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Post by maverick on Jan 6, 2009 0:22:51 GMT -5
Tekli, Jedi Healer NR Cost 25
HP 80 Def 17 Att 8 Damage 20
Unique Melee Attack Stealth Read Life Signs (replaces Turn; touch) For the rest of the skirmish, when this character removes damage from the adjacent living ally , remove twice the normal amount of normal damage Great Devotion (this character is immune to the effects of Betrayal and can never attack an ally)
Force 4 Master force heal 20 (force 1; replaces attacks) remove 20 damage from an adjacent living ally
"Your mastery of the Force is not as strong as some of us, but your devotion is second to none." ―Luke Skywalker
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Post by maverick on Feb 17, 2009 10:35:05 GMT -5
bump
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Post by gwek on Feb 18, 2009 0:48:33 GMT -5
Does she really need Opportunist?
Is Master Force Heal just to give her a lower-priced heal? Why not give her a few different healing options? Maybe Heal 10 (special ability, NOT Force power), Force Heal 2, and Force Heal 4?
Have you considered Emergency Life Support (or some variant) for her?
What's Read Life Signs do? Does it allow her to "mark" an ally, and then heal extra damage for that ally in particular?
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Post by maverick on Feb 20, 2009 0:44:58 GMT -5
She really doesn't need opportunist. I just like giving characters ways to boost up.I'll drop it.
I like the idea of adding Heal 10. Master force heal just shows her affinity for the ability. If you are good at something you are going to do it better with less effort than someone who isn't naturally good at it. Does that make sense?
I didn't give her force heal 4 because I wanted her to be more then a one shot character.
Yes read life signs does mark an ally and then heal extra damage for that particular ally. Which with the Bacta Tank out now could get a little crazy, but whatever
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Post by gwek on Feb 26, 2009 2:03:33 GMT -5
With the Bacta Tank out there now, I think she may need to be re-evaluated.
What about something like this:
1) Give her Heal 10 (the special ability, not the Force power). That would allow her to ALWAYS be able to heal, giving her something to fall back on if she's of Force Points.
2) Give her multiple Force Heal options, say, Force Heal 2 and Force Heal 4, making her almost like a "Force healer unleashed". I am recommending dropping Master Force Heal and I'll explain why in a minute.
3) Replace "Read Life Signs" with a Force power. The name I'm going to suggest sucks, but bear with me:
Healing Attunement (Force 3: This character gains Augment Healing for the rest of the skirmish. She counts as adjacent to herself only for purposes of Augment Healing.)
Or something like that.
The net effect of these changes would be that she can always heal (since regular Heal 10 doesn't ever run out of Force points...). In terms of Force abilities, she has three options (assuming her FPs are not boosted): She can use Force Heal 4 once (which might be necessary to save an ally). Or she can use Force Heal 2 twice. Or she can forfeit use of these two powers in favor of Healing Atunement, which basically gives her Heal 20 for free and ALSO augments any other healers nearby.
PLUS in the right build, she can gaing FPs to use her Force Heal powers (at 40 and 80, respectively, now). (And here's why I suggest dropping Master Force Heal, otherwise she can do 40 damage at a cost of only 1 FP).
While the obvious choice is to always use Healing Attunement, there might be games where the player has to make a strategic decision to go another way (probably to save an ally early on), but that's just the way things go.
What do you think?
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Post by Jm419 on Nov 8, 2009 11:08:22 GMT -5
I think Gwek has good points here. I actually agree with everything in the above post.
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Post by bountyhunter9 on Nov 24, 2009 16:45:23 GMT -5
As do I. The Healing Attunement and multiple ways to heal is very interesting.
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