Jedi Archive
Thread: Focus Thread Force Healer
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 ? ?
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:
0100 Replenish Mind (Return of 50% Mind Bar Pool)
Ciscero wrote:
Revive (FC 1000)
Message Edited by MsNiL on 07-19-2005 05:42 AM
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.
Message Edited by MX13 on 07-18-2005 09:02 PM
They are truly masters of unbalance.
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.
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
Message Edited by IdrisTycho on 07-19-2005 05:24 PM
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
should cost less force/mind than /totalHeal