Jedi Archive

Thread: The 2 things I think master Healer needs most to make it desirable

DaTick
Tue Sep 27, 2005 10:38 am
#1

I think the ability to use a lower level heal on a separate timer like Docs do. They have bacta shot which will heal for 1500-1600 & then they can alternate that with bacta Jab which heals for around 800 I'm just thinking that if master Healer kept total heal & still could use the 1k force heal that would make a lot of people want to use master Healer because they have no defense they need to heal faster.


The second thing is obvious... the ability to REZ OTHER PEOPLE lol I have no odea why they never did this with healer. This would give people who really got jedi to RP a roll in group PVP. I know several people pre & post CU that took DOC just to be able to help out people in thier group I think if healer had this in addition to theextra lower level heal it would be much more fun to play & we would see many more master Healers as a viable part of the Jedi world including PVPing.


I know there are quite a few other things that would help like states being a biger part of PVP but these are teh 2 I would pick if they only gave Healer 2 fix's.



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Arcturius
Tue Sep 27, 2005 1:03 pm
#2

I think it's debateable that "Old Ben" Kenobi rezzed Luke Skywhiner. Your thoughts?
MsNiL
Tue Sep 27, 2005 1:06 pm
#3





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.



Theforce/mindcost on totalheal makes it impossible to use it that way.

Master Healer needs a second low forcecost heal similar to Bacta Jab.




--- 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
Tue Sep 27, 2005 1:08 pm
#4





TrogdorrtheBurninator wrote:
healers have 2 heals.... heal and infusion... rez would be cool though



Doctors have three, combatmedics have three. And that's why they are up to x4 more effective than master healers for their job.




--- 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.
Marrow1
Tue Sep 27, 2005 2:14 pm
#5






MsNiL wrote:





TrogdorrtheBurninator wrote:
healers have 2 heals.... heal and infusion... rez would be cool though



Doctors have three, combatmedics have three. And that's why they are up to x4 more effective than master healers for their job.






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








__________[Marrow]__________
____[*aka Fringing, Babwe, Hurtz *]____

__/\_/\___/\_____[last of the known Doctor Correspondents]/\___/\_/\__
glim3mer
Tue Sep 27, 2005 2:34 pm
#6






Marrow1 wrote:





MsNiL wrote:





TrogdorrtheBurninator wrote:
healers have 2 heals.... heal and infusion... rez would be cool though



Doctors have three, combatmedics have three. And that's why they are up to x4 more effective than master healers for their job.






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?





-...in the end, The Dark side consumes us all- -pre-9-

Vater
pre-9 Padawan 4/2/2/2
pre-CU Master Healer, Master LS, enhancer 4/0/0/4
pre-NGE Master LS, Healer 4/0/0/0, enhancer 4/4/0/2, Defender 3/0/4/0
MsNiL
Tue Sep 27, 2005 2:40 pm
#7







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


I believe you missed the most important and final challenge: Useage Cost


This is why I pick Seani when I am serious and Seana when I want to add to her badges or questlist. Seana is my main character, so I still want to build on her, but Seani makes Seana look like a silly medic in comparision.


Seani can keep healing an entire group like there where no tomorrow and survive almost any challenge with mind left.

Seana runs out of force so fast that she most likely have to run after 2 minutes of fighting, or rather keeping friends healed while they are fighting. In pvp that amount is halved.


Furthermore, not only do Seani last longer. She also recover her entire mindbar in less than 20 seconds while sitting down. It takes up to 4 minutes to recover Seana back to full.


Paying just 5% for a bactajab once in awhile is extremely cheap, and only ocasionally you need that extra bactashot if you have armor.


That Seani have better armor, higher defense, better offense, more gruesome debuffs, buffs and revive doesnt make Seana more fun to play.


Only real difference is that Seana can paralyze/root at 30m range, runs faster and can revive herself. None of that is thanks to Healer though, and that doesnt make her better than Seani on her main role.



--- 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.
Germanmedic
Tue Sep 27, 2005 3:20 pm
#8

i think they should give master healers area heals and reztherefore making it a support template




Lnt Taras Bullwa [rDe]
reDevils Member
www.redevils.se Screenshots http://files.filefront.com/ReDevils_040602_egomasturnwmv/;5837457;;/fileinfo.html>Pre 9 Vid
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MsNiL
Tue Sep 27, 2005 3:26 pm
#9





Germanmedic wrote:
i think they should give master healers area heals and reztherefore making it a support template



Since they are only useful in groups then, should they still have to deal with BH's solo?




--- 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.
Pday
Tue Sep 27, 2005 3:34 pm
#10






Marrow1 wrote:





MsNiL wrote:





TrogdorrtheBurninator wrote:
healers have 2 heals.... heal and infusion... rez would be cool though



Doctors have three, combatmedics have three. And that's why they are up to x4 more effective than master healers for their job.






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.





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yeah it's only a game, but the time and money I invested in it are certainly F'ing REAL.

Germanmedic
Tue Sep 27, 2005 3:36 pm
#11






MsNiL wrote:





Germanmedic wrote:
i think they should give master healers area heals and reztherefore making it a support template



Since they are only useful in groups then, should they still have to deal with BH's solo?






yes you can always run




Lnt Taras Bullwa [rDe]
reDevils Member
www.redevils.se Screenshots http://files.filefront.com/ReDevils_040602_egomasturnwmv/;5837457;;/fileinfo.html>Pre 9 Vid
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MsNiL
Tue Sep 27, 2005 3:50 pm
#12





Germanmedic wrote:
yes you can always run



Not everybody have my template.

Maybe if they added "Sanctuary", the cleric spell to the Healer tree.




--- 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.
ipp350
Tue Sep 27, 2005 3:53 pm
#13



Marrow1 wrote:


MsNiL wrote:

TrogdorrtheBurninator wrote:
healers have 2 heals.... heal and infusion... rez would be cool though

Doctors have three, combatmedics have three. And that's why they are up to x4 more effective than master healers for their job.


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.







Bahmut Artillus
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This used to be considered a slow night in Coronet
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