Jedi Archive

Thread: Focus Thread Force Healer

Miffo
Sun Jul 17, 2005 2:22 am
#79

for those who want::

healing to buff : - Healing is HEALING , its not the doc profession. The job of healing is to heal yourself not to ENHANCE yourself. Buffs to yourself are giving in the ENhancer three they are useless but they shouldnt be giving in healing which is rather logic.


Rezzing : I dont think healing should be able to rez yourself while dead. but maybe others. but this also should have some kind of penalty and a rathe large FC.


For all area thingies: I can agree you can make like 750 Max area heals. but id like to see them have a low range. and high fc.


keep the mind costs and timer on healer. change the FC on TOtal heal.



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MsNiL
Sun Jul 17, 2005 5:11 am
#80

Ok, for everyone who begs about a huge forcecost for revive...


Healing as a doctor and combatmedic is FREE. No forcecost.


So where would be the balance? Heals are far toocostly as they are with added mindcost.





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Cyricy
Sun Jul 17, 2005 5:22 am
#81






Cyricy wrote:

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)








FOR THE LOVE OF STAR WARS, JEDI SHOULD NOT BE ABLE TO REVIVE OTHERS, IT WILL BREAK THE GAME MORE AND MORE!


READ MY POST, HERE AGAIN!


Although reviving him/herself as a Master Enhancer OR Master Healer is really fitting....


So forget about to huge FC or anything, only if you want a rez that should be yourself not for others, it will bring more issues, more camping scenerios with it....



----
IN GAME NAME: Cyricella @ Eclipse
Favorite Star Wars Quote: "We would be honored if you would join us". --Darth Vader, eV...
sememon
Sun Jul 17, 2005 5:38 am
#82

Skill Modifiers - Adding skill modifiers to they healer profession would greatly increase its usefulness at master. skill mods to improves speed and effeciency, similare to doc's/cm's. The skill mods should be ballence enough so that master healers benefit hugly from them, but dabblers aren't punished for only taking 1 branch of healer. Similare to how 4xxx doc's aren't punished in self healing.


Cost's - At the moment mind costs are far too high. We've gone back to the pre-cu system where mind bar is again the biggest weakness. mind cost needs to be greatly reduced. I can see why they were introduced to balance pvp reasons, but the mind costs are far too much for high end PvE.


Area healing - M.Healers should be able to act as the primary healer of their group. area infusion and area force heals need to be added.


Fix Redundent Abilities - At the moment xxx4 healer is useless, states, poison, bleeds and diseases dont do much.





-<>- Sememon -<>-
-<>-9 Ace Pilot-<>- TDV Council Member -<>-
-<>-Pilot of the KSE Firespray "Entropy"-<>-


sememon
Sun Jul 17, 2005 5:39 am
#83






Cyricy wrote:




FOR THE LOVE OF STAR WARS, JEDI SHOULD NOT BE ABLE TO REVIVE OTHERS, IT WILL BREAK THE GAME MORE AND MORE!


READ MY POST, HERE AGAIN!


Although reviving him/herself as a Master Enhancer OR Master Healer is really fitting....


So forget about to huge FC or anything, only if you want a rez that should be yourself not for others, it will bring more issues, more camping scenerios with it....




Jedi having the ability to revive others will break the game? how do you justify EVERY profession in the game being able to revive with the cybernetic arm?




-<>- Sememon -<>-
-<>-9 Ace Pilot-<>- TDV Council Member -<>-
-<>-Pilot of the KSE Firespray "Entropy"-<>-


Cyricy
Sun Jul 17, 2005 5:43 am
#84






sememon wrote:





Cyricy wrote:




FOR THE LOVE OF STAR WARS, JEDI SHOULD NOT BE ABLE TO REVIVE OTHERS, IT WILL BREAK THE GAME MORE AND MORE!


READ MY POST, HERE AGAIN!


