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Healers adding a few perks.

Shaman ressurections? Nice Idea.

buffs for others?

armor, shield, sanc, fly (only class in game that can make someone else fly for a lengthy duration without being grouped that I know of), accension, bless. All of which could be considered protective spells. They also have that skill where they will take the death blow meant for someone else.

they also can cast heal and mass healing, which clerics and shamans cannot...they get stuck with cure crit.

I honestly think shaman res would be, just badass. I would love to go back to the days where if you died you could hunt down a healer and get your con back.

Someone mentioned it somewhere else, could call it Dark Pact or something of that sort. Allows the Shaman to use a piece of your soul willingly given for some type of non-permanent benefit to himself. I'd go against permanent like what Healers have since Shamans are more combat oriented and don't need a big until death buff. The temp buff would give them a good reason to go ress a neutral/evil though.

buffs for others?

armor, shield, sanc, fly (only class in game that can make someone else fly for a lengthy duration without being grouped that I know of), accension, bless. All of which could be considered protective spells. They also have that skill where they will take the death blow meant for someone else.

they also can cast heal and mass healing, which clerics and shamans cannot...they get stuck with cure crit.

Gold is easily gotten, allowing the buying of consumables.

Armor- easily gotten, used my by many classes

Shield- easily gotten, used by almost as many classes

Sanc- easily gotten, used by many classes. Sometimes in other forms though.

Bless- most melee prefer their own warcry, other communers have it

Flight- only one of these that I think is very important to have a healer for

Taking the death blow- Works fine, only while healer is there though so doesn't count as a buff in my eyes.

Accension- great spell, but doesn't last long and has a cooldown

Heal and mass healing are great, you're very right there. I don't think they need a stronger spam healing spell, I just liked the idea of the other. A healer can have it set so ok.. if the warrior drops down and I'm low on mana I can give him... 100 of my hp for 200 to him. Something like that. Paladins have something like this I believe right? Drops them down in hp a long ways though.

Yes they get more than cure crit in healing, I just don't think their buffing a shines at all.

I hope I'm not sounding stubborn, I just don't see where this class is THAT special. The main reason I've played them is for the fun of some rp ideas that went well with the healer class. But when I play another class and I need a third I usually pick a cleric over a healer, I only loose a little healing, flight, and the push but I gain offensive spells, the character does more damage also meaning shorter fights.

Shamans don't need anything more.

Healers are a non-pk class. Why are we even discussing their PK abilities?

Also, have you forgotten Lotho, the guy which had to be ganged by Thriathx and Drayson + a newbie shaman (myself) at the same time to take him down?

Or the more recent Healer, who was elder in knight (I feel ashamed I forgot his name, he had such great RP).

Caidon?

Yes, father Caidon, he was so awsome. I remember him wooping my decked nexus and Fhurg at the same time. He was like a damn fortress.

Crisnae. Pesomuvae. ..

I was so bad *** that Crisnae was outcasted and made into a berserker.

Healers are a non-pk class. Why are we even discussing their PK abilities?

I think some misunderstood me' date=' just going off your responses but the my point not that healers need to be more defensive, more offensive, more competitive, more aggressive or [b']anything else dealing with pk.

My suggestions are not for the healers themselves, pk ideas or anything of that sort. They are buffs given only to other players that increase those player's ability and make healers a better resource within a group. Is this hard to understand?

My suggestions are not for the healers themselves' date=' pk ideas or anything of that sort. They are buffs given only to other players that increase those player's ability and make healers a better resource within a group. Is this hard to understand?[/quote']

Actually, it seems pretty challenging for me to understand what exactly are you suggesting :confused:

lol ok, my idea is for buffs only for others within a group. I'm not a coder but is there some way to perhaps increase the spell level or time on buffs of others but not on the character themselves? Here's some examples Foxx.

Improved Sanc:

When cast on another besides himself a healers sanctuary has extended duration or greater damage reduction than a standard sanc.

