Jedi Archive
Thread: Focus Thread Force Healer
Dr_Nalio wrote:
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.
The trouble is, Stasis isn't being used for just escape or crowd control. It's being used as a kill tool. Damage someone to low health then stasis them and power attack to break. Better yet, force them into using AI, then Stasis. When AI wears off the person is auto-incapped and can be db'd. I've also heard tales of stasis abuse where people are being hit multiple times before it breaks.
I realise that this is now going off topic from ways to help healer, but Stasis is used as more than crowd control - a Stasis Recovery doesn't have to mean an auto-break, or a mean something you can spam indefinitely, but I also feel Stasis, as is, is far too effective to be without a counter and that Master Healer should be that counter.
RabidEwok2 wrote:
What's wrong with the timers and mind cost? Do you want to go back to 15 mins jedi vs jedi battles that won't end until someone runs out of force?
Yes.
Point being: a Jedi should live as long as he has Force. Right now we are limited in the short term by mind/action costs just like non-jedi are (and often die when we reach the limit of our action/mind), and yet we are also limited in the longer-term by our force pool. Jedi should not be limited as much by action and mindbecause we draw our strength/power/ability from our force pool thus allowing our bodies and minds to remain untired and free of stress.
Basically: Non-jedishould belimited by action/mind. Jedi should be limited by their force. Non-jedi are limited by a shorter endurance potential because they can only draw on their own strength, whereas Jedi can draw on the Force to sustain them giving them a longer endurance in battle. Obviously when two Jedi face each other the battle could be long (i.e. anakin vs. obi-wan)because they are both using the force.
Ok figured I toss up a concept for the Healer Tree:
I stole some of the original numbers for cost from MsNiL's earlier post. (thanks MsNiL!!!), and I have changed some others.
Things in yellow are powers I would not ask for, however I have listed them in the treesI best thought they would fit in. They seem to be thepowers most requested by others. I have put my own spin on some of them.
1000
Force Infusion
2000
Improved Force Heal
Heal Wound
3000
Improved Force Infusion (FC 10, 12% Mind, 6 sec)
4000
Advanced Force Heal (FC 10+1 per 10 points healed, 9% Mind, 6 sec)
Improved Heal Wound
0100
Replenish Mind (Return of 50% Mind Bar Pool)
0200
Replenish Action (Return of 50% Action Pool)
0300
Improved Replenish Mind (Return of 100% Pool) (FC 1 per 2 % healed, 6 sec)
Augment Mind Regeneration (+10% 30 min FC 100)
0400
Improved Replenish Action (Return of 100% Pool) (FC 1 per 2 % healed, 6 sec)
Augment Action Regeneration (+10% 30 min FC 100)
0010
Force Shock
0020
Force Sap (25% for 1 min)
Area Heal
0030
Improved Force Shock (FC 100, 8% Mind, 1% Action)
Area Force Infusion
0040
Improved Force Sap (50% for 2 min) (FC 150, 8% Mind, 1% Action)
Improved Area Heal
0001
Cure1 (Bleeding + 30 sec immunity to Bleed)
0002
Cure2 (Cure1 + Poison, Disease, 30 sec immunity to the states healed)
0003
Cure3 (Cure2 + Stun, Dizzy, Intimidate, 30 sec immunity to the states healed)
0004
Cure4 (Cure3 + Root, Snare, Armor Break, Extinguish Fires, 30 sec immunity to the states healed) (FC 20 per state healed, 5% Mind, 6 sec)
Master
Total Heal (Heals all damage and wounds, replenishes the mind and action pools, removes all States) (FC = Cost if each separate power had been used to heal the individual. Remains on separate timer from all other forms of heals)
Advanced Force Infusion (HoT Extended to 96 sec) (FC 10, 12% Mind, 6 sec)
Expert Force Heal (Cool Down timer on Force Heal reduced to 3 sec or Granted another Improved Force Heal on a separate timer)
Revive (FC 1000)
Healer Stance (FC 500, Healer gains abilities and restrictions of Avoid Incap +damage output is decreased by 98%)
*shrug* we can dream...
lol.... on reply to the post qouted below : why give mHealer avoid incap lol... Why give Healer buffs while there job is not to heal but to buff. why not just give healer the ability to heal action and mind again in force heal? Maybe u should also give Master healer a button that does in 250m range 25000 Damage to every1 and insta db's every1...
