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Healers adding a few perks.

co 'healing sleep' causes a deep sleep for two hours, you can't wake during the process unless attacked. When you awaken ALL ailments is rid of and your stats is 100% refreshed. Can be used on healer and others in need

cost 200 mana.

co 'purity of life' surrounds the healer with blinding light, giving a 75% your attacker is blinded for 5 hours.

meh, I can cure you to full well before 2 hours unless your an ogre zerk at 1 hp.

As far as healers getting the ability to blind? That would make you a vamp/undead/lich DESTROYER

Healers just are not supposed to have some abilities. If you want to blind there is a shield that can cause it. As well as that weapon socket item from gear.

deep sleep? meh.

any spell that puts you to sleep is annoying when poeople use it. Sometimes without asking (read as lullaby).

and healers really do not need any more offensive options.

Typhon roll a real class. Healers are for persons like F0xx, who are afraid of PK. I am sure that if he was not Banned, he would be here telling us all about the time he defeated 10 oozes with his healer.

Now, really. Healers are mostly a Newbie/Exploration/RP class. If you really wish to dip your feet in PK you need a class that is PK friendly. Healers with Gate/Divine Retribution, are an actually dethronement for PK skills.

Roll a Drow Discord Cleric. You will experience PK while maintaining some similarity of play to a Healer.

Typhon roll a real class. Healers are for persons like F0xx,

I smell SMOKE!

Healers can blind already.

Here's my potential changes for Healers:

Let's make them more diverse, I believe that Healers should be neutral without loosing abilities. A Healer following greed might not care if it's a DK or a Paladin offering to pay for a sanctuary spell and I don't see why the diety would either. Yes I know Healer goes better with the image of a lightwalker but someone who is neutral and wants to help everyone and supports all life be it good/neutral/evil is a very viable choice from the start IMO.

Spells: Right now Healers do have a great collection of spells but I think that their place in a group needs to be solidified more. Almost everything they do a cleric can do also. Maybe they should have buffs that are more specific to this class, I'm in the process of working on ideas. Right now Healers do fill the roll of Healing in a group but I just don't feel that they fill a roll that others consider very helpful.

I'll repost with my finished ideas.

Yes I like healers, get over it! Druids too, but I suck at finding gear and fighting with them. In all rpg games I prefer to be a support class, to be the guy in the back holding the group together while they do their job.

Problems-

  1. Hording rares! Here we have a pk restricted class that hordes rares that could be used by players who don't have the ability to become unlaggable and gate to the other side of the world.

  2. I've played them back in 2.0 and now and I just don't feel that I'm useful anymore. I've had trouble finding groups to gear and such even though I didn't want equipment, just to go. I was told that another class would assist them more. A healer in your group should make you feel comfortable, you should feel protected and know that if crap hits the fan you've got well... healing on your side. They are not a requirement to do anything, their buffs aren't more impressive than a cleric's and a cleric can option to dish damage when needed.

  3. Healers have no reason that they can't be neutral. The class is there to preserve life and to hunt the undead. With some of the gods they can follow, well it doesn't make sense for them to be restricted to good only.

  4. Resurrection, this spell has lost it's use. If I'm correct it was changed because goodies/neutrals had a severe advantage over evils with longevity. (I'm pretty sure it took away deaths)

Some solutions:

  1. To correct the problem of hording rares let's give Healers a benefit to all buffs and limit the rares that they carry. This is a pk restricted class so they're not going to go about slaughtering everyone if their stats are nasty high. It also will make them shine above clerics and herbs, having a healer's sanc on you will protect much more than a cleric's and so on with all other buffs.

  2. The increased buffs are a good step to making Healers shine in a group, having one shouldn't place the group in easy mode but yes having someone devoted to healing should ease things up a lot. This is also where things need to be more sensitive. A decked warrior with improved buffs on him would be hard to hurt.

I also thought of a new spell:

Divine Shield: Places an aura that stops attacks on a person for 2 hours, cooldown of 5 on healer. The person attacking breaks the spell. Cannot be cast on self.

Simple and effective, the aggressor has the option to attack the healer if he wants to stop the healing process and perhaps loose a healer for future groups. Gives the target time to rest and get what they need available.

Still pondering ideas here, I’ll have more later. If anyone else had ideas or sees other problems with healers please contribute. I just want to make my favorite class have more of a purpose than writing and tea.

Resurrection does give back npc deaths atm, just not p deaths. It does restore the con loss of the death in either case.

Oh sorry, long break... thought it only restored con loss of the death. Scratch that then!

Healers do not get invited to gear. False.

Healers horde equipment other classes need. False

Healers do not have to fight for their lives because they can always gate away. False

Healers need something. False

Healers have become weaker over the years and are no longer competitive. False

Healers get outcasted for killing characters that are not demons or undead. True

There is a built in loophole for a Healer to fight anyone they wish without getting outcasted. True

PM me if any of these things are "new" to you. I will be glad to point you in the right directions.

