Jedi Archive
Thread: Healer Help
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12ptDroids
Tue Nov 01, 2005 9:31 am
#1
I Like the idea of MLS/MHealer/4040 Def but before i commit can someone tell me the Force Cost of 'Total Heal'. It looks great but if it has an insane FC like avoid incap then i may have to reconsider.
thx
Eskie
Tue Nov 01, 2005 9:34 am
#2
12ptDroids wrote:I Like the idea of MLS/MHealer/4040 Def but before i commit can someone tell me the Force Cost of 'Total Heal'. It looks great but if it has an insane FC like avoid incap then i may have to reconsider.thx
Got Stickies?
Message Edited by Eskie on 11-01-2005 05:35 PM
Tumeric74
Tue Nov 01, 2005 9:35 am
#3
total heal is alot like 250 i belve and like 500 on others. don't quote me on this one.
MsNiL
Tue Nov 01, 2005 9:44 am
#4
Total Heal
14% mind (forceheal = 9%)
Base Cost 150
Bonus cost:
+1 per 10 wounds
+1 per 10 damage
+50 per state
The traditional cost for healing an unbuffed character from incapped state (3000 damage)is 450. Healing a maxbuffed incappedcharacter (4500 damage) with 1 state = 650. Healing 1 wound = 151.
14% mind (forceheal = 9%)
Base Cost 150
Bonus cost:
+1 per 10 wounds
+1 per 10 damage
+50 per state
The traditional cost for healing an unbuffed character from incapped state (3000 damage)is 450. Healing a maxbuffed incappedcharacter (4500 damage) with 1 state = 650. Healing 1 wound = 151.
Total Heal is an instant support discipline. If you heal 2 incapped friends with decent buffs you have used up 1200 force in 6 seconds and if everybody in your group is taking solid damage (like in pvp) it's perfectly possible to waste more than 3000 force in less than 30 seconds, making Avoid Incap cheap and attractive in comparision. If you try to use Total Heal instead of armor you will be without force in 1-2 minutes. If you try to heal friends in combat, expect to run out of force within 2-4 minutes (or faster).
If you intend to play a grouphealer you will eventually be forced to use TotalHeal becouse of the 6 second cooldown timer on Force Heal. At the time you start to use Total Heal you know the situation is critical, becouse your force will drop like a rock. Using it actively is like switching Advanced Force Run on and off repeatily.
If you intend to play a grouphealer you will eventually be forced to use TotalHeal becouse of the 6 second cooldown timer on Force Heal. At the time you start to use Total Heal you know the situation is critical, becouse your force will drop like a rock. Using it actively is like switching Advanced Force Run on and off repeatily.
Message Edited by MsNiL on 11-01-2005 05:55 PM
MsNiL
Tue Nov 01, 2005 9:51 am
#5
250 force if you heal 1000 damage. I suggest using stimpack or forceheal instead.
Tumeric74 wrote:
total heal is alot like 250 i belve and like 500 on others. don't quote me on this one.
Zoner2002
Tue Nov 01, 2005 10:04 am
#6
No Enhancer = dead man walking or your going to need alot of *time outs*
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