We want to stop the healwars. before pub19 you could have defneder 0040 have 3 jedi hit you and you could still out heal them. We want to stop that... dont you get that? Thats why alot of ppl like the 6Sec timer and Mind costs...
Ciscero wrote:
Ok figured I toss up a concept for the Healer Tree:
I stole some of the original numbers for cost from MsNiL's earlier post. (thanks MsNiL!!!), and I have changed some others.
Things in yellow are powers I would not ask for, however I have listed them in the treesI best thought they would fit in. They seem to be thepowers most requested by others. I have put my own spin on some of them.
1000
Force Infusion
2000
Improved Force Heal
Heal Wound
3000
Improved Force Infusion (FC 10, 12% Mind, 6 sec)
4000
Advanced Force Heal (FC 10+1 per 10 points healed, 9% Mind, 6 sec)
Improved Heal Wound
0100
Replenish Mind (Return of 50% Mind Bar Pool)
0200
Replenish Action (Return of 50% Action Pool)
0300
Improved Replenish Mind (Return of 100% Pool) (FC 1 per 2 % healed, 6 sec)
Augment Mind Regeneration (+10% 30 min FC 100)
0400
Improved Replenish Action (Return of 100% Pool) (FC 1 per 2 % healed, 6 sec)
Augment Action Regeneration (+10% 30 min FC 100)
0010
Force Shock
0020
Force Sap (25% for 1 min)
Area Heal
0030
Improved Force Shock (FC 100, 8% Mind, 1% Action)
Area Force Infusion
0040
Improved Force Sap (50% for 2 min) (FC 150, 8% Mind, 1% Action)
Improved Area Heal
0001
Cure1 (Bleeding + 30 sec immunity to Bleed)
0002
Cure2 (Cure1 + Poison, Disease, 30 sec immunity to the states healed)
0003
Cure3 (Cure2 + Stun, Dizzy, Intimidate, 30 sec immunity to the states healed)
0004
Cure4 (Cure3 + Root, Snare, Armor Break, Extinguish Fires, 30 sec immunity to the states healed) (FC 20 per state healed, 5% Mind, 6 sec)
Master
Total Heal (Heals all damage and wounds, replenishes the mind and action pools, removes all States) (FC = Cost if each separate power had been used to heal the individual. Remains on separate timer from all other forms of heals)
Advanced Force Infusion (HoT Extended to 96 sec) (FC 10, 12% Mind, 6 sec)
Expert Force Heal (Cool Down timer on Force Heal reduced to 3 sec or Granted another Improved Force Heal on a separate timer)
Revive (FC 1000)
Healer Stance (FC 500, Healer gains abilities and restrictions of Avoid Incap +damage output is decreased by 98%)
*shrug* we can dream...
We arent limited by our action/mind , i still have duels till my force is over. preCU not all duels were till force was over. ppl who dont know what they are doing. Die before they run out of force because they run out of mind or whatever. i have had since pub19 a 15Min duel (me as non defender) vs a mdef/mls. (i won
OohBo wrote:
RabidEwok2 wrote:
What's wrong with the timers and mind cost? Do you want to go back to 15 mins jedi vs jedi battles that won't end until someone runs out of force?
Yes.
Point being: a Jedi should live as long as he has Force. Right now we are limited in the short term by mind/action costs just like non-jedi are (and often die when we reach the limit of our action/mind), and yet we are also limited in the longer-term by our force pool. Jedi should not be limited as much by action and mindbecause we draw our strength/power/ability from our force pool thus allowing our bodies and minds to remain untired and free of stress.