*Healers do not get invited to gear. False

I've never been to gear with a healer, once to desolation. When I hear of a group forming and ask it's usually a reply of "We have a cleric" or "Your services are not needed" Yes I know they get to go because I see them in the equipment but I wonder if that's mainly because of friendship or lack of online pinns rather than the class being more beneficial than other choices.

If I'm wrong here and just have a bad playing time correct me, does anyone who's getting ready for gear or other areas say "We could use a healer?" as much as "We could use a ranger, cleric, warrior?"

*Healers horde equipment other classes need. False

All classes have the potential to horde equipment, the reason I focused on Healers is their lack of physical damage yet sometimes you'll see them in +dam gear. Also the fact that they have the most survivability of any class allowing them to keep the gear longer.

*Healers do not have to fight for their lives because they can always gate away. False

Sorry I don't understand this one at all. I've only died with a healer to Shamans, Evil Clerics, and Ninjas. If the healer keeps up protections it's usually a choice to stay that keeps them in the fight.

*Healers have become weaker over the years and are no longer competitive. False

The purpose of my post was not to make them more competitive in pk, it was to improve on their role of healing and protection which they just don't seem to shine in as much as a devotee to it should.

*Healers need something. False

I'm thinking hard here and I can't think of many spells that make a Healer better than a good or evil cleric. They have almost all of a healer's protective spells, have much more damage output while unless targetted a Healer's damage output is almost nothing especially against a neutral aggressor.

For the last two I agree with you, but like I said my focus wasn't on the PK of a healer. I can do that with other classes, I play a healer to support others. My point isn't to argue either, I agree with you that healers can be competitive in pk but it's difficult to be. No lag ability, low damage, best damage spell doesn't work well when chasing... they aren't focused on PK at all so why not make their protection spells better than other's just like their healing spell is?

I have played dozens of healers. Almost a dozen have been in one cabal or another. Getting invited to gear/steel/blood/avalon/desolation will happen, if you have made the IC connections with those traveling there. As for hording EQ if the character is Active, its not Hording, its necessity. A caballed healer has duties that may require him to not gate away and avoid every fight. Some healers have religious reasons to not avoid ANY fight, if I worship Lytholm, he will be pleased that I stand my ground. Dirt kick is the melee counter to Gate, and certain Cabal skills likewise ruin this skill. As for Divine retribution not affecting neutrals, you should try being a Savant Healer with Knights after you. If you think its useless against neutrals, wait til you have goods on the otherside of your shield. Healers are a lot of fun, but, and this is the kick in the pants, you must remember that you chose the less offensive path. There are very few occasions where a healer has to fight a neutral, always a heavily RPed event, the healer will almost never win on the battlefield, and if he truly is a Healer, he will not want to win, only to convince the neutral to stop the onslought. I did not take your post as an argument Hilltop, I only intended to keep people aware. If you wish to be an aggresive healer, I strongly suggest Dwarven Combat Healer with the Merciful Perk. If you wish to play a defensive healer, I suggest elf or halfling. And resurection is the difference bewteen playing a good cleric and a healer. Its a utilitarian RP tool, I know, but its the difference maker. +50 hitgain/managain/movegain is just awesome.

My healers never had problems getting groups to explore areas. They also could solo every one of them (except gear). Knight/Savant healers even more so (both of which I've had multiple of)

Mysterum Savant healers are indestructable gods.

My last healer was Syiara, a Justice E. You want a healer that is more offensive and whose RP gets them into battles then roll a healer and go trib.

Healers certainly have been getting weaker.

The loss of Gate person and Ressurection changes made a deep dent in Healers.

Healers are for persons like F0xx' date=' who are afraid of PK.[/quote']

That coming from someone who plays clerics exclusively, sounds a bit ironic

Heh. Welcome home Foxx. I missed you.

Heh. Welcome home Foxx. I missed you.

<3

Thanks for everyone's replies, I only have three more things to say.

  1. I think some misunderstood me, just going off your responses but the my point not that healers need to be more defensive, more offensive, more competitive, more aggressive or anything else dealing with pk. I'd like to see them with more buffs that are cast on others only, maybe a heal that works on others only and heals more at a price. (1 healer hp per 5 target with low mana cost?) That would make dwarves/stone giants better at healing and wouldn't overpower elves or halflings due to low con. Right now Healers only have what... armor, shield, sanc for protection? These spells are known by many classes and have become easy to obtain. I'd like to see healers with 1 or 2 class only buffs for others.

  2. Gate person is fine just the way it is, I'm not going to go into cheating or anything like that. My reason for saying so is we don't want things TOO easy with a healer. If a new player picks healer you don't want them gating directly to each party, they'll never learn the lands that way. Atleast this way they have to go there, learn a mob's name and might explore while they're there.

  3. I'll agree the old ress returns pk death was nice, but this could only be returned if we had neutral healers or gave shamans a ress ability also.