Jedi Archive

Thread: Sign if you think Healer should get buffs and rez

IceBoyTheTKM
Mon Oct 10, 2005 7:21 am
#92

/sign



-Xordun Firebolt-


Elder Jedi - 1.7Year Old Jedi


Leader of eXo



MsNiL
Mon Oct 10, 2005 7:40 am
#93






HS wrote:

ha ha


MASTER HEALER

all defens = 0


Force healing (1500)

Force infusion (HOT)

Force Extinguish (remove fire)

Force Wound heal

Force Sap (-% regen rates)

Force shock (reduction state defenses)

Force cure disease (remove disease)

Force cure poison (remove poison)

Heal states (remove all negative effects /stun, dizzy, blind, intimidate/

Stop bleeding

Total heals


SP cost = 89

___________________________________


MASTER DEFENDER

Ranged Defens = 215 (+25) = 240

Melee Defens = 235 (+25) = 260

State defens +65

Innate armor +50 (5000)

Force aura

Avoid incap


SP cost = 89

Total cost for two profession = 172 SP________________________________________



well.....


MBH+MCM

Melee defens = 145 (+50) = 195

ranged defense = 170 (+50) = 220

healing eff = 80 (it's a restore 1000 hp) (+25)=105 (1220 hp)

DOT's = yes, 250-320 for tic (1tic in 10 sec)


Total cost for two profession = 213......



jedi always cry



Eh. Sure. Ignore almost every feature of MCM and MBH have and try to tell us abilities such as "Force Shock" and "Force Cure Disease" is a big deal.


no forcebar
2 minutes strongsnare
2 minutes 50% action debuff

2 minutes 50% mind debuff
2 minutes -40 combatspeed debuff
2 minutes 50% stateresist debuff
25 seconds Paralyze
Up to 8000 energy mitigating armorbreak sliced recon armor
Up to 7000mitigating armorbreak slicedbattle armor
3 separate heals on different timers
+250 defense from parry riposte stance
65m kinetic damage
One x2.0 shotat 65m (Torso Shot)
One x2.25 shotat 65m (Critical Shot)
Stunattack at 65m
Bleedattack at 65m
Dizzyattack at 65m
Blindattack at 65m
Knockdown attack at 65m
Cone Attack
+40 Burstrun Efficiency
+40 Terrain Negotiation


And why not pick up 0004 Pistoleer on top of this to get a 65m Root and a second cone attack in addition to the other advantages.




--- Cancelled 24th November 2006
Reason: The lack of multiplayer pve content and Star Wars feel.
For 3 years I have tried to find excuses to stay in game but only the expansions offered me what I subscribed for in the first place: A multiplayer Star Wars pve experience with friends around the globe. I found friends but with almost no addition of pve content they dropped out one by one. Now it's my turn.
Swg-Addict
Mon Oct 10, 2005 7:49 am
#94



Progettista wrote:
Even anakin skywalker couldn't heal other jedi from death in the clone wars, why should you guys?





Because we pay 15 Bucks for it, Anakin not.
LMAO



____________________________________________________

How to finally solve the BH/Jedi issue - FINALLY - CLICKY
The official inofficial SWG bugtracker: CLICK ME

____________________________________________________


HS
Mon Oct 10, 2005 8:06 am
#95








Eh. Sure. Ignore almost every feature of MCM and MBH have and try to tell us abilities such as "Force Shock" and "Force Cure Disease" is a big deal.


no forcebar
2 minutes strongsnare
2 minutes 50% action debuff

2 minutes 50% mind debuff
2 minutes -40 combatspeed debuff
2 minutes 50% stateresist debuff
25 seconds Paralyze
Up to 8000 energy mitigating armorbreak sliced recon armor
Up to 7000mitigating armorbreak slicedbattle armor
3 separate heals on different timers
+250 defense from parry riposte stance
65m kinetic damage
One x2.0 shotat 65m (Torso Shot)
One x2.25 shotat 65m (Critical Shot)
Stunattack at 65m
Bleedattack at 65m
Dizzyattack at 65m
Blindattack at 65m
Knockdown attack at 65m
Cone Attack
+40 Burstrun Efficiency
+40 Terrain Negotiation


And why not pick up 0004 Pistoleer on top of this to get a 65m Root and a second cone attack in addition to the other advantages.






