Jedi Archive

Thread: Focus Thread Force Healer

OohBo
Mon Jul 18, 2005 12:51 pm
#105






ppisleet wrote:
If Healer were to get a area heal, it must be at master! If at somthing like 0400 then if all jedi picked that up, they could just heal eachtoher in groups, 6 people doing it every 6 seconds....thats healing for a full bar.




wow, you mean like cm's can do ? ?



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WzaThaWizard
Mon Jul 18, 2005 2:50 pm
#106

Don't even think about mind or action heals, totally unbalanced to the game.
MsNiL
Mon Jul 18, 2005 8:38 pm
#107






Ciscero wrote:
0100 Replenish Mind (Return of 50% Mind Bar Pool)


Just a minor comment... It was the doctors ability to heal mind that created 2 years of unbalance which finally lead up to the Combat Upgrade.





Ciscero wrote:
Revive (FC 1000)



I see no reason why a Revive ability should require a humongous forcecost when both doctors and combat medics gets it for free.

There's a long warm-up, and most likely a mindcost added. And a time of grogginess in whomever is ressurected.


Message Edited by MsNiL on 07-19-2005 05:42 AM



--- 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.
WarriorCode
Mon Jul 18, 2005 8:40 pm
#108

ROOT BREAKING SKILL!!!! THIS NEEDS TO BE IMPLEMENTED IN THE GAME FOR JEDI. We have 50% less range on our attacks, we can be attacked by multiple players, we lose FORCE AND MIND FOR HEALS THAT ARE NOT AS GOOD AS OUR ENEMIES Unless it is Total Heal. I WANT A ROOT BREAK AND A CHOKE RECOVERY



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MX13
Mon Jul 18, 2005 8:58 pm
#109


1) Master Rez with NO timer. After all, it costs Force...


2) Buffing "Aura" - An AoE ability that Jedi can turn on that gives a buff to all group members within 25m for 60 seconds (similar in concept to Force Aura, butfor health buffing& a group effect). The time limit would make the Jedi's group the focal point for this ability. Not a Doc 14 minutes type buff but a short in-group buff.


3) Group Heal - Same as above, but a AoE healing action.


And the Grand-Pappy of them all:

REDUCE MIND & ACTION COSTS!!!!!!

Message Edited by MX13 on 07-18-2005 09:02 PM



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MsNiL
Tue Jul 19, 2005 8:09 am
#110

Total Heal got forcecost reduced from 325 to 150.


So we still pay for the heal (up to around 3-450 force), 14% mind AND 150 force extra.


They are truly masters of unbalance.




--- 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.
younggiant
Tue Jul 19, 2005 1:08 pm
#111

/bump
GenesisX
Tue Jul 19, 2005 1:51 pm
#112

Im not sure if anyone said this but I would like to see an area heal.




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IdrisTycho
Tue Jul 19, 2005 2:23 pm
#113



Get Rid of:



  • Force Sap (this doesn't heal, move it somewhere else)

  • Force Shock (ditto)

  • Wound Healing (wounds are going away right?)

  • Total Heal (do you really need this if you have great healing anyway?)

  • Advanced versions of every skill (we are going to use a scaling point based improvement system instead)

Add:



  • Force Healing Efficiency skill, have it improve for every box you take in healer.

  • Have Force Healing Efficiency increase the speed, decrease the force cost, increase duration,and increase the healing power of all Healer skills by a small amount for every point. As you take more boxes this becomes more and more beneficial

  • A force damage shield skill, call it Force Imbue. Have it absorb X number of hitpoints before it dissipates.

  • Force Revive at Master healer

Column Distribution of skills:


Novice:



  • Force Stop Bleeding

Column 1: Healing



  • Force Heal at row 1.

  • Force Area Heal at row 2 (10m range, allies only)

  • Force Group heal at row3 (32m range, group only)

Column 2: Infusion




  • Force Infusion at row 1.


  • Force Area Infusion at row 2 (10m range, allies only)


  • Force Group Infusion at row 3 (32m range, group only)

Column 3: Imbue




  • Force Imbue at row 1.



  • Force Area Imbue at row 2 (10m range, allies only)


  • Force Group Imbue at row 3 (32m range, group only)


    • Column 4: Cure




      • Force Cure Poison at row 1.


      • Force Cure Disease at row 2.


      • Force Remove states at row 3.


