Jedi Archive

Thread: [Players Handbook: Force Healer]: The Quintessental guide to Master Healer

MsNiL
Thu Jun 30, 2005 5:11 pm
#1












Foreword

Dont tell me you didnt see this coming. This is meant to be a pretty heavy and informative guide to Master Healer, our skills, our "partners" and our current issues.
I wanted to produce something similar to "The Art of Defender". Hopefully our correspondant will sticky at least 1 similar post for each discipline, and this is my contribution to Jedi Healer.

This is a work in progress: If you have suggestions for additions to this guide; let me know. Also feel free to offer your own opinions on the information within.



What role is a Master Healer meant to fulfil?


To begin this guide, I am asking myself; What is my role in this game?
Some people would be quick to say, "you are a healer, like a doctor".
Others would say "you are a Jedi, with good healing powers".


This guide will blur thoose lines, and focus on the confusion I feel regarding the developers intention of my role.


Before the Combat Upgrade I saw myself like a regular Jedi, who used Healing Powers to stay alive rather than high defense. Now Master Healer no longer offers enough healing powers to stand alive through heals alone. The lack of real defenses and our vulnerability is more appearent now than ever.


I accepted my new role as Assist:Healer but even in group I was replaced by a 4000 healer who had the same healing power but also better defenses than me. Also I never received experience/pvprating for assistance healing, unlike regular Assist:Heal professions. Finally it was difficult to uphold a group before Publish 19, and now it's more difficult than ever.


So what is my role?


Issues as a Jedi Warrior
* Available healing powers do not make up for lack of armor anymore
* Damage to Force for Total Heal is 1:5, Force Armor/Force Heal is 1:10
* No Defense/Armor


Issues as a Assist: Healer
* Too long duration between heals to upkeep a group
* Too high forcecost to upkeep a group
* No grouphealing powers
* No experience/pvprating for healing people



Healer: Master Doctor


To know more about the intention the Developers have for someone with an "Assist:Healer" role, we begin by examining one of the iconic healer professions in SWG. Theese testresults are based on a Master Medic/Master Doctor.


Doctor/Medic in Short
106sp/140sp for Master Medic
+50 Melee/Ranged Defense
48% (6000) Armor

Heals based on "Healing Efficiency" 125, no Enhancers used.

Heal:
- Bactashot: 11m, A4% M10%, 6 sec cooldown, 1565-1614 healed
- Bactajab: 11m, A2% M5%, 6 sec cooldown, 760-806 healed
- Bactatoss: 35m, A6% M10%, 17 sec cooldown, 1190-1224 healed

Heal over Time:
- Bactainfusion: 11m, A9% M15%, HoT each 5 sec x8 times (45 sec), 282-297 healed

Area Heal:
- Bactaspray: 15m, A8% M12%, 18 sec cooldown, 968-995 healed

Heal Wounds
Heal States
Heal Bleed/Fire/Poison(+group)/Disase(+group)/Fire
Revive
Drag Incap
Diagnose
Augment: +10% Health/Action/Mind
Augment: +40% Combat Speed
Augment: +100% Poison/Disease resistance


Medic Experience as a Doctor
Medic Experience is gained when you have healed someone while they are attacking someone. If they sucessfully defeat what they attack, you receive experience as well.



Healer: The Master Healer Jedi


Master Healer in Short
28sp for 4000, 89sp for Master Healer
+0 Melee/Ranged Defense
20% (2000) Armor


All heals are static.


Heal:
-ForceHeal: 16m, A0%, M9%, 10-~160force, 6 sec cooldown, 1500 healed
-TotalHeal: 16m, A0%, M14%, 150-~550+force, 6 sec cooldown, all healed

Heal Over Time:
-Force Infusion: 16m, A0%, M12%, 10force, 6 sec cooldown, HoT each 4 sec x12 times (48sec), 250 healed

Heal Wounds
Heal States
Heal Bleed/Fire/Poison/Disease/Fire
Debuff: -35% Action/-30% Mind for 1 minute
Debuff: -40% State Resistance for 2 minutes


Medic Experience as a Healer
The only way to receive some experience as a Master Healer is to saberthrow/forceshock/forcesap your targets target through "Pass Through Assistance". We currently receive neither experience or pvp rating for healing.