Although reviving him/herself as a Master Enhancer OR Master Healer is really fitting....


So forget about to huge FC or anything, only if you want a rez that should be yourself not for others, it will bring more issues, more camping scenerios with it....




Jedi having the ability to revive others will break the game? how do you justify EVERY profession in the game being able to revive with the cybernetic arm?






it is a item jedi can use it too, with a consequence of one arm and a lack of jedi robe... but think about it...8 master healer with channel force camping everything even if they die. they could rez eachother and heal in one shot... the hell such a group can camp everything in this game... and think about it in pvp. it is already a single duel is going for 10 minutes... with two master healer at the both side with other profs whole combat can go endlessly... (of course it is on paper a lil bit but i am not supporting the idea of reviving others asa master healer. but i really do wanna see a self rez ability at the master box...



----
IN GAME NAME: Cyricella @ Eclipse
Favorite Star Wars Quote: "We would be honored if you would join us". --Darth Vader, eV...
Isrem
Sun Jul 17, 2005 6:31 am
#85



zRhyno wrote:
Master Healers dedicate ourselves to healing with the force. This should at least be on par with traditional means of healing (Docs/CMs), yet right now were no where near them. Grinded out approximately 93% more xp than Docs/CMs do, and yet we arent viable at all. We have to deal with force costs, action costs, mind costs, cooldown, and warmup timers. Together, this is devestating on a healer. I can no longer heal others, my timers are so long all my heals can only go to me now.

Rez: Many Docs/CMs violently refute that Master healers should have rezing. Yet i ask, why not? At this point in the game, cybernetic arms allow *anyone* to rez now, it is no longer a special skill for only 2 classes. All 30+ classes can now rez, so why shouldnt a Master healer be able to do the same as Docs/CMs? Reviving a player should most definently go in Healer, and would fit well in the master box.

Buffing: I dont necessarily agree with buffing abilities for healers, but thats just my opinion. Buffing should still as always be reserved to Doc, although from an RP sense it could make sense as a Master healer could use the force to enhance someone.

AOE Healing: This should also be placed into the Healer profession, yet it, like total heal, needs to have a somewhat acceptable forcecost. Put the forcecost to high, and itll be about as useless as total heal is now, where healing shouldnt completely drain you have 10 heals.

Total Heal: This needs to be looked at more. The forcecost is too high, period. you get 6-7 Total heals off and your completely out of force. Theres no viable way to use this other than to heal someones BF, which will soon be gone anyways.




Exactly my thoughts.



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SpunkyKuma
Sun Jul 17, 2005 7:47 am
#86

"it is a item jedi can use it too, with a consequence of one arm and a lack of jedi robe... but think about it... 8 master healer with channel force camping everything even if they die. they could rez eachother and heal in one shot... the hell such a group can camp everything in this game... and think about it in pvp. it is already a single duel is going for 10 minutes... with two master healer at the both side with other profs whole combat can go endlessly... (of course it is on paper a lil bit but i am not supporting the idea of reviving others as a master healer. but i really do wanna see a self rez ability at the master box..."

And with doctors and CMs, how this is different?



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raora
Sun Jul 17, 2005 8:56 am
#87

i would just like to have a rez and at master have less % cost of mind and force cost in using heals. Then leave rest on non master skills same as now.



not too much to ask i think?



salvestrom
Sun Jul 17, 2005 10:35 am
#88






Cellieb wrote:


Stasis recovery? Stupid idea. Why not give them an instant death button?


Lets keep it real here. Also, why are people worried about keeping healer, Doc and CM unique?? Totally illogical. A full temp jedi healer cant have any doc or CM skills so who cares if they share some abilities?


AOE heals and a rez ability (for others unlike the enhancer version) are MUSTS HAVES. Buffs I dont think are necessary with the other jedi abilities a healer will have.


Force and mind costs need a serious revisit at master level - a master healer MUST be able to heal more efficiently than a 4000 - come on Devs this is just common sense.





