Jedi Archive
Thread: Focus Thread Force Healer
/bump for msnils awesome healing guide to fix the jedi healer tree
i think there should be efficiency mods so that a dabller at 4000 is slow less good at healing then someone with say
4404 for all the heals without mastering tho... but this guide msnail made is great please a look at it it is good
First an important note to other Master Healers who did not knew:
Total Heal can be mixed with Force Heal to bypass the cooldown timer.
The only issue for a Master Healer with Cooldowns is forcecost.
Now, I might be hated for this, but read my reasons below:
DO NOT DENERF MINDCOST/COOLDOWNS!
WE NEED HEALWARS ENDED
NOT FUELED
* REDUCE FORCECOST NOT MINDCOST!
* GIVE US A MINDBUFF POWER IN 0400 AND/OR MASTER
* COOLDOWNS MUST STAY! MASTER HEALER CAN ALTERNATE WITH TOTAL HEAL.
* DOCTORS ARE OVERPOWERED:MAKE 4000 DOCTOR HEAL 1/4 AS EFFICIENT AS A MASTER DOCTOR!
We need the healwars ended, not fueled: If mindcost/cooldowns are reduced again, we are back to the situation where a 4xxx healer can easily outheal all damage they take. Currently the mindcost/cooldownsis the only thing balancing that.
A 4000 Doctor needs their healing powers reduced to be 1/4 as efficient as a master doctor. Only let Master Doctor's heal like they can right now. If anything needs to be reduced from heals it's forcecost!
Let the tradeoff for powerful heals be Reduced Defenses thanks to Higher Skillcost.
The Critical Issues
Fast and easy fixes for the next publish
1. Reduce forcecost
Remove Base Cost from Total Heal. With 14% mind used, critical dots, dotweapons, states, battlefatigue and 3 healthbars removed, and wounds barely happening anymore, there are nothing more that justifies a 325 base cost to Total Heal. Its also an ability we are forced to used more often now, so the basecost really needs to be removed.
Also consider to halve forcecost for healing now when we have mind limiting us.
2. Copy Serotonin Injection to 0x00 or Master
We need a way to improve our mind above average, just like a doctor can, such as a mindbuff in the Restoration line (that only master healers have anyway). This would be a fast way to allow someone with 4400 healer to heal more than a 4000 healer without drastic changes.
3. Copy Bacta Spray to 00x0
We need a areaheal ability to upkeep our role as a grouphealer.
The Lesser Issues
We get no experience for our work!
So we are meant for ASSIST you say? We get no experience or pvp rating for healing! We get experience for tanking, crowd control and damage dealing, but not healing.
All the issues with states
1. Heal States do not heal the new states such as Shock and Knee-Cap shot.
2. States can be reapplied right away after being cured.
3. States are just not good enough, which makes extinguish/shock and 0004 useless.
You can read a deeper guide about states here:
http://forums.station.sony.com/swg/board/message?board.id=jedi&message.id=1035992
Force Sap got doublenerfed
Old: -50% for 4min
New: -35% action/-30% mind for 1min
This effect is too small/doesnt last long enough to be of any real effect. It was supposed to be like the Combat Medic version, which is still -50% and lasts for 2 minutes.
Nobody gets wounds anymore
Having regular and improved heal wounds feels like a spacefiller. Nobody receives enough wounds to make a improved version worth it.
Drag Incapacitated Player / Diagnose
We lack the basic medic abilities Drag Incapacitated Player and Diagnose.
No Defense against 1-shot kills
Master Healers have currently no good defense against 1-shot kills. With 20% armor and 0 defense, how are we supposed to upkeep our role against ranged opponents?
Our Descriptions are not updated
Parts of the Healer tree have pre-cu descriptions. Most noteworthy are the 00x0 line.
The Greater Issue
Jedi are warriors, at least "Defenders of Peace and Justice", not nurses.
A whole skilltree dedicated to just healing isnt a good idea with the upcoming FRS. If we are supposed to stand on par with other Jedi, and bounty hunters, having half of our abilities healing states that are never used, or used by jedi themselves, isnt very useful. Same goes for woundheal. We barely get any wounds.
We are very short on abilities, and even shorter on useful abilities. We need about 5-7 new abilities added to Healer that is useful in combat (no, im not kidding, Healer have 11 abilities in total, enhancer have 19!). A Healer template should not be any way shorter in combat compared to other lines.
Here's my suggestion for rearrangements:
4000: Force Rejuvenation (Heals)
Force Infusion
Force Heal
*MOVED* Wound Heal (skip the basic version)
0400: Force Assist (Power Healer)
Make this whole line based on powerful battlehealing.
- Serotonin Injection (mindbuff, to support more heals before you run out).
- Bacta Spray(Area Heal)
- Healer Stance(Reduces damage output like forcerun, but drastically boosts the healers ability to heal)
0040: Force Suppression (Debuffs)
Force Sap
Force Shock
- Thyroid Rapture (attackspeed debuff)
0004: Force Purification (heal states)
Stop Bleeding
Force Cure Disease
Force Cure Poison
Heal States
*MOVED* Extinguish (skip the basic version)
- Heal Force State (The ability to counter a Force State such as Force Sap, Force Shock, Force Suppression, Force Wave, Choke. Cannot be used on others.)
Master
Total Heal
- Revive Player
- One improved ability, or the idea about a "Healer Stance" (which sounds cool IMO).
