Jedi Archive
Thread: Master Healer Revamp 1.4 (Updated 10.24.05)
True didn't think of that, and the guy above me, they won't take cost away from healing, if they did that you could heal indefinately and then it would make master healer way to strong
Big-Rug wrote:
Armourboy wrote:
Big-Rug wrote:
Thanks MsNil,
That means a lot coming from you. I have often enjoyed reading your posts and ideas. All I want is for healer to be competetive with the other jedi trees. And preferabley let me earn jedi xp like the normal healers do - so I can heal for xp instead of having to kill things. I am a light side Jedi for a reason!
C'mon Devs.. read the post and others like it. Leave the other trees alone - they need not the nerf bat. Your time will be more constructive if you can fix by BOOSTING professions!
Regards, and keep the feedback coming. Please let me know if you would like me to do an edit to hone the ideas already given..
BR
Sadly this was possible Pre-Publish 9. However the AFK rooftop Jedi ruined it for everyone else so I doubt it will ever be added back
I would like to see Master Healer get a Group Area heal, a reduction on both FC and Mind/Action Cost on Total heal.
I still dont' believe master Healers should have Rez as that should be a DOC skill but I wouldn't complain if they got one.
Well I have to say, that as healing xp can only be awarded when fighting NPCs now, I dont see this as a problem - the same effect that stopped medics grinding doc afk in a med centre will also let us gain jedi xp for healing without risk of guild hall afk jedi grinders.
Just a thought...
Regards,
BR
Well, you have been more innovative than most, and spiced up the profession.
Big-Rug wrote:
Thanks MsNil,
That means a lot coming from you. I have often enjoyed reading your posts and ideas. All I want is for healer to be competetive with the other jedi trees. And preferabley let me earn jedi xp like the normal healers do - so I can heal for xp instead of having to kill things. I am a light side Jedi for a reason!
C'mon Devs.. read the post and others like it. Leave the other trees alone - they need not the nerf bat. Your time will be more constructive if you can fix by BOOSTING professions!
Regards, and keep the feedback coming. Please let me know if you would like me to do an edit to hone the ideas already given..
BR
Message Edited by MsNiL on 10-17-2005 04:44 PM
MsNiL wrote:
Well, you have been more innovative than most, and spiced up the profession.
Big-Rug wrote:
Thanks MsNil,
That means a lot coming from you. I have often enjoyed reading your posts and ideas. All I want is for healer to be competetive with the other jedi trees. And preferabley let me earn jedi xp like the normal healers do - so I can heal for xp instead of having to kill things. I am a light side Jedi for a reason!
C'mon Devs.. read the post and others like it. Leave the other trees alone - they need not the nerf bat. Your time will be more constructive if you can fix by BOOSTING professions!
Regards, and keep the feedback coming. Please let me know if you would like me to do an edit to hone the ideas already given..
BR
I am concerned about "Healing" not being enough for a Jedi. There needs to be something more. You have added some really nice combat bonuses fitting for a Master Healer, and managed to keepyourself connected to the fiction and the roleplaying game.
I also felt you captured the issues I have with the overall profession... Improved Extinguish/Woundheal not needed, xp reward for heals post-cu style.
If I should give some critizism, I would say that buffs is a greyzone. Being Doctor with my alt I can say that Buffs is the only thing that makes doctors unique. If you onlywant heals you can as well go combatmedic as it is right now. If any buffs is to be added, they probably need to be 'self' only. Maybe a personal action/mind regeneration in the Restoration line, but more than that might be beyond Jedi. Even "new" ideas of "buff other", such as state-resistance, movement speed etc,should probably go to the Doctor skillset instead of any Jedi skillset.
Also I like to say that "Aura of Healing"in 4000 might be a bad idea. Not the effect itself, but due todabbling reasons it's probably better to place it in 0400 0040 or 0004 whatever fits best. Or master even. Same with Malacia. It might be very dangerous to give Malacia to any 0040 Healer dabbler. It will get abused and nerfed quickly.
The Mild Defense bonuses would be more fitting for Master, or the tier IV boxes, again to offer more to someone who are a dedicated healer, than for any simple dabbler.
Message Edited by MsNiL on 10-17-2005 04:44 PM
/Bump to front page so others can read the changes.
Regards,
BR
Sorry, another Bump so ppl can comment on changes now the flame/troll wars have subsided. All constructive comments welcome. Thanks guys for your continuing support.
Regards,
BR
/sigh if only.
I'm tempted to go into a meditative state on my MH until hell freezes over (we get decent post-cu abilities)
Oh well I'm having fun on my long time SL so I can have hope right!
PalithiCitiezen wrote:
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
Force Drain will be like a life tap, it will take force and health and will be associated with the sith. Hopeing it will do enuff to counter the need for healing.
650 force to remove 3 states is extremely expensive, even if it works as a separate heal.
Big-Rug wrote:
- Total Heal (650 force, as battle fatigue is no longer in the game) this heals all damage, but does not removes states. It does however remove electrolyte drain and haemorrhage debuffs. (I think this is fair, considering the force cost and the fact you have to invest the skillpoints to get the ability)
Message Edited by MsNiL on 10-24-2005 06:24 PM
RobbieDt wrote:
I hope this happens, am grinding out master healer because defender just got kind of boring. Good Idea's tho, i like them all
I'm sorry.
MsNiL wrote:
650 force to remove 3 states is extremely expensive, even if it works as a separate heal.
Big-Rug wrote:
- Total Heal (650 force, as battle fatigue is no longer in the game) this heals all damage, but does not removes states. It does however remove electrolyte drain and haemorrhage debuffs. (I think this is fair, considering the force cost and the fact you have to invest the skillpoints to get the ability)
I would suggest keeping it as it's now, and make it work for the following:
* Blind
* Dizzy
* Intimidate* Stun
* Bleed
* Disease
* Poison
* Fire
* Cripple Attack Speed (Thyroid Rupture, WarCry, Low Blow)
* Cripple Action Regeneration (Binding Strike, Force Sap, Hemorrhage)
* Cripple Mind Regeneration (Force Sap, Traumatize)
* Cripple Defense (Warning Shot, Imperiling Fint)
* Cripple State Resistance (Force Shock, Shock, Overwhelming Shot
* Snare (Force Weaken, Cripple Attack, Crippling Shot, Electrolyte Drain, Force Wave, Knee-Cap Shot, Restraining Shot, Hamstring Attack)
Force Cost = Same as now, but base cost reduced to 10.
1 per 10 damage
1 per 10 wounds
25 per state
If you have 2000 damage, 50 wounds, Traumatize, Hemorrhage, Thyroid Rupture, Hemorrhage, Traumatize, Electrolyte Drain, Fire, Poison and bleedon you (that is, standard CM), you pay 440 force.
I do not think that's unbalanced for a master healer considering they payed 89 skillpoints for this heal and do not have access to any escapes or armor in their tree.
Message Edited by MsNiL on 10-24-2005 06:24 PM
I have edited the post to 180 force cost for the skill as I originally had it. The reason being is there is no point having a heal states skill in 0004 box and have master heals do the same. I do however like the cost-per affliction concept, and will adjust the description for 0004 accordingly.
Let me know if you think 180 is too low.
Regards,
BR