The ability to recover from stasis isn't even remotely the same as giving someone an instant death button. You also speak as if everyone is a master healer, which they are not. Very few people have Stasis and very few people would master healer to be able to recover from it - a large number of jedi will stick with the MLS MD template. The idea may not be the best suggestion put forward, and any limitations put on it - such as force cost/mind cost might well make it pointless to have, but I resent the idea being branded stupid, just because you don't like it.
Dr_Nalio
Sun Jul 17, 2005 11:18 am
#89






salvestrom wrote:






Cellieb wrote:


Stasis recovery? Stupid idea. Why not give them an instant death button?


Lets keep it real here. Also, why are people worried about keeping healer, Doc and CM unique?? Totally illogical. A full temp jedi healer cant have any doc or CM skills so who cares if they share some abilities?


AOE heals and a rez ability (for others unlike the enhancer version) are MUSTS HAVES. Buffs I dont think are necessary with the other jedi abilities a healer will have.


Force and mind costs need a serious revisit at master level - a master healer MUST be able to heal more efficiently than a 4000 - come on Devs this is just common sense.





The ability to recover from stasis isn't even remotely the same as giving someone an instant death button. You also speak as if everyone is a master healer, which they are not. Very few people have Stasis and very few people would master healer to be able to recover from it - a large number of jedi will stick with the MLS MD template. The idea may not be the best suggestion put forward, and any limitations put on it - such as force cost/mind cost might well make it pointless to have, but I resent the idea being branded stupid, just because you don't like it.






I don't thinkone professionshould have something that totally negates the master level skill of another Jedi profession. Statis breaks on damage, that's good enough. Stasis is an escape or crowd control measure for Master Enhancers. I love healer, but I would be against giving it something that would negate the best skill another class has.



ParnellOfBria
Sun Jul 17, 2005 11:19 am
#90




4000 is too powerful.... compared to the rest of the profession...





need to make force heal go off of how many boxes of healer you have... IE

you get force heal at novice, then through a SKILL that each box adds to, you get more healing power...


tier 1 boxes add 50pnts

tier 2 boxes add 100 pnts

tier 3 boxes add 125 pnts

tier 4 boxes add 150 pnts


each tree would add 425 to the base 500....


1-0-0-0 would be 550 healing

4-0-0-0 would be 925 healing

4-4-0-0 would be 1350 healing

4-4-4-4 would be 2200

then you could make master heal 800 more... for 3000. (all for the same price of "force heal")


at novice you could also get "group heal" and it could heal your group (as long as they were within 30m of you)... it would heal the exact same amount as above, but it would take 10x the force and would take 2x the mind.


*(EDIT)* problem is, what do we do with X-0-0-0 ... add group infusions tier 2 and 4. They would do less regen than the single target infusions, but would hit the whole group (within 30m) and they would take 2x the mind cost.


*(edit 2)* since it seems popular to do... at master box healers should get AREA heal and AREA infusion... 15x the force cost as above, 3x the mind cost as above, but heals all teammates/neutrals in the area (10-30m you decide)... i personally hate this idea but seems to be popular


Message Edited by ParnellOfBria on 07-17-2005 01:21 PM

Message Edited by ParnellOfBria on 07-17-2005 01:23 PM



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Monshuri189
Sun Jul 17, 2005 2:07 pm
#91

add a stat called Jedi healing effeciency and add it to the x4xx tree and master box. this stat could decrease the timer and mind cost of jedi healing. also, get rid of force extinguish and replace it with a nice buff of some sort. extinguish is useless anyways. doing this would make x4xx alot more desirable and not just a waste of skillpoints for a master healer. also, making total heal remove all states including armor break and mez effects would be good. considering armor break is a very important skill in pvp and nothing can defend against it, why not make a master healer able to cure it? i feel these changes would make mastering healer alot more worth it.
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