Jedi Archive
Thread: The 2 things I think master Healer needs most to make it desirable
Theforce/mindcost on totalheal makes it impossible to use it that way.
daetalus wrote:
MHealers have 2 heals on seperate timers. Advanced Force Heal from 4,0,0,0 and Total Heal from master. An area heal and the ablity to rez would make the MHealer box viable again.
Doctors have three, combatmedics have three. And that's why they are up to x4 more effective than master healers for their job.
TrogdorrtheBurninator wrote:
healers have 2 heals.... heal and infusion... rez would be cool though
MsNiL wrote:
Doctors have three, combatmedics have three. And that's why they are up to x4 more effective than master healers for their job.
TrogdorrtheBurninator wrote:
healers have 2 heals.... heal and infusion... rez would be cool though
Nope,
M. Healers have 3. Infusion, Heal, and Total Heal.
M. Docs have 3. Infusion, Shot, Jab
M. CM have 3. Shot, Spray, Toss
Now lets look at a few stats.
Amount Healed - winner is M. Healer without question. Only Total Heal can bring an incapped player to full health in one shot.
Healing Timers - winner is a wash. Since each of the heals can be staggered. Non Jedi may have a slight edge as their weapons can be made with very fast speeds allowing thier combat speed to be fast and hence thier timers to quickly. I have not fully tested this but I know when I play my non-Jedi with a fast pistol with a speed PU he heal faster than with a slow damage pu'ed rifle.
Area Healing - CM- good for tight group places like the dwb but not so practicle as it gains a ton of agro and will quickly find yourself incapped. In pvp is can be helpful bit it is rare that many people are in a tight group.
Range healing - CM - Healer - Doc. Although B. Toss is longer I find that the added range is not all that helpful very often but on those rare times it can be a life saver. The Healer range is just right for 90% of the healing one does.
Rooting - When healing with B. Toss you have to be still. I also find that when I heal others with Jedi Healing I get rooted. Not sure if this was a bug with healer or intentional but man is it frustraiting.
Over all if I could only pick one type of healer to heal damage I would go with M. Healer hands down. Now, if you add in the other skills my heart will always go back to Doc ![]()
Marrow1 wrote:
MsNiL wrote:
Doctors have three, combatmedics have three. And that's why they are up to x4 more effective than master healers for their job.
TrogdorrtheBurninator wrote:
healers have 2 heals.... heal and infusion... rez would be cool though
Nope,
M. Healers have 3. Infusion, Heal, and Total Heal.
M. Docs have 3. Infusion, Shot, Jab
M. CM have 3. Shot, Spray, Toss
Now lets look at a few stats.
Amount Healed - winner is M. Healer without question. Only Total Heal can bring an incapped player to full health in one shot.
Healing Timers - winner is a wash. Since each of the heals can be staggered. Non Jedi may have a slight edge as their weapons can be made with very fast speeds allowing thier combat speed to be fast and hence thier timers to quickly. I have not fully tested this but I know when I play my non-Jedi with a fast pistol with a speed PU he heal faster than with a slow damage pu'ed rifle.
Area Healing - CM- good for tight group places like the dwb but not so practicle as it gains a ton of agro and will quickly find yourself incapped. In pvp is can be helpful bit it is rare that many people are in a tight group.
Range healing - CM - Healer - Doc. Although B. Toss is longer I find that the added range is not all that helpful very often but on those rare times it can be a life saver. The Healer range is just right for 90% of the healing one does.
Rooting - When healing with B. Toss you have to be still. I also find that when I heal others with Jedi Healing I get rooted. Not sure if this was a bug with healer or intentional but man is it frustraiting.
Over all if I could only pick one type of healer to heal damage I would go with M. Healer hands down. Now, if you add in the other skills my heart will always go back to Doc
Assuming we take you 3 heals for all healing profs as you put it, then why is it that in master healer scenario the third heal is granted only at the master box and not along the way through 1 of the trees?
My alt is CM 4/0/0/0 and I get 3 heals, my Jedi is healer 4/0/0/0 and I get 2 heals. Care to expand your thoughs on that?
I believe you missed the most important and final challenge: Useage Cost
Marrow1 wrote:
Nope,
M. Healers have 3. Infusion, Heal, and Total Heal.
M. Docs have 3. Infusion, Shot, Jab
M. CM have 3. Shot, Spray, Toss
Now lets look at a few stats.
Amount Healed - winner is M. Healer without question. Only Total Heal can bring an incapped player to full health in one shot.
Healing Timers - winner is a wash. Since each of the heals can be staggered. Non Jedi may have a slight edge as their weapons can be made with very fast speeds allowing thier combat speed to be fast and hence thier timers to quickly. I have not fully tested this but I know when I play my non-Jedi with a fast pistol with a speed PU he heal faster than with a slow damage pu'ed rifle.
Area Healing - CM- good for tight group places like the dwb but not so practicle as it gains a ton of agro and will quickly find yourself incapped. In pvp is can be helpful bit it is rare that many people are in a tight group.
Range healing - CM - Healer - Doc. Although B. Toss is longer I find that the added range is not all that helpful very often but on those rare times it can be a life saver. The Healer range is just right for 90% of the healing one does.