MsNiL wrote:
Message Edited by MsNiL on 07-16-200507:21 PM
Message Edited by gailon24 on 07-16-2005 08:53 PM
(Master Box) Force Revive - Bring a person back to life with full health and # seconds of Grogginess.
HealStates needs to include more post-cu abilities. Then the master heal should clear all states off the Jedi. For example maybe heal states removes warcry and sap type abilities where total heal would include those plus armour break, roots, ect..
Total heal cost should be lowered in force and mind.
Area heal at master would be nice for group pvp situations.
Ress ability also nice at master.
2) Have xxx4 line heal states that can't be cured by regular medics (e.g., root, snare, daze, sap, etc.)
3) Unnerf the force sap and make it equate CM debuff
4) Give heal x4xx line either a buff or area heal.
Daboora
I would also like to see a reduction in the cost of total heal since Battle Fatigue is no longer going to be part of the game and also for total heal to remove the new states that can be applied, since it only seems to affect the ones that we had in game pre-cu.
Also at the master level an area heal would be nice.
I would really like to see some sort of force rez ability at master healer. I think it should cost quite a bit of force and mind to balance it though.
The sap abilities need to be upgraded to be equal to if not slightly better than the CM versions.
IT costs 89 skill points to become a master healer ,doc has a cost of 106 and cm costs 121 skill points, even though doc and cm cost more skill points they are given defensive bonus's throughout the various skill boxes they have where as jedi healers are given non.
I think all jedi master boxes should grant +20 melee and ranged defense and possibly +5 innate jedi toughness. This would help to balance out the jedi professions.
Ciscero wrote:
I am a Master Healer. My purpose as a Master to Healer is the support of others on the battle field.
My greatest fear is the Force Healer being turned into a overcharged CM/Doctor. All three professions need something that makes them unique. Giving Jedi Healers Buffing Abilities, AoE Healing, and Revive Abilitestakes a great deal away fromDoctor and Combat Medicprofessions. I see the Force Healer as a superior one on one healer on the battle field and that is it.
Things I would like to see:
1. Heal timers need to be lowered to allow us to heal our groups, or we need additional healing abilities placed in thevarious healing tree lines on seperate timers. This would give folks a reason to take the x4x4 lines, which are currently worthless to spend points on. Doc/CM have 3 different abilities to heal on seperate timers. An additional healing skill could be placed in the Master Box as well.
2. Mind cost needs to be reduced or removed. We are all ready limited by our force pool and an prolonged cool down timers.
3. An Advanced Infusion placed into the Master Box.
4. More wounds being done to make the x4xx line worth something. (but Doc's would need some love and get increased wound healing ability as well)
5. Force Sap timer and strength needs to be on par with the CMs. For the xp cost to get it should be better than CMIMHO.
6. Improve the effectiveness of all States, making the xxx4 line worth having again.
7. Heal All States should heal ALL states and not just three. (Intimdate, Stun, Dizzy) Possibly just have a heal states skill and each level grants additional states to be removed. (see #8)
8. Roots, Snares, Mez's should be considered a form of States. xxx4 could look like:
xxx1 Ability to Heal Bleeding
xxx2 Ability to Heal Bleeding, Poison, Disease
xxx3 Ability to Heal Bleeding, Poison, Disease, Dizzy, Stun, Intimidate
xxx4 Ability to Heal Bleeding, Poison, Disease, Dizzy, Stun, Intimidate, Roots, Snares
Master Ability to heal ALL states including Mez and Force Choke
9. If a state is removed by a heal the character should be immune to having the same state being applied immediately. I timer like the one placed on knock down would be great. Currently there is no reason to heal a state that gets instantly reapplied.
9. The ability to replenish Action and Mind bars. This ability to could be placed in the x4xx line, and have various levels.
10. Total Heal cost needs to lowered, orneeds to Heal EVERY THING including Action. Mind, Roots, Snares, and Mezs.
11.NO ability to Revive. Leave that to the doctors!!!
12. NO BUFFING!!! LEAVE THAT TO THE DOCTORS!!!
13. Master Force Healers should not have to use stimpacks!!!
14. NO area heals. Make Healers pay attention to what is going on during a battle, and with their team mates. Most other characters already have some kind of healing/infusionmacros going. Last thing we need is another person adding to their healing withoutlittle or noeffort.
BTW: MsNiL has put up some really good numbers to justify why Healers are not viable and they should be shown to the Devs.
Message Edited by Ciscero on 07-16-2005 07:47 AM
This is exactly what I would have written, so I'll not bother.
QFE
OK, as a master healer, I demand;
- self rez at master box (yea both doc and CM has the same ability in their master boxes, so why not both enhancer and healer to be same. personally I dont want a "rez other" ability in any jedi prof, it will be FRS and PVP breaker, think about it very carefully)
- xxx4 box must heal all states as it is supposed to be, roots, snare etc...
- NO AREA HEAL UNDER ANY CIRCUMSTANCES!!!!
- NO Buff Others UNDER ANY CIRCUMSTANCES!!!! (self buff is cool)...
- less cost on Total Heal and it must be heal everything! I mean everything not just somethings everythings... REALLY EVERYTHING, including choke and root states etc...
But this is really important, I have a very nice point here. great care you must take with what you wish... so;
self rez at master box (yea bothDOC and CM has the same ability in their master boxes, so why not both Enhancer and Healer to be same. personally I dont want a "rez other" ability in any jedi prof, it will be FRS and PVP breaker, think about it very carefully)