Master Healer: Detailed skillguide


Power GAIN Effect AoE Effect FC A/M% Durat Cool Info
--------------------------- ---- ------- --- --------------- ---- ---- ----- ---- -----------------------------------
Force Cure Disease 0002 Heal TAR HEAL DISEASE 75 0/5 - 6s Removes Disease Dot
Force Cure Poison 0003 Heal TAR HEAL POISON 75 0/5 - 6s Remove Poison Dot
Force Extinguish (+imp) 0400 Heal TAR HEAL FIRE 50 0/5 - 6s Remove Fire Dot
Force Heal (+imp/adv) 4000 Heal TAR HEAL 1500 10* 0/9 - 6s Heal up to 1500 damage
Force Heal States 0004 Heal TAR HEAL STATES 75 0/5 - 6s Remove Dizzy/Blind/Stun/Intimidate
Force Infusion (+imp) 3000 Buff TAR HEAL OVER TIME 10 0/12 48sec 6s Heal 250 every 4 seconds
Force Sap (+imp) 0040 Debuff TAR -Action/-Mind 150 1/8 1min 5s Reduce Action Regen -35%, Mind -30%
Force Shock (+imp) 0030 Debuff TAR -State Resist 100 1/8 2min 5s Reduces State Resistance with 40%
Force Wound Heal (+imp) 0300 Heal TAR HEAL WOUNDS 25* 0/3 - 6s Heal Wounds
Stop Bleeding 0001 Heal TAR HEAL BLEED 75 0/5 - 6s Remove Bleed Dot
Total Heal 4444 Heal TAR HEAL ALL 150* 0/14 - 6s Heal all damage, states, wounds


AoE = Area of Effect
TAR = Target
FC = Forcecost
A/M% = Action & Mind %
Durat = Duration
Cool = Cooldown


* For theese abilities, the following force is added (if the power can heal it)
+1 per 10 damage
+1 per 10 wounds
+50 for dizzy
+50 for blind
+50 for stun
+50 for intimidate
+0 for bleed/disease/poison/fire



Force Cure Disease 75fc M5% target 16m
Type of power: Heal
Reduces amount of Disease


Notes: Works as intended.


Force Cure Poison 75fc M5% target 16m
Type of power: Heal
Reduces amount of Poison


Notes: Works as intended.


Force Extinguish (+imp) 50fc M5% target 16m
Type of power: Heal
Heal Fire instantly
Never fails.


Bug: No combat spam.
Notes:Boring to have a whole skilline dedicated to this power alone.


Force Heal (+imp/adv) 10fc* M9% target 16m
Type of power: Heal
Heal up to 1500 damage on the target.
* Base Force Cost: 10
Force Cost: +1 per 10 damage healed.


Notes: Works as intended.


Force Heal States 50fc M5% target 16m
Type of power: Heal
Heal blind/dizzy/stun/intimidate on target
+25 per state healed.


Notes: Have no effect on new states, only the pre-cu ones.


Read more about the new states here:
http://forums.station.sony.com/swg/board/message?board.id=jedi&message.id=1035992


Force Infusion (+imp) M12% 10fc target 16m
Type of power: Heal
If the power is re-used: "You already have a similar Force enhancement active."
"You use the Force to infuse yourself with health."
Heal 250 damage on the target, each 4 sec for 48sec.


Notes: Unlike all other buffs such as Aura, Resists etc, even Bacta Infusion, Force Infusion is not extended upon re-use. You must wait until the power go down before you can "refill" the timer.


Force Sap (+imp) 150fc A1% M8% 1min target 32m
Type of power: Attack (Debuff)
If the power is re-used: Force is taken, timer is extended.
"You feel sluggish as the Force saps away your energy."
Modify Mind regeneration by -30.00%
Modify Action regeneration by -35.00%


Notes: The recent nerf made this skill pretty weak. It would be enough to lower duration OR effect. Not both. It's currently alot weaker than the CM counterpart.


