Healer Talisman

MZ3K

Grandmaster
A friend of mine built a healer that he uses to support his guild at heavy spawns. He designed the template (wrestle, parry, resist, anatomy, heal, vet, lore) to minimize the damage he takes while keeping one hand free for chugging heal pots and stunning mobs that he can't handle.

It's an interesting idea, but it's not too effective at champ spawns, where he should be the most use. The mass of mobs prevents him from moving between patients. He can't heal them from a distance without magery, and if he took magery, he wouldn't be able to use his shield; he'd also run out of mana too quickly unless he gave up his heavy armor. Giving up the shield and heavy armor would make him too vulnerable when he's in the most crowded spots - where he's usually needed. Finally, when he wades into those spots, he often gets more aggro than he can handle. A defense talisman might go a long way for him, but leveling those depends on damage dealt.

If there were a healer talisman that fixed those problems, it would create a new PvM template that would enable a kind of play that isn't available right now, and it wouldn't upset the PvP balance.

A healer's talisman might work something like this

  • Experience gains:
    • Exp might increase with the amount of damage healed.
    • Exp gain might be reduced when players have recently equipped a weapon, cast certain offensive spells, or dealt a certain amount of damage.

  • Level based benefit:
    • The strength and/or speed of the player's heals and buffs on blue/greens not in combat with a player might increase as the talisman leveled up. (These buffs would wear off, or be reduced to the normal level, if the buffed blue/green entered combat with a player.)

  • Relics
    • Shield channeling of heals/buffs cast on blues/greens not in combat with a player.
    • Heals/buffs cast on blues/greens not in combat with a players cost less mana.
    • Ability to push through a line of mobs when not in combat with a player.
    • Chance for a special heal/buff on all local blue/greens not in combat with a player every x seconds.

Just throwing it out there for discussion.
 
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God.RG

Grandmaster
or just make him a dexxer to level his defense talisman, then change his template to the one you provided.
 

MZ3K

Grandmaster
or just make him a dexxer to level his defense talisman, then change his template to the one you provided.

Yeah we talked about that but he didn't want to play a dexxer. I think that's fair. If you're making a healer you're probably doing it because you want to play a healer. Ideally, people can play the character they want to play (or something close to it) while developing it.
 

God.RG

Grandmaster
Yeah we talked about that but he didn't want to play a dexxer. I think that's fair. If you're making a healer you're probably doing it because you want to play a healer. Ideally, people can play the character they want to play (or something close to it) while developing it.
lol.
hey let's make a talisman for cooks too! that's fair!
 

MZ3K

Grandmaster
lol.
hey let's make a talisman for cooks too! that's fair!

It seems to me that the admins made 120 scrolls the end-game for crafters and talismans the end-game for adventurers. Cooks are crafters, so you might say that they should have a 120 scroll, which doesn't seem absurd.
 

Arch Enemy

Grandmaster
Even though I like the concept of a heal/support template and a talisman and relics to along with it, I don't really feel like there's a *need* for something like this. At the champ spawns I have participated in, people seem to be able to heal their pets and keep themselves alive just fine for the most part.

I feel like if they introduced it very few people would use it. Personally I wouldn't make a template like that because I like having the versatility of being able to go on the offense when I need to, e.g. if PKs come. If there was more of a need for that template, as in, "holy fuck this champ/whatever is hard as balls we absolutely cannot get it done without some sort of support/heal mage", then yeah I'd probably build a template like that for the times when it's needed. But as it stands, nothing in this game is that hard that it requires the use of a template solely based around supporting. Thus, why sacrifice your offensive ability? Not to mention you won't have a chance for any of the champ rewards if you don't deal any damage.

Just my two cents.
 

MZ3K

Grandmaster
Everything you're saying is a concern of mine too. All the same, I replied to your comments here for the sake of vetting the idea.

I feel like if they introduced it very few people would use it.

I wondered that when writing the OP. But given that healer templates are popular in other MMOs, it seems that there are people who like to play them.

I don't really feel like there's a *need* for something like this... as it stands, nothing in this game is that hard that it requires the use of a template solely based around supporting.

This is true.

I suppose that, as far as games go, you could argue that fun should come before necessity.

Maybe more importantly, there are a lot of people in small guilds who do have trouble doing champs. For players in guilds that can't quite do champs, a support template might make champs accessible to them.

Not to mention you won't have a chance for any of the champ rewards if you don't deal any damage.

I said something similar to the player I mentioned in the OP. He replied, "it's an opportunity to put others before yourself". There are a good number of people who value those opportunities more than most people (myself included) do.

There's also a basic social obligation to return a person's generosity. That obligation would ensure that the healer got tipped. It would also create an invisible auction for the healer's favor: If you generously tip the healer, the healer will give you a generous amount of attention at the next champ, which would enable the player to be more aggressive and earn more points. If the healer is motivated by tips, she'd pay the most attention to those who tip her best.
 
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