MBH MCM not use recon armor /use assault and battle/ battle, ifnot RIS, 6500 max energy state...


parry riposite stance??....hmmm.....i known only Duelist stance. work 30 sec


Jedi use force aura +500 defense


AB.....work on AB sliced armor......reduction armor resist states -25%


3 separate heals???..you joke?? bacta spray not use in PvP....heals all, include opponent......

use only bacta shot+bacta toss+stim's

Jedi have too 2 separate heals +stim's

Message Edited by HS on 10-10-2005 07:11 PM



Ice-van
SH Alpha group
_______________________

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/way -323 -5564

/loot (no CA & AA), all Space ship component and blueprint,
Kits, BH droids (bomb, arakid, seeker), smugler stuff/
Marrow1
Mon Oct 10, 2005 8:41 am
#96

I play a m. healer as well as a doc.


No. I do not think Healer should get revive. Jedi have never had this skill and I do not think they ever should. There needs to be a reason for non-Jedi and Jedi to work together when doing high end content. Revive is on of the key skill sets that serves this purpose. Without it there is one less reason to have an all jedi group.


Yes. I do think M. Healer should get some type of buff. However, it should not be one that is already in the game. Some ideas are:


1. A debuff resist buff

2. A force regen buff

3. Root/snare/kd resist buff

4. An incap time reduction buff


If any of these were added to healer the value of healer would be much higher.


Overall I would like to see Healer be unique in its skill set and not just a knock off of Doc/CM.





__________[Marrow]__________
____[*aka Fringing, Babwe, Hurtz *]____

__/\_/\___/\_____[last of the known Doctor Correspondents]/\___/\_/\__
Slash_DPC
Mon Oct 10, 2005 8:46 am
#97



Marrow1 wrote:
I play a m. healer as well as a doc.
No. I do not think Healer should get revive. Jedi have never had this skill and I do not think they ever should. There needs to be a reason for non-Jedi and Jedi to work together when doing high end content. Revive is on of the key skill sets that serves this purpose. Without it there is one less reason to have an all jedi group.
Yes. I do think M. Healer should get some type of buff. However, it should not be one that is already in the game. Some ideas are:
1. A debuff resist buff
2. A force regen buff
3. Root/snare/kd resist buff
4. An incap time reduction buff
If any of these were added to healer the value of healer would be much higher.
Overall I would like to see Healer be unique in its skill set and not just a knock off of Doc/CM.





Not to flame in anyway whats so ever, but don't you think Enhancer should get buffs like these? After all, the point of Enhancer is to "enhance."





Xaznak - Level 22 Undead Mage
Tichondrius

SlashDPC on AIM
Ajee
Mon Oct 10, 2005 8:47 am
#98

/sign



--------------------------------------------------------------------------------------
Back from quitting little over a year.
--- Missed Star Wars universe
-------- Ajee, Pre CU jedi, lvl 90, Bria server
MsNiL
Mon Oct 10, 2005 9:21 am
#99






Marrow1 wrote:

I play a m. healer as well as a doc.


No. I do not think Healer should get revive. Jedi have never had this skill and I do not think they ever should. There needs to be a reason for non-Jedi and Jedi to work together when doing high end content. Revive is on of the key skill sets that serves this purpose. Without it there is one less reason to have an all jedi group.


Yes. I do think M. Healer should get some type of buff. However, it should not be one that is already in the game. Some ideas are:


1. A debuff resist buff

2. A force regen buff

3. Root/snare/kd resist buff

4. An incap time reduction buff


If any of these were added to healer the value of healer would be much higher.