Force Shock (+imp) 100fc A1% M8% 2min target 32m
Type of power: Attack (Debuff)
If the power is re-used: Force is taken, timer is extended
"The power of the Force enters your mind, leaving you vulnerable."
Modify State Resistance by -40.00 points


Notes: Works as intended. Appears to even effect new states and knockdowns.


Force Wound Heal (+imp) 25fc* M3% target 16m
Type of power: Heal
Heal wounds upon the target.
* Base Force Cost: 25
Force Cost: 1 per 10 wounds healed.


Notes: Works as intended. Boring to have a whole skilline dedicated to this power alone.


Stop Bleeding 75fc M5% target 16m
Type of power: Heal
Heal Bleed instantly


Notes: Works as intended.


Total Heal 150fc* M14% target 16m
Type of power: Heal
Heal all damage, wounds,states and dots upon target.
* Base Force Cost: 150
Force Cost:
+1 per 10 damage
+1 per 10 wounds
+50 for dizzy
+50 for blind
+50 for stun
+50 for intimidate
+0 for bleed/disease/poison/fire


Notes: Extremely expensive for its use and do not make up for wasting 89sp (dropping other disciplines), to receive this power. Reccomended to reduce base force cost to 10 and state forcecost to 25.



Issues related to Master Healer


Master Healer is in a sorry state post-cu.


Master Healer #1: We cannot improve our Mindbar like doctors can
To be more efficient as a Healer, a doctor can augment their mindbar even further.
This is something we Jedi cannot do.


Suggestion: A "Reversed" ForceSap in Force Restoration, that adds % of Action/Mind to the user himself (not to be used on others). If this power is improved up to a Master version in the masterbox a master healer is suddenly a better healer than a 4000 dabbler.


Master Healer #2: Total Heal kills the Jedi prematurely
Total Heal is a sad story. It's probably the most draining forcepower of them all, since it's not only for personal use. It doesnt open up 30 seconds of invulnerability. It isnt a ressurection power. All it does is to heal someone up to full and then pay x2 force for it. When you attempt to heal a group of people, the humongous base forcecost drains force far too quick.
It's sad, becouse it feels that the power "lures" a Jedi to kill themselves prematurely, just like Force Armor.
Another thing is that an EnhancedBacta Jab/Bacta Shot combo heals about as much as Total Heal, for just 15% mind, no force.

Force: 150
Mind: 14%
+1 per 10 damage
+1 per 10 wounds
+50 for dizzy
+50 for blind
+50 for stun
+50 for intimidate
+0 for bleed/disease/poison/fire


Suggestion: Reduce base forcecost to 10 and stateheals to 25. It still costs 200-300 for the actual heal, so the 150 base cost is overkill. This would also fix the issue where Master Healer is a "lesser" healer than someone with just 4000 and a good defensive discipline such as Master Defender along with it. Feel free to add "+25" for dots too, but the rest must be reduced severly.


Master Healer #3: Our heals isnt skillbased
Force Healing is not based on a skillmod, so unlike Defender/Lightsaber/Wielder our healingskills do not grow throughout our skillset.Master Healer do not really heal better than someone with 4000 healer. We can also not improve our skills with skillmods.


Suggestion: Implement a Healer Efficiency mod that grows throughout our skilltree. Allow this skillmod to be boosted further through skilltapes. Skills can be like Speed, Efficiency (lower cost) and Power, where the first line (4000) gives more than all the other lines, but for each additional box, healings is improved.
Also make sure that the Force-Sensitive "Healing" line (4000 Heightened Senses) boosts theese skills.


Master Healer #4: We could need a better HoT
To put Master Healer back in the FRS, they could do with a better Heal over Time than just Improved. At least unless we get some other kinds of defense.


Suggestion: Maybegive us an Advanced Force Infusion in the Master Box that heals for 300-400 damage.