      • Note: I like the idea where these skills also provide temporary immunity to the states healed.

      Master




      • Large Healing Efficiency Bonus


      • Force Revive

      Now healer will be a REAL healer. They will have direct heals, regen heals, and shield heals to combine effectively for great defense. The more healer they take, the more efficient these will be. At something like Healer 1-0-0-0 you would be a crappy healer with a high force cost and the heals would be slow. At healer 4-4-4-0 you would be a fantastic support healer with a wealth of healing options for groups and even solo. You would still have some inefficiency but by now you'd be at least as good as a doctor. And at master healer, you'd be the best healer in the game.


      You wouldn't have total heal anymore, but you would have a very nice assortment of heals that maintain a high level of health all the time, so long as you still had force. If a player combined Master Healer and Master Enhancer, they would be the ultimate support template.You'd be ahealer who can revive others as well as self-revive.

      Message Edited by IdrisTycho on 07-19-2005 05:24 PM

      BrinsleyP
      Tue Jul 19, 2005 2:32 pm
      #114

      I agree with LairdJimmy if you do not give healer something along the line of deffences it simply is not worth it, I hate to say it but if the devs dont add any deffence/more offence why not just get rid of the healer proffesion as a whole just move the heal lines to enhancer and the state line to ls tech line then move armor to defender i say this not becasuse i hate healer but it just is not worth being a master healer.
      Supertimmy1212
      Wed Jul 20, 2005 9:53 am
      #115

      Just never got a chance to put my say in on this because i'm out of town at the moment. Sorry to bring it back up but i just wanna say my bit.

      1. Small amounts of innate armor in the 4th box of each line or in master healer, same with powers. One thing a jedi devoting themselves to powers or healer lacks is defense. Atleast powers has cloak and breach and things to give themselves a small bit of an advantage. Healer hasnt really got anything. They can HEAL, wowzers, join the other 100% of jedi who can do that.

      2. Take the state resistance from enhancers and put it in the healer tree, allow the healer to be able to buff others with the resists. Then when resists are fixed and states do something it might be a small benefit for the healer.

      3. Make it more viable for a master healer to be a completely support class. Make a mod "Force healing range" and apply it in the master and the 'heal wound other' boxes to make them more useful. This would allow a healer to stand much further back and apply his heals.

      4. Give master healer a rez ability. Make it so the healer gives him/herself a large amount of wounds to bring the other player back to life. Could name it "transfer life". Only works on other jedi. Can be done in combat.

      5. Give master healer another level of infusion that lasts for 5 mins or more which can be applied to others.

      6. If #4 isn't viable make a new ability, "Transfer Life", the healer transfers health from his own bar to the target's bar with no force cost(a health cost instead of action / mind / force cost)

      7. Healactionmindother or healALLother fixes.

      [EDIT] 8. Oops, forgot my favourite one, an area heal that will heal in an area around the healer's TARGET rather than an area around himself. The chances of a healer wanting to be in the area of a fight are slim, so he's gonna want to stand back and heal into the action(this would work well with the range mod).

      Message Edited by Supertimmy1212 on 07-20-2005 05:56 PM



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      Epak
      Wed Jul 20, 2005 10:17 pm
      #116

      A TOTAL HEALTH ONLY heal at Master Healer.

      should cost less force/mind than /totalHeal




      kotea/wave

      Tapa
      Wed Jul 20, 2005 10:35 pm
      #117

      is this like that time my parents took me to see Santa, he asked what I wanted, then my parents didn't get it for me?


      All kidding aside, we need something to make the master box worthwhile. Atleast pre-cu total heal got rid of those pesky feign deathers, and when someone blackbarred your mind it was helpful to get you back in the fight. Revive should be a given, and area heals would be ideal. Since we have a huge timer and ridiculously high mind costs, we are no longer effective at supporting a group.. so lower those, or give us an area heal. A longer range would be nice too. Infact this is an ideal setup IMO


      4xxx stays as is.


      x4xx should have wound and fire as is, but also give a mod that incseases healing efficiancy. The higher the mod, the less force, mind, and action the task costs.


      xx4x should have an increase range mod, the higher the mod, the further our heals will go, and should have an area heal


      xxx4 should decrease the cooldown timer on heals.


      Master box should have a revive skill and should have a heal that requires melee range, but heals all damage. Maybe call it healing hands, or something that generally says this is a close-range but powerful heal.




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