv
Fri Jul 15, 2005 8:27 pm
#40

-Sap is currently NOT equal to hemorrhage in CM in effectiveness, as was touted to do so when publish 19 went through.


-Force heals should be on seperate timers to compete with Doc/CM's who have the ability to heal 3000 health in nearly 5-6 seconds. For example....force heal is seperate from improved force heal, which are again seperate from advance force heal. This would allow precisely a 3000 heal in that same amount of time.


-The 000X lineis broken beyond belief. People take heal states simply because they either assume that in future publishes it will actually heal root/snare as those are considered states...or simply because unlike any other profession we don't receive stun/dizzy state recoveries. This line needs to drastically change....maybe automatically give all Jedi the stun/dizzy recoveries, but put seperate skills in this linelike heal root/snares, a seperate skill that is like KD recovery but uses minimal action/mind, etc.


-Master box needs some definite lovin'. Total Heal needs either a SET cost, or it needs to have it's base cost drastically reduced to somewhere around 10 Force. I would also suggest some other things, such as a "Daze" state heal (total heal can heal this, but this state alone would add 100 fc), maybe possibly a 800 fc skill that makes you immune to all states, roots, dazes, posture changes, etc. for 3 minutes, etc. A rez skill would be nice, but if the FRS is supposed to 1 v. 1 and there won't be that much group pvp, then enhancer with self rez is a decent skill in those regards already.


-I think 0X00 in healer is alright for what it does. Would like to see more effective skills that actually mean something. For example, extinguish really isn't that big of a deal, as fire dots rarely trouble anyone with force infusion. I would like to see this line just totally revamped, maybe instead putting wound heal in X000, extinguish in 000X, and just making this line complement something a Dark Side user would pick up (while changing the name, of course). Drain Life, using the force to disease/poision people, short duration dazes (maybe 5-10 seconds), just complete hinderances.


If these changes were implemented........well, all I would say is I would have quite a few other template choices to ponder over.



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ZeroTolerance881
Fri Jul 15, 2005 8:31 pm
#41

Master healer

could use area infusion

and perhaps regen buffs like a docs

but area buffs


make master healer like a squad leader kind of roll


perhaps a combat accuracy or defensive buff the entire group gets for like 40 seconds

like an area aura that effects all but the healer


or a wound regeneration

they hit a button and everyone in the party regens there wounds as they take them


area fire poison state heals maybe


res would be awesome

a res with no zip timer

maybe even a self res like enhancer


Dont make the healing line to strong, make sure healer's other lines get alot of love to make them desirable and master desired as well


Healing states should include healing snares roots etc





WhiteTrash
jonpaul ingro

Josue15
Fri Jul 15, 2005 8:35 pm
#42



Epak wrote:


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.




/agree

The biggest change needs to be to speed up Force Heal and reduce the mind cost



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RydOnRadiant
Fri Jul 15, 2005 9:23 pm
#43


additional vote for making the 0004 heal all states actually heal all states. Including paralize on yourself. We are paying a force, action and mind cost so let us use the skill please.


gailon24
Fri Jul 15, 2005 11:03 pm
#44

Hey all, great comments all around! I really like them all. As far as states, I don't think healer should be able to heal root/snares, but I REALLY think healing ARMORBREAK would help us considering we have NO defense in all of the tree hehe.


There's a lot of posts in a lot of other threads, here's one.


Thanks for the loving Bac.





Gailon Miles - Master Healer Extraordinaire - Wanderer
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Dube_Pun
Fri Jul 15, 2005 11:05 pm
#45

i think they should take out the mind cost!!




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aose
Fri Jul 15, 2005 11:05 pm
#46

I disagree... roots and snares are new states and which should be healed by heal all states or even put an advanced version in the master box that does heal the new states plus the old ones also..
Miffo
Sat Jul 16, 2005 1:01 am
#47






BloodravenII wrote:


If someone has to grind out the equivalent of mastering doctor 7 fricking times... they DESERVE to heal better then doctors!


Either give Mhealers/dabblers the healing power they DESERVE or make Jedi a normal frickin class. All this grinding bullcrap just to be worse off then a profession I could have mastered in 3 days? I hope whatever SOE employee thought up that crock chokes on a gerbel.



Message Edited by BloodravenII on 07-16-2005 12:55 AM



MAster healer already heals better then a mDOC , it heals for 3K so....



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BloodravenII
Sat Jul 16, 2005 1:01 am
#48

You talking about complete heal? Ok, someone wanna tell this guy how well that works??

But to be a bit more constructive... Healers need a flippin' rez. I'm not sure why Mhealer Jedi's, the hardest healing class to attain let alone master, is the only one that's left out to dry in regards to this aspect.

Message Edited by BloodravenII on 07-16-2005 01:06 AM

Sorotia
Sat Jul 16, 2005 1:54 am
#49

though im not a master healer i think i kinda agree speeding up the healing would make it to easy for the people who only go for rejuvination.


maybe they should add a mod at master healer that speeds up for healing so the dabblers dont get super fast heals again but so the ones that devote there discipline to healing can truly excel beyond the common dabbler.


golfingtx
Sat Jul 16, 2005 2:46 am
#50


Area heal - I think a basic version maybe at assist Iand animproved 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.


FTW



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ATSNEAD
Sat Jul 16, 2005 5:38 am
#51


Healers of course need timers/mind address


Revive ability


Advanced Force Infusion at master.


Possibly area force heal


Health Drain since it will technically be a way to heal.



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Ciscero
Sat Jul 16, 2005 7:59 am
#52

I am actually suprised to see alot of folks asking for revive. I had hoped to see more folks asking for more things to be classified as states: roots, snares, mez, and choke as examples.


I am also interested in how many skill points people currently have invested in the Healing tree, whether or not they are masters, and whether or not they were ever previously Master Healers? (I am still aMaster Healer)






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