Master Healer have no Defenses to protect against 1-shot kills
While both a Doctor and a Combat Medic receive 50 defense and a 48% armor, Healers receive no defenses at all. Granted, they can dabble in Enhancer or Defender, but they are thereby stopped from getting Lightsaber or Wielder as their 2nd choice.


Suggestion: Add 50-75 defense to all Jedi disciplines and fix our robes to add +3-4000 armor (yes, even defenders need that).


Pays force AND Mind/Action
No. Im not saying Mind/Action should go. I am not even saying Mind/Action is too much. Especially not since I know Doctors pay more and it's almost impossible to drain yourself with decent food.
The issue though, is that Jedi also pay alot of force. Now when there's a Mind limitation to their healings, maybe the force for heals can be reduced. It's currently 1:10.


Suggestion: Balance forcecost now when we also have mind/action holding us back. Make it possible for a Master Healer to upkeep a group of people without being forced to rest after every 1-2 minutes.


Master Healer gets no Experience for what they are doing
If you as a doctor heals someone who is hacking on something you will receive experience for the kill. You will even receive pvp experience for assisting. A Master Healer do not get the same, so basicly they get no experience to do what they are meant to do.


Suggestion: Make sure Jedi Healers receive Experience for sacrificing their entire career on being Healers.


Healer Basics: Drag/Diagnose
Two very basic abilities for a Novice Medic is the ability to drag an incapacitated player and Diagnose their wounds. Why shouldnt a Healer have the same abilities?


Suggestion: Add Drag Incapacitated Player and Diagnose to the Healer discipline.


States/Dots are mostly useless
Becouse States/Dot's are in the condition they are, both 0400 and 0004 Healer are almost pointless to have in your template. This is 50% of the Master Healer's skillboxes!


Suggestion: Let Heal States actually heal the new states.


Read more about the new states here:
http://forums.station.sony.com/swg/board/message?board.id=jedi&message.id=1035992


Master Healer have no Revive
Revive is what makes doctors/combatmedics unique and useful.
No wait... Doctors have Augmentation, and Combat Medics have the best states/dots in the game. Plus better heals.
Master Healer needs revive in their masterbox, just like Doctors and Combat Medics.


Suggestion: A Revive ability in the masterbox.


Lack of Area Heal
Master Healer is a very bad profession for groupheals. It wastes force too fast to even try, and they have no Group Heals whatsoever. They need something equal to Bacta Spray to upkeep their role.


Suggestion: Add an areaheal powerin "Force Assist" similar to Bacta Spray.

Parts of our tree have old descriptions
The CU updated our skills months ago, and still there have been no fix to our text-descriptions in our skillboxes.

Suggestion: Upgrade the descriptions of our skilltree's. Most noteworthy 0440.



Ideas of new forcepowers that wouldimprove Master Healer


Diagnose/Drag Incapacitated Player
Not forcepowers, but we need theese.

Force Assist: Area heal
Basic version around 500, advanced around 1000, with as long cooldown as a regular Master Medic.


Force Restoration: Rapid Regeneration
Doctors can boost their own Action/Mind to be a more efficient healer, but Healers cannot. Add a rapid regeneration ability in the Force Restoration line, that allows a Healer to improve their Action/Mind so they can heal more often. This one can grow all the way up to an Advanced version in the masterbox.


Master: Force Resurrection
A Master Healer revive ability, just like Doc/CM.
Doc's get Augmentation.
CM's get Dots/Debuffs.
Doc's+CM's gets Revive. Now give us ours.


Master: Advanced Force Infusion
Unless our defenses is improved by armor in our robes, consider adding an Advanced Force Infusion in the masterbox with more HoT than Improved.


Master: Healer Stance (Credit to Novock for this cool idea)
This would be the utlimate support move for the master Healer. Increasing heal speed to 3 seconds and droping mind costs to 2-5%. Whileactivated the offensive power output would be the same as a player using Advanced ForceRun.This makes it valuable in healing the group (support)and not allow it to be overpowering by eliminating the offensive threat from this player while activated.