Overall I would like to see Healer be unique in its skill set and not just a knock off of Doc/CM.


I disagree.


Buffing other playersis the unique role of Doctors. Only they should have the ability to buff other players.

Buffing self as Jedi is the role of Enhancers, and what makes them unique. Only they should have the ability to buff themselves like this.

Debuffing is the role of Combat Medics, and it's their greatest role. Debuffing others as Jediis the role of Force Wielders.


The ability to revive is the power for masters, such as . Master Combat Medic, Master Healer and Master Doctor.


If there's one thing I would like to see for Master Force Healer, it's strong grouphealing powers and the ability to do so. This includes Healing Aura, Rapid Regeneration, plus protective powers such as Sanctuary or Force Defense that hampers damage output (-99% damage output & snare)but empowers effective healing while also increasing defense.


As an alternative, Master Healers can completely be converted to a Group Booster, similar to Squad Leader, who can buff their entire group with various effects, making them a very strong and attractive support template.

Message Edited by MsNiL on 10-10-2005 06:22 PM



--- Cancelled 24th November 2006
Reason: The lack of multiplayer pve content and Star Wars feel.
For 3 years I have tried to find excuses to stay in game but only the expansions offered me what I subscribed for in the first place: A multiplayer Star Wars pve experience with friends around the globe. I found friends but with almost no addition of pve content they dropped out one by one. Now it's my turn.
Marrow1
Mon Oct 10, 2005 9:36 am
#100








MsNiL wrote:


I disagree.



Buffing other playersis the unique role of Doctors. Only they should have the ability to buff other players.

Buffing self as Jedi is the role of Enhancers, and what makes them unique. Only they should have the ability to buff themselves like this.


I agree that only docs should be able to apply doc buffs. Hence the reason I suggest the creation of other style buffs.

Debuffing is the role of Combat Medics, and it's their greatest role. Debuffing others as Jediis the role of Force Wielders.


Umm, last I checked SAP was a debuff and is in Healer. I even think you noted that in a post on this thread.


The ability to revive is the power for masters, such as . Master Combat Medic, Master Healer and Master Doctor.

I was not happy with CM getting a form of revive. I would be even less so if Jedi got it.


If there's one thing I would like to see for Master Force Healer, it's strong grouphealing powers and the ability to do so. This includes Healing Aura, Rapid Regeneration, plus protective powers such as Sanctuary or Force Defense that hampers damage output (-99% damage output & snare)but empowers effective healing while also increasing defense.


As an alternative, Master Healers can completely be converted to a Group Booster, similar to Squad Leader, who can buff their entire group with various effects, making them a very strong and attractive support template.


Group Booster??? sounds like a buff to me, a buff to others infact. The only difference is the method of application. I would rather Healers us a Doc styleapplication than a SL. Just seems more natural to me.

Message Edited by MsNiL on 10-10-200506:22 PM










__________[Marrow]__________
____[*aka Fringing, Babwe, Hurtz *]____

__/\_/\___/\_____[last of the known Doctor Correspondents]/\___/\_/\__
Prefect42
Mon Oct 10, 2005 9:47 am
#101


The people who keep saying Jedi can't revive need to check out a book or two and also Episode III.... and also take note that there are no 'Doctors' in the films or 'Combat Medics' period... just droids - so be thankful they got a playable proff Not saying 'more power to Jedi' .... just give us the powers they have in the movies - that's always my angle

Message Edited by Prefect42 on 10-10-2005 09:47 AM



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Komo Jackson: Master Entertainer, Smuggler's Alliance Ace
Otevo Wi'tvo: Master Shipwright, Storm Squadron Third Tier
Kasamohkat: Bounty Hunter
Easy Money: Elder Dancer, Crimson Phoenix Fourth Tier

MsNiL
Mon Oct 10, 2005 9:55 am
#102







Marrow1 wrote:
Debuffing is the role of Combat Medics, and it's their greatest role. Debuffing others as Jediis the role of Force Wielders.
Umm, last I checked SAP was a debuff and is in Healer. I even think you noted that in a post on this thread.