Divine Shielding:

Protects the target from attacks for 2 hours, if they attack they break this protection.

Wings of Angels:

Sends the target to a random spot within the world, cannot be used in combat. (basically a teleport)

None of these three examples are used on themself, but would make a Healer better in my eyes for group support. Say an aggressive mob is going after the warrior after fleeing, the healer communes shielding. Mob comes in and can't attack, healer heals warrior or even waits for sanc to drop and puts it back before mob can reattack. Or it could be used to save the life of someone about to be killed in combat.

Wings in game example: Say a Pally is jumped in town by a FG warrior and is getting hurt bad, flees at awful. He sees a healer in the area and asks for shielding/wings depending on what he wants. 2 hours is good enough for healing, buff up and ready to go back at it.

These aren't perfect but they show what I'm thinking, they do not increase the pk ability of a healer because the healer can't use them on himself. They raise the healer's ability to take care of the people around him.

I like it, except for the sanc adding another dmg reduction on top of what it already does, and I will give you the reason why. (Note: This does not mean I disagree with your ideas at all, this is the only point I would have a problem with.) So I'd pick extended duration.

A crusader/good war/paladin/good monk/good blm/ etc etc. Getting this cast on them in conjunction with a protection scroll would take say instead of 25% (I believe if I remember correct sanc is 50% and protection is 25%, correct me if I'm wrong) the person would only take say 10%? Or even taking only 20%, with armor etc, this would make life extremely difficult for Evils, granted, as a player I am sometimes all for that, but it shouldn't be. Because that extra 5-15% against two great PKers could be the difference.

Kudos on everything else however. great ideas and I like them.

I think it works multiplicatively, not additively. So if sanc is 50% and and prot is 10% (I thought it was 10) then that would total 45% complete damage taken.

50% from sanc. 10% of 50% is 5% more. So 55% damage reduction. 100% - 55% = 45% damage taken. But it's all Mya-stats. I could be way off and will have fun getting jeered at.

Twinblades is right, then wrong.

It does work multiplicatively, not additively.

Protection is 25% (I believe, but then noone except the coders know the exact number at the moment).

Damage cut by 50%, then damage cut by 25%.

Not damage cut by 75%.

Hilltop, healers already have many defensive prayers that can be cast on their groupmates, which a lot of other classes do not have access to. The more important reason for actually having a healer in your group is that he will be dedicated to healing and support, unlike shaman/pally/cleric who will also be doing damage or mals with his spells or simply healing himself.

I don't mind for healers to have an unvulnerability spell too, but what happens when that evil guy comes trying to take the standard from your cabal mate? There has to be a line between being a support unit and making your cabal mates completely unkillable.

Wings in game example: Say a Pally is jumped in town by a FG warrior and is getting hurt bad, flees at awful. He sees a healer in the area and asks for shielding/wings depending on what he wants. 2 hours is good enough for healing, buff up and ready to go back at it. so you want healers to be better at helping in two vs one combat? A healers job is not to help one living creature destroy another. This Paladin needs to fight or die on his own, find the healer, get healed or resurected. Not only is the Idea that a Healer should involve himself in the battle upsetting, the Idea that a Paladin would place said healer in danger just to save his own arse is equally OOC.

I like your Ideas, except teleport other, but the examples get a thumbs down.

F0xx: When he attacks to defend the standard the spell is broken. I designed it to last 1 hour anyways so we don't end up with everyone running around with it on. Waiting time before it can be recast on the same person.

Croyvern: I usually rp my healers so that if someone is close to death and asks for my help I'll run to them. I don't go out with them to pk, sorry for the bad example.

Thanks for the input everyone! I think I'm going to sit back for now and enjoy what I'm playing, I might play another healer some other time. Right now I'm wanting to work more on pk. I do have one other question, and please help me here.

Is it possible to rp a neutral healer? I know I'll be outcasted but I don't want to loose all of my spells. Here I'll give an old rp idea I had.