Message Edited by MsNiL on 07-23-2005 03:04 AM

Message Edited by MsNiL on 07-23-2005 04:44 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.
MsNiL
Thu Jun 30, 2005 5:27 pm
#2






Playing the ultimate Assist/Support template


A common mindset among finished Jedi are that you should be able to fight overwhelming forces alone, and thats how to build your template. Becouse of this, a wide area of Jedi Skills are forgotten.
Despite this I decided to stick to my old template. Its my call and my role in this game to keep people healthy, and finally it got to me how to play this role to the fullest, and get full gain, both xp wise and pvp rating.


My Template: 4004 Lightsaber, Master Healer, Master Enhancer
Most Force Wielder skills works as well.


There aresome simple rules here:
* You are not the person who do damage
* You get your xp/rating through "Pass Through Assist"
* A good keyset is essential for this to work
* Advanced Force Run is recomended
* So is Force Armor



"Pass Through Assist"


"Pass Through Assist" is your greatest friend, and it is the function in SWG that makes this tactic work. Swap through your friends and keep them healed, but before swapping to the next do at least 1 ranged "crowd control" against them (yes, your friend!). He will not be effected, instead your attack will "Pass Through" and effect his target instead. If he wins - you get the points.
Now, any good damagedealing/tank Jedi is a much more fearsome enemy, if a forcerunning lunatic keeps him healed and his current target crippled to dust. That ForceRunning lunatic - is me.


Note: Default attack doesnt work. Dont bother about /attack. You must do a manual SaberThrow if thats what you want to "Pass Through".



No Damage?


Crowd Control is a debuff effect that are not direct related to damage. While /forcerun shrink all your damage to 0, Stun/Blind/Dizzy/Knockdown/Root/Supress/Sap/Shock etc still do its full effect.
Theese effects counts as attacks, so if done upon a target that dies by one of your groupmembers, you get the points/experience for that target.


Good "Ranged" Abilities to Use even if you do 0 damage:
Lightsaber:
Saber Throw: Knockdown (If you aremaster)(This is your fastest and cheapest way to xp)
Healer:
Force Shock: Reduces State Resistances
Force Sap: Reduces Action Regeneration
Enhancer:
Force Wave: State - Supression
Force Supression: State - Root (This is a good thing to start with!)
Drain Force: Steals ("Damages") Force
Wielder:
Mind Blast: State - Stun & Dizzy
Force Throw: State - Stun
Force Knockdown: Knockdown
Force Weaken: Decrease targets total health (no damage)
Force Intimidate: State - Intimidate
Force Breach: Removes all positive force bonuses on the target



The Keyset


Building a good keyset is essential to success. You need to be able to move quickly around the battlefield, quickly pick the right target and quickly launch the best ability. I will not tell you in detail how I built my keyset, but I want to give you some good tips.


1. Only Macros can be Bound
To assing a command to a key you must first build a macro for it. For example, if I want to tie "ForceRun" to a key, I first need to produce this macro:


Macro: ForceRun
/forcerun


Now I can go to "Custom" in my Keymap, and assign a key to it.


2. Make sure you can easily reach your best powers from 1 hand.
A good tip is to start using your shift key, that if your left hand is used will double your keys.
I personally use the good old WASD movement buttons, and got most of the surrounding keys (1234QERFVCXZ & Space) tied up to commands.


3. Quick switching between friends
You need to be able to switch between group members very fast. I suggest you use 1234567 or shift+1234567 for this. Note that the real number#1 in the group is yourself, so you got 7 other players with you. I have a separate key for "Target Self".


4. Make a /follow /stopfollow key
You use this button to quickly navigate towards someone you need to assist if that player is out of range.



Tools of Survival: Defense


In PvE, always make sure the Defenders know how to use /mindcontrol ...

In PvP... People will hate you. You are the one who run around and screw everything up. Most likely your enemies will start to target you before everybody else. Make sure people in your group accepts that you will run in, screw upyour opponents, heal your friends, then leave if things gets thick. This is what you do, this is your role. Not soak or deal damage. Thats the MLS/Defender's job.