I am aware of that. And what I meant was that SAP/SHOCK does not belong in Master Force Healer IMO, and I give my consent to replace them with something more fitting for the role. Ofcourse, that's only my personal opinion, and all Healers do not have to agree. As a Master Healer I have only felt the 0040 line being used by dabblers and not too helpful for masters since SAP was nerfed. And why would a Master Healer want Shock anyway... They do not have Thyroid Rupture, Electrolyte Drain, Deuterium Toss, Infect, Neurotoxin, Traumatize, Hemorrhage or Paralyze to apply on targets, so Shock was probably the least useful combatmedic debuff to give them, if any.


Group Booster??? sounds like a buff to me, a buff to others infact. The only difference is the method of application. I would rather Healers us a Doc styleapplication than a SL. Just seems more natural to me.


The Doc Buff is a "permanent" form of steroids that sticks with the individual even when the buffed character moves away on his own. Thus, a such buff is efficient for a Bounty Hunter who needs to do a mission, a Ranger who needs to scout and harvest, or a group of players who for some reason do not want to take a Doctor with them on whatever they are doing.


The kind of "buffs" a groupbuffing Jedi would have is more an "Aura" than a buff. That means it's automaticly applied as long as someone is within a certain distance of the Jedi, or at least in the same group. If the groupmembers move outside the "Area" the buff is removed at once.


The penalty to this kind of buffs is ofcourse that the Jedi must stay with the group, and if she dies, the buff is lost.







--- Cancelled 24th November 2006
Reason: The lack of multiplayer pve content and Star Wars feel.
For 3 years I have tried to find excuses to stay in game but only the expansions offered me what I subscribed for in the first place: A multiplayer Star Wars pve experience with friends around the globe. I found friends but with almost no addition of pve content they dropped out one by one. Now it's my turn.
MsNiL
Mon Oct 10, 2005 10:01 am
#103







HS wrote:
MBH MCM not use recon armor /use assault and battle/ battle, ifnot RIS, 6500 max energy state...

I meant assault. I am tired. Sue me. They still have massive armor for no extra skillpoints.


parry riposite stance??....hmmm.....i known only Duelist stance. work 30 sec


I am tired. It still gives +250 defense and can be reapplied while running even with a ranged weapon.


Jedi use force aura +500 defense


Only thoose who have the 28 skillpoints left to purchase it. Master Force Healers do not neccessary get Aura. I do not have it for example.


AB.....work on AB sliced armor......reduction armor resist states -25%


Major difference compared with innate armor.


3 separate heals???..you joke?? bacta spray not use in PvP....heals all, include opponent......


Worked a few weeks ago as far as I remember.


use only bacta shot+bacta toss+stim's
Jedi have too 2 separate heals +stim's


Master Force Healer have 2 separate heals where one is so costly that it's not traditionally used in combat (or rather, should not be used at all becouse it takes so much force it kills a Jedi off prematurely.









--- Cancelled 24th November 2006
Reason: The lack of multiplayer pve content and Star Wars feel.
For 3 years I have tried to find excuses to stay in game but only the expansions offered me what I subscribed for in the first place: A multiplayer Star Wars pve experience with friends around the globe. I found friends but with almost no addition of pve content they dropped out one by one. Now it's my turn.
abbink
Mon Oct 10, 2005 10:17 am
#104


healer definately needs some love so ill sign

/sign






Too often players and the devs have a mindset that professions should be balanced with 1 on 1 pvp in mind. This mindset is ruining the game. The benchmark for balance should be determined by the role a profession plays in a group setting. As long as the current mindset continues we will never see uniqueness among the professions, nor will we ever see individuality within a given profession. We will never see the SWG universe expanded as the focus will only ever be balance pass after balance pass after balance pass.


Message Edited by abbink on 07-26-200609:32 AM


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