Rooting - When healing with B. Toss you have to be still. I also find that when I heal others with Jedi Healing I get rooted. Not sure if this was a bug with healer or intentional but man is it frustraiting.
Over all if I could only pick one type of healer to heal damage I would go with M. Healer hands down. Now, if you add in the other skills my heart will always go back to Doc![]()
Since they are only useful in groups then, should they still have to deal with BH's solo?
Germanmedic wrote:
i think they should give master healers area heals and reztherefore making it a support template
Marrow1 wrote:
MsNiL wrote:
Doctors have three, combatmedics have three. And that's why they are up to x4 more effective than master healers for their job.
TrogdorrtheBurninator wrote:
healers have 2 heals.... heal and infusion... rez would be cool though
Nope,
M. Healers have 3. Infusion, Heal, and Total Heal.
M. Docs have 3. Infusion, Shot, Jab
M. CM have 3. Shot, Spray, Toss
Now lets look at a few stats.
Amount Healed - winner is M. Healer without question. Only Total Heal can bring an incapped player to full health in one shot.
Healing Timers - winner is a wash. Since each of the heals can be staggered. Non Jedi may have a slight edge as their weapons can be made with very fast speeds allowing thier combat speed to be fast and hence thier timers to quickly. I have not fully tested this but I know when I play my non-Jedi with a fast pistol with a speed PU he heal faster than with a slow damage pu'ed rifle.
Area Healing - CM- good for tight group places like the dwb but not so practicle as it gains a ton of agro and will quickly find yourself incapped. In pvp is can be helpful bit it is rare that many people are in a tight group.
Range healing - CM - Healer - Doc. Although B. Toss is longer I find that the added range is not all that helpful very often but on those rare times it can be a life saver. The Healer range is just right for 90% of the healing one does.
Rooting - When healing with B. Toss you have to be still. I also find that when I heal others with Jedi Healing I get rooted. Not sure if this was a bug with healer or intentional but man is it frustraiting.
Over all if I could only pick one type of healer to heal damage I would go with M. Healer hands down. Now, if you add in the other skills my heart will always go back to Doc
totally agree, the fact that my 3-0-0-4 doc heals for 1860 with bacta shot, 1000 with bacta jab, with less mindcost than my jedi on half the timers and hence can tank and at different points incap 5 jedi is totally freaking balanced. my jedi on the other hand is pretty much dead with more than1 person on him.
add in that my measly lvl73 melee/doc template can stand and tank a full lair of lvl82 pickets and after the lair sit down and be ready to fight again in 13 seconds only adds insult to injury.
MsNiL wrote:
Since they are only useful in groups then, should they still have to deal with BH's solo?
Germanmedic wrote:
i think they should give master healers area heals and reztherefore making it a support template
yes you can always run
Not everybody have my template.
Germanmedic wrote:
yes you can always run
Marrow1 wrote:
MsNiL wrote:
Doctors have three, combatmedics have three. And that's why they are up to x4 more effective than master healers for their job.
TrogdorrtheBurninator wrote:
healers have 2 heals.... heal and infusion... rez would be cool though
Nope,
M. Healers have 3. Infusion, Heal, and Total Heal.
M. Docs have 3. Infusion, Shot, Jab
M. CM have 3. Shot, Spray, Toss
Now lets look at a few stats.
Amount Healed - winner is M. Healer without question. Only Total Heal can bring an incapped player to full health in one shot.
Healing Timers - winner is a wash. Since each of the heals can be staggered. Non Jedi may have a slight edge as their weapons can be made with very fast speeds allowing thier combat speed to be fast and hence thier timers to quickly. I have not fully tested this but I know when I play my non-Jedi with a fast pistol with a speed PU he heal faster than with a slow damage pu'ed rifle.
Area Healing - CM- good for tight group places like the dwb but not so practicle as it gains a ton of agro and will quickly find yourself incapped. In pvp is can be helpful bit it is rare that many people are in a tight group.
Range healing - CM - Healer - Doc. Although B. Toss is longer I find that the added range is not all that helpful very often but on those rare times it can be a life saver. The Healer range is just right for 90% of the healing one does.
Rooting - When healing with B. Toss you have to be still. I also find that when I heal others with Jedi Healing I get rooted. Not sure if this was a bug with healer or intentional but man is it frustraiting.
Over all if I could only pick one type of healer to heal damage I would go with M. Healer hands down. Now, if you add in the other skills my heart will always go back to Doc
I'm willing to bet you haven't played a master healer recently. Sure, we can heal massive amounts at once with total heal (I have hit the 5500 range already on friends in pvp and pve) but have you ever looked at the force cost!? Let's also look at the timer situation. Docs and CM's have 4 seconds, jedi have 6 for a heal that can't be enhanced by droids or enhancers and a total heal that has a 10-15 second timer (can't remember the exact number). Try to rotate between those in a fight as smoothly as a doctor or a combat medics heals.
Also, to the poster who asked if obi-wan rezzed qui-gon, was obi-wan a master healer? My guess would be no. He was probably sick of waiting for a fix to the class when they were teaching it.