Greed healer: This healer charges for his healings, he considers all souls equal because they all pay the same. RP past was that he was a temple healer who lived off the gold he made. His temple was destroyed and he wanders the land now saving to rebuild it. (got the idea from temple healers who heal everyone for gold)

The only things I can see wrong are protection and divine retribution. Retribution semi makes sense, a god would still protect the healer; just doesn't work with it hitting evils more.

I asked the friend who first got me into FL and he said he can remember one neutral healer but they lost almost all spells and con died super fast, and that basically anyone going neutral would end up the same. I like doing different rp but want the character to last so if that's true my ideas for neutral healers are going to the recycle bin. So has anyone in FL's history actually had a successful neutral healer?

If not, I think I'll use my rp idea on a druid.

Is it possible to rp a neutral healer? I know I'll be outcasted but I don't want to loose all of my spells. Here I'll give an old rp idea I had.

Greed healer: This healer charges for his healings, he considers all souls equal because they all pay the same. RP past was that he was a temple healer who lived off the gold he made. His temple was destroyed and he wanders the land now saving to rebuild it. (got the idea from temple healers who heal everyone for gold)

So has anyone in FL's history actually had a successful neutral healer? With proper RP all things are possible. For instance; if I wanted a neutral sort of healer, I would go with a Nature Religion. RP many attempts at healing evils. Refuse to ressurect anyone, as its a blasphemy to nature. Serve Gradrel first, and men second. Maybe, twist an overall RP for my character that everyone in game can relate to. Like, but not limited to, a dwarf nature healer who is trying to to revive the poor stumpy dwarven forest. The pay me or I will not heal you Greed Healer would work, but it sounds a little bland so be sure and spice it up. Maybe be a little like Brehan, ask people for donations constantly.

Unfortunately, the staff won't allow align changes of healers (especially to evil) and let them keep much of anything useful. I remember a neutral healer losing divine retribution, gaining thorns, losing resurrection/heal/lots of other things and basically becoming a druid. I asked just recently if RP'd correctly I would ever have a chance with an evil healer. The response was "No. Evil healers will not be created or made." A suggestion was "Be an evil cleric and be passive." Well, since my RP was potentially shot down (no biggy. I asked before I put any time in it) I'll just post what I was going to do with my evil healer:

-> Very intelligent, SELF AWARE, uber coward who HATES pain, who also happens to have expensive tastes and a hatred for those who want to "oppress" him, meaning keep from him what is "his" by right of his own awesomeness.

-> He's also lazy. Autoassist ALWAYS off. Let the big stupid lugs bleed for him. He will learn enough to keep them breathing, so they can continue to bleed for him.

-> His healing is mainly for him. Keep you healthy. Keeps himself from feeling as much pain as possible. Gate isn't to go to things, Gate is to get away from pain.

-> Make friends with thieves. Offer them all sorts of help. for a few trinkets in return. Maybe some scouting. No cabal. Be a herald in all but name, but if they ask why you don't want to be one, say "that sounds too much like work".

-> Nexus likes pain. They sure take alot of it. He don't understand that. And what he doesn't understand he hates. Same with paladins, and goodies in general. They care about other's pain, usually out of some sort of Empathy. Empathy he just doesn't understand, so he hates it.

-> Even Evils that have "goals" (cabal stuff) for which they are willing to die and go through pain for, he just doesn't understand. So he hates them. Basically he loathes everyone that isn't him. But he is willing to hide it with some who are useful.

-> At least once a login "accidentally" let a groupmate die by being just a tad slow with the healing and then blame them.

"Oops..... I was reminiscing about the wonderful meal I had last night, and wondering if I should get pies from Rheydin next time...were you fighting? I forgot, why the hell did you not speak up and get my attention? What...are you dim?"

He finds this the pinnacle of humor. It has the possibility of sending him into fits of giggling like a little girl.

Wow. Nice read.

F0xx: When he attacks to defend the standard the spell is broken.

I know, you said that few times already