The best defense a crowd control specialist can have is /forcerun. If people do not reach you, they cant hurt you. Having Advanced ForceRun on gives you the ability to stay out of reach from anyone but ranged fighters (and there are few of them among Jedi). Be a nuisance. Move around, always. Anyone who starts chasing you will loose focus from the damagedealers that are currently beating up their friends. This is a good thing.


On top of this, make sure you have enough to survive a Root or Force Breach. Stack up on food so that you can take quite alot of damage before you go down. Personally, I use ForceArmor. I dont take any 1-shot-incap hits, and when I start to take too much damage, I just run away to meditate.



Control your Healer


Assign ForceHeal and ForceInfusion to one of your keys. Theese are your best healing powers. Sure, the rest have them, but if you heal them as well, you allow them to waste time/force on attacks instead of heals. Keep ForceInfusion upon anyone who takes damage. It have almost no cost and is quickly applied. Start using ForceHeal when someone starts to take quick damage.


Before swapping to the next target, remember to do a /saberthrow or any other useful ranged ability against them, it will ensure you get the points for their target if they win.


If you have more Healer, be sure to assign your best healer abilities to nearby keys. Some noteworthy are:
Stop Bleeding = Bleeding is the #1 Jedi DOT.
Heal States = A single state is no big deal, but too many of them can be a nuisance.
Total Heal = Too much forcecost right now, but still something to use when things go really bad.


** Self = Having a Macro made up with /force***** Self; is a good thing. Selecting yourself first then using your heal waste valuable time and may lead to death. /healstates self, /forceheal self and /totalheal self are more useful.


Finally, make a macro for ForceInfusion.


Macro: FI
/forceinfusion self;
/pause 48;
/macro FI

Message Edited by MsNiL on 07-01-2005 02:57 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.
gailon24
Thu Jun 30, 2005 5:28 pm
#3


It's a great helping handbook MsNil. I can't decide if i should put in my thoughts on what needs to be fixed or not. I feel like I'll just mess up some of your points, or make the handbook sloppy! But I guess I've done it, so might as well say it...You've put some things MUCH better than I have...but I'll just copy paste anyway. This is from the thread that you can find a clicky to in my sig.








Here's my take on things...I just gave up and decided to make a new thread for this. There's a lot of Numbers that I haven't included, like possible heal strengths, and failure % and all the jazz that goes into the healing professions, but I wanted to put down some Concepts. Maybe I'll follow up with some numbers.



Jedi Healer needs a complete revamp

Here are improvements that in my opinion MUST be made to the Jedi Healing Tree to REBALANCE it with EVERY other healing profession:

1) Spread the following mods throughout the entire Healing tree:
-Speed
-Efficiency (this would REDUCE mind/force/action cost)
-Heal strength


Example:


Each box of healer might have mods for either healing yourself, or healing others


At novice healer, you get "forceheal" and "areaforceheal"


4000 would give you + large mods to healing YOURSELF, by speed, efficiency, and strength, as well as the improved/advanced heals, and maybe a little +mods to healing others

0040 would give you +mods to healing OTHERS, by speed, efficiency, and strength, as well as the improved/advanced areaheals, and maybe a little +mods to healing yourself

0400 and 0004 would give you a few +mods to both, maybe with one tree emphasizing different ones

Master would obviously get large bonuses to all


Think of it how melee and ranged defense are spread out through defender. This would also help distinguish a MH for group healing and a jedi with just 4000 taking over a doc's role

2) Make the Force Sensitive skill line apply to speed/efficiency

3) Address skills not included in even basic healing branches of Medic. Here's a list of skills that normal medical professions get but even a Master Force Healer does not:

-Area Heal (Probably needing a branch for different levels)
-Revive Player (a master skill)
-Drag
-Diagnose
-Buffs:
-Action Buffs
-Mind Buffs
-Health Buffs
-Health Regen Buffs
-These could have a low 5% version and a master 10% version as recommended by Novock
-Speed Debuffs