Basically: Non-jedishould belimited by action/mind. Jedi should be limited by their force. Non-jedi are limited by a shorter endurance potential because they can only draw on their own strength, whereas Jedi can draw on the Force to sustain them giving them a longer endurance in battle. Obviously when two Jedi face each other the battle could be long (i.e. anakin vs. obi-wan)because they are both using the force.
Miffo:
lol.... on reply to the post qouted below : why give mHealer avoid incap lol... Why give Healer buffs while there job is not to heal but to buff. why not just give healer the ability to heal action and mind again in force heal? Maybe u should also give Master healer a button that does in 250m range 25000 Damage to every1 and insta db's every1...
We want to stop the healwars. before pub19 you could have defneder 0040 have 3 jedi hit you and you could still out heal them. We want to stop that... dont you get that? Thats why alot of ppl like the 6Sec timer and Mind costs...
Miffo I am guessing you are not a Master Healer, nor have you attempted to play the support role as a healer?
How do some of the suggestions increase the heal wars? The healing in 4000 line costs remain the same as they are currently.
As for area heals I would limit the range and amount of healing it did to say 250-500, and place a longer cool down timer on it. I would also remind you that the things in yellow are things I would not ask for nor want in the healer tree. I put them in response to the amount of requests in this thread. (and put my spinto them)
I would ask that we keep this thread absent of flames and actually discuss and debate what can be done to fix the Healer profession.
And everyone else (like non-defender) got penalized in the healing nerf because of Defender?
- Use Total Heal when dead to heal back to incap.
- Once total heal has recharged,hit Total Heal again to heal back to conciousness, bypassing the incap timer.
- Now eitherneeding to press it either a third time to heal overriding the groggy timer orthe second total heal returning them to full health bypassing incap timer and res groggynes.
If the Master Jedi Healer is alive:
- Total heal allowing when targeting another person to Total Heal allowing the Healer to do the same thing to other (returning them first to incap and then to conciousness) as they can do to themselves with regards to resurrectiion proposed above.
Pros
- It's not stepping on Doctors or CM's toes as healers as this heal needs to be done twice, first from a corpse to incap, then from incap to concious. To be honest that argument is futile now, with the res arm everyone is stepping on Doc and CM's toes so why not a rightful healing profession.
- Not stepping on MEnhancers toes with their self res ability as Healers still have to go through the incap phase to get concious, using extra force and almost wipingtheir mind out but using this heal they do not get debt for self res. If anything I honestly think MEnhancer's self res should be copyed to Mhealer or given to the Master Healer profession as it doesn't make much sense as to why an enhancer can self res and not a Master Jedi Healer to be honest.
- Ability to bring yourself and others back to life with a single ability, obviously forcecost and cooldown timers need ot be reconsidered if this was to happen.
- Greater usefulness within combat (PvE and PvP) situations, plus through mind costs you do not have to feel so rotten that you could not keep everyone alive as you can now make up for it by reviving them.
- Self resurrection meaning as long as you have enough force and mind to do so you can eventually revive your entire team if a battle has gone badly. Don't think this unbalanced as any MEnhancer with a res arm can do EXACTLY the same only w/o the cost of resing because of the arm and therefore taking alot less time to do what is proposed in pro 5.
Cons
- Considerable force cost and I'd imagine it would tear away at your mind for resing twice.
There's a considerable lack of cons to pros but to be honest the profession needs a boost, I'll let somone else think of more cons. Suffice it to say with currrent costs as they are self res Total Heal costing alot more than any other is a significant cost in itself.
I know nothing I have suggested solves the problem that a profession based entirely on relying on healing themselves to surviveas opposed to innate defences can survive with the costs of doing so which is why I would support the idea of gaining attributes to mind regen in the tier four or master boxes or both.
If there is consideration for area heals, I think it should be implemented somewhat how cloak is, i.e. the more people in the area of effect, the more force cost it consumes.
At low levels of this skill, the force cost would be high, and the amount healed would be minimal. As the jedi increases in skill, up to master, the cost is lowered and the amount healed increases. Keep the range static.
If there is not enough force to heal everyone in the range, options would be to either decrease the amount healed and spread lower amount over everyone, or just exclude some people from the heal, while healing everyone else.