Healer...
Moderator: Admin
Healer...
I couldn't help but notice that Steady Hands, and the path specialty skill Improved Healing are pretty much the exact same thing. In a system where we have so few skills... perhaps it should be looked at when we have duplication? This seems silly to me.
Grimmorie, Highborn of the Tempest, Knight of Star Strewn Seas, and Seraphim Captain of the Incorruptible Truth
Formerly of Bedlam, lost of Moon Descending
Again... when we have SO few possible skills in this game, it seems silly to duplicate things. It pretty much leaves a healer with only the option of taking improved cure disease. Not horrible... but it should be looked at.
Grimmorie, Highborn of the Tempest, Knight of Star Strewn Seas, and Seraphim Captain of the Incorruptible Truth
Formerly of Bedlam, lost of Moon Descending
I hit the same sort of problem, but with the main path skills for my new healer for this next event.
"Soothe" isn't that great of a skill (if ever there is even a time it's even useful at all), when taken with the other basic healer skills, but I HAVE to loose a basic healer skills to be bought later, or else I'm absolutely forced to take an 'evil' skill as one of my Master Skills. It's either Drain/Steal Life, or Torture. Bleh.
Which pretty much sucks when you are playing a 'good' character. Plus, for being prerequisites, 'Soothe' and 'Charm: Calm' really have nothing in common other than they are synonyms but don't actually do similar effect (or even use similar mechanics) at all.
"Soothe" isn't that great of a skill (if ever there is even a time it's even useful at all), when taken with the other basic healer skills, but I HAVE to loose a basic healer skills to be bought later, or else I'm absolutely forced to take an 'evil' skill as one of my Master Skills. It's either Drain/Steal Life, or Torture. Bleh.
Which pretty much sucks when you are playing a 'good' character. Plus, for being prerequisites, 'Soothe' and 'Charm: Calm' really have nothing in common other than they are synonyms but don't actually do similar effect (or even use similar mechanics) at all.
I would totally take Charm: Calm anyway if I didn't have to take Soothe. Who cares, let 'em run for ten seconds.
Or maybe I could "Self-Soothe, like an infant, lol.
My idea for a master healer skill was always:
Battle Healer: As a healer you are strong and courageous, wading into the front lines to give comfort and support to your fellow troops. *This skill removes all armor restrictions for healer path and paladin discipline skills.
So you could totally be the "Paladin" archetype, wearing heavy armor with sword and shield.
Or maybe I could "Self-Soothe, like an infant, lol.
My idea for a master healer skill was always:
Battle Healer: As a healer you are strong and courageous, wading into the front lines to give comfort and support to your fellow troops. *This skill removes all armor restrictions for healer path and paladin discipline skills.
So you could totally be the "Paladin" archetype, wearing heavy armor with sword and shield.
I was thinking either double charge time that transference has and 1LP for 1LP of heal OR 2LP for 1LP of heal.
First option favors the Players, second the NPCs since the first can heal players full or near full. Second isnt as likely to do so.
First option favors the Players, second the NPCs since the first can heal players full or near full. Second isnt as likely to do so.
Grand High Chancellor of ROBUST UNPLEASANTNESS
...and the 11th commandment is:
"The stupid shall be punished!"
...and the 11th commandment is:
"The stupid shall be punished!"
Oops, sorry, I misspoke myself when I said that.
I meant that the ability to calm frenzy-ing NPC's could just be added to the ability of Charm: Calm, and Soothe eliminated.
Then Charm: Calm could do either, depending on the NPC. It could end the fight completely on some/most, or if that certain NPC isn't able to be stopped completely, then the second part kicks in, and at least their damage is mitigated to just "1".
I meant that the ability to calm frenzy-ing NPC's could just be added to the ability of Charm: Calm, and Soothe eliminated.
Then Charm: Calm could do either, depending on the NPC. It could end the fight completely on some/most, or if that certain NPC isn't able to be stopped completely, then the second part kicks in, and at least their damage is mitigated to just "1".