Here's a list of other Jedi Related or Jedi only skills that could be improved for the Healer profession:
-Force Regen Buffs
-Total Force Pool Buffs
-Advanced force infusion for master box, ticking 300-400
-Total Heal working on more of CU states (Root/snare/paralyze probably unlikely, but i'd like to see Armorbreak added!)
-Healer Concentration (as thought by Novock) Temporary Healing Buff increasing speed and efficiency at cost of damage output (like Force Run)
-Area infusions


Not to mention Docs/CMs get:
-Melee defense
-Ranged defense
-Armor Certs

4) Some thoughts and justifications:

I'm not necessarily saying a Jedi should heal BETTER than a master doc or Master CM, but even a Master Healer heals WORSE, costs THREE pools to do it, and here's the kicker, they don't get any of the skills listed above!

You all know the difference in XP required for jedi so i won't go there.

The CU is all about balance. Here's what an "improve by the box" system would accomplish:

-It would leave the 4000 in healing super jedi insta-healer removed. You wouldn't get the same heals with a spread out by box system. If maybe a 4000 healer or a 4004 could heal for 1500 on a six second delay...then maybe each additional healer box gives you more strength and less cooldown. The 1500 heal on a 6 second timer seems almost appropriate (combined with stims) for a 4000 healer soley healing himself/herself and thus a good starting point for the basis for the system.

-It would balance Jedi abilities with a Master Doc/Master CM. By adding skills listed above, there would be more balance between healing professions. Also, Docs/CM's wouldnt' worry about EVERY jedi outhealing them, just maybe when you get to three branches in Jedi Healing we start to out heal. I'd settle for even only Master Healers outhealing or at least EQUALLING Docs/CM's if we also had the Doc/CM abilities listed above.


Summed up:
A Master Healer should at least be able to equal a Doc/CM in: abilities, heal time,HAM/Force cost, and heal strengthto SUPPORT his or her group.


Conceptually, MH=MDoc>>4000 Healer

Anyway that's my work in progress. I'll refine it more, but expect to see something like it in every thread I reply to. Not to spam, but because threads get lost HOURLY on these forums.


Message Edited by gailon24 on 06-30-200508:39 PM

Message Edited by gailon24 on 06-30-2005 08:39 PM



Gailon Miles - Master Healer Extraordinaire - Wanderer
Cyban Miles - Friendly Neighborhood Squad Leader Ranger - OpF

Burried 12/7/2005 - Murdered by the NGE, the Scythe of SOE


zRhyno
Thu Jun 30, 2005 5:31 pm
#4

Master Healers UNITE!






R H Y A I M E S
R o g u e U n d e r w o r l d
MANDALORIAN DUNGEONMASTER®
Atz_Breh
Thu Jun 30, 2005 5:33 pm
#5

/clap for MsNil


doing an awesome job!

:vote for correspondant:
-Fade-
Thu Jun 30, 2005 5:40 pm
#6

Not a master healer, but still skimmed over the guide. Will plan to read it more closely after work


Good work






Fade [Bounty Hunter FoTM]

-Rain- [Dark Force Wielder]

Novock
Thu Jun 30, 2005 5:55 pm
#7

I love your posts they are always so informative. as you are avid community member you know several of us have kicked some threads around on improving teh state of healer. I thought I would add my current thoughts on skills for those who my frequent this post. Thanks again for the effort you put into this.


Here are my thoughts on some new skill for the Healer Disciplinefrom another post:


1. Inner Strength - A temporary buff allowing a Jedi to shrug off pain for short time resulting in a 20% dmg reduction


Since the system stacks on a method of diminishing returns this ability would stack with innate armor and/or force armor howeverthe total cannot surpass 10000 which means total mitigation cannot surpass 60% (in the same fashion innate and force armor stack now)


force cost and duration would be comparable with force aura


Master healer skill


*** Special note*** I understand that argument you want defenses go defender but without a single "defensive" proffession a master doc has 50 melee/range defense and is certed for battle armor. This small defensive boost would go along way for Master healers who do not have defender in giving a little defensive boost allowing the burden of the heal changes to be lessened. At the same time balance is kept as a Master Defender would gain only a marginal benefit from truning this ability on. Example a Master healer with no defender turns it on and recieves 20% reduction a Master defender because of the limits of the system would recieve an additional 7% instead of 20% as he would cap at 60% thus keeping the balance.


