Jedi Archive
Thread: Master Healer
Page 9 of 9
Ryal
Thu Sep 29, 2005 1:38 am
#105
I am MLS/Mhealer/3002 enhancer / novice defender
I have a love/hate relationship with my template for the following reasons.
First the Pros:
1) A health buff crystal means i win just about any fight because I can let myself take a huge amount of damage without worrying about healing myself and then *poof* total heal for 5k damage and remove all my states at once. This has a big advantage of being able to dish out lots and lots of damgae while i'm not worried abotu losing 5k health
2) I completely dominate MBH/Mcm templates that the Mdefenders seem to struggle with. force extinguish and total heal allow me to remoev all dots nearly intantaneously and force the bh/cm to rely on a usually substandard damage output (lack of 2nd range dprofession like rifle or mcarbine).
3) force sap is a very good way to disrupt someone who is very used to fighting with certain action/mind drain levels. Most BH are very good at managing action/mind with their chosen foods. Throw a force sap on them and they start draining more than they intend and yo ucan catch them with 0 action and a KD, which means they cant kd recoer for 2 or 3 more hits and you can drain their mind pretty quick.
4) total heal and force heal are on separate cooldowns so you can cycle them for faster healing potential
Cons:
1) Even with the afformentioned faster healing potential, a Master Doctor or Master Combat Medic WILL ALWAYS be able to out heal you and it will come down to damage output / mind endurance.
2) I take a huge amount of damage. A bh with a nice laser rifle WILL hit me for 2k+ on critical shots. They will hit consistantly for 800+ on EVERY shot.
3) with the way HAM is structured, 3k health disappears VERY fast under these circumstances and if I am low enough that i'm healing more than 2k damage with a total heal, I'm in deep doo doo already.
4) Total heal sucks a HUGE amount of force, and a fairly significant amount of mind. 300 force + 10% mind adds upVERY fast when you're taking an average of 1200 damage per shot.
5)Healing agro is such that one total heal on someone will result in a master healer being insanely diffucult to get agro off of. Group healing is best left to the combat medics and doctors because a) we cant heal fast enough and b) we lack the healing endurance associated with a regenerating pool (doc's mind regens over a battle, our force does not regen enough during the course of a fight to alow us any endurance past our base pool of force) 6k force = 20 total heals. Thats not very many when you consider that 6k force is also feeding your saber specials or powers specials.
6)Mhealer lacks a res
7)Mhealer will heal only marginally better than 4000 healer and a x4x3 healer is entirely useless for anything other than fighting a MCM who will apply burns. xxx4 healer (heal states) is marginally useful, however it costs a good bit of force, and every other profession gets state heals intermixed throughotu their various skill boxes pretty much for free, while we have to spend an entire tree of one profession to get them all or nothing. x2xx medic is basically as good as xxx4 healer. (stabilizers cures states).
In conclusion... yes, master healer is basically useless. However, i still love it because not many people have it, and its fun to surprise BHs with total heals every now and again
A Mdefender/Mhealer tank would be entirely impossible to remove agro from, i'm almost certain
I have a love/hate relationship with my template for the following reasons.
First the Pros:
1) A health buff crystal means i win just about any fight because I can let myself take a huge amount of damage without worrying about healing myself and then *poof* total heal for 5k damage and remove all my states at once. This has a big advantage of being able to dish out lots and lots of damgae while i'm not worried abotu losing 5k health
2) I completely dominate MBH/Mcm templates that the Mdefenders seem to struggle with. force extinguish and total heal allow me to remoev all dots nearly intantaneously and force the bh/cm to rely on a usually substandard damage output (lack of 2nd range dprofession like rifle or mcarbine).
3) force sap is a very good way to disrupt someone who is very used to fighting with certain action/mind drain levels. Most BH are very good at managing action/mind with their chosen foods. Throw a force sap on them and they start draining more than they intend and yo ucan catch them with 0 action and a KD, which means they cant kd recoer for 2 or 3 more hits and you can drain their mind pretty quick.
4) total heal and force heal are on separate cooldowns so you can cycle them for faster healing potential
Cons:
1) Even with the afformentioned faster healing potential, a Master Doctor or Master Combat Medic WILL ALWAYS be able to out heal you and it will come down to damage output / mind endurance.
2) I take a huge amount of damage. A bh with a nice laser rifle WILL hit me for 2k+ on critical shots. They will hit consistantly for 800+ on EVERY shot.
3) with the way HAM is structured, 3k health disappears VERY fast under these circumstances and if I am low enough that i'm healing more than 2k damage with a total heal, I'm in deep doo doo already.
4) Total heal sucks a HUGE amount of force, and a fairly significant amount of mind. 300 force + 10% mind adds upVERY fast when you're taking an average of 1200 damage per shot.
5)Healing agro is such that one total heal on someone will result in a master healer being insanely diffucult to get agro off of. Group healing is best left to the combat medics and doctors because a) we cant heal fast enough and b) we lack the healing endurance associated with a regenerating pool (doc's mind regens over a battle, our force does not regen enough during the course of a fight to alow us any endurance past our base pool of force) 6k force = 20 total heals. Thats not very many when you consider that 6k force is also feeding your saber specials or powers specials.
6)Mhealer lacks a res
7)Mhealer will heal only marginally better than 4000 healer and a x4x3 healer is entirely useless for anything other than fighting a MCM who will apply burns. xxx4 healer (heal states) is marginally useful, however it costs a good bit of force, and every other profession gets state heals intermixed throughotu their various skill boxes pretty much for free, while we have to spend an entire tree of one profession to get them all or nothing. x2xx medic is basically as good as xxx4 healer. (stabilizers cures states).
In conclusion... yes, master healer is basically useless. However, i still love it because not many people have it, and its fun to surprise BHs with total heals every now and again
A Mdefender/Mhealer tank would be entirely impossible to remove agro from, i'm almost certain
Kiodo
Thu Sep 29, 2005 12:27 pm
#106
if your plan is master healer and master powers i would highly recommend adding in enhancer to go with it. force speed and channel are almost a necessity .
Amil
Tue Oct 18, 2005 5:30 pm
#107
Huin wrote:
Master healer needs AOE heal. Or full group heal for 1k force. That would make this desireable and not spammable. Yet devs have NO clue about balance. I hate to say that to them but its just the truth ...
Amen. I was just about to post the same thing. CM (and most BH's even) have bacta spray that will heal 1400 area with enhancers.
Master healers with AOE heal would have a great support role in a pvp battle.
Page 9 of 9