2.Healer Stance - this would be the utlimate support move for the master Healer. Increasing heal speed to 3 seconds and droping mind costs to 2-5%. Whileactivated the offensive power output would be the same as a player in FRS3. this makes it valuable in healing the group (support)and not allow it to be overpowering by eliminating the offensive threat from this player whil activated. Kepp in mind this is only returning the heal function at master to what was pre- pub 19 and for sake of blanace giving up offense during its use.


3. Area heal - I think a basic version maybe 250 at assist one and 500 at assist 4. put it on a seperate timers then force heal allowing forceheal stil to be used on others. This gives the healer the ability to choose his place and role in combat. Not having to choose between healing self and a friend or the ability to put all his/her efforts into support healing.


4. Force Resurrection - Master Healer high force cost. can only be used on a jedi character as the healer is able through the force to reconnect Jedi with his body. Same warm up coll down timers as standard docs/cms. High force cost. (the Idea is to give healers more functionability without sacrifincg the usefullness of a doc.)


5. Healer Meditation - This would be a new meditate. The healer meditates on the force gaining through force the ability to boost his/her attributes (health/action regen/mindregen)5% at restoration 4 10% at Master. requires uninterrupted meditation for 10 seconds to recieve the buff.





Novock
Cr|mson Kn|ghtsCo-Leader of <-CK->
Tim-bo
Cr|mson Kn|ghts- Architect/Droid Engineer/Merchant

MsNiL
Thu Jun 30, 2005 7:46 pm
#8

Thanks for the input guys. I recognize some of the proposals given and I will try to dedicate a section for them and/or add them in the main guide later.

Have to sleep though ^_-




--- 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.
acmtalk
Thu Jun 30, 2005 9:43 pm
#9

Nice nice, deserves a sticky



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Acmtalk - IRG -Co Leader Dark Jedi Sith - Storm Trooper Forever!

EliteSlayer
Thu Jun 30, 2005 9:44 pm
#10

Nice post
Mxr133
Thu Jun 30, 2005 9:45 pm
#11

Before I read this I just want to tell you I love you.



*Starts printing then reading*





Ad'extremum - Jedi Healer
Dasani - Crafter
Lightsaber Resource Kit Vendor - Location: Corellia 275 -5500
Unlocked 1/24/04
Mxr133
Thu Jun 30, 2005 10:03 pm
#12

Great stuff here


Some of us actually wanted you to be our Corr, and this is one of the reasons why.



I agree with you completely on all this issues. You hit every problem right on the head.


Its quite frustrating playing the support role in a group and then being 1 hit by anything above CL 85 and becoming a useless corpse.





Ad'extremum - Jedi Healer
Dasani - Crafter
Lightsaber Resource Kit Vendor - Location: Corellia 275 -5500
Unlocked 1/24/04
Jozzfest
Thu Jun 30, 2005 10:59 pm
#13





MsNiL wrote:







Total Heal 325fc* M14% target 16m
...


Notes: Extremely expensive for its use and do not make up for wasting 89sp (dropping other disciplines), to receive this power. Reccomended to reduce base force cost to 10 and state forcecost to 25.






Q F E!


You rock my world! Marry me -j/k (unless you gon do it.)


Now, if the right people will read it.




--
YHBT YHL HAND
Jozzfest - A Sad Master Healer Panda
Sivaga Ia'kre - Bothan foodmeister (Master Chef)
Paetar Ia'kre - Bothan gunslinger
:%s/baz\ nitch/biz\ natch/g
塊魂
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