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TropicalCat wrote on 2011-06-01 22:43
Quote from Kaeporo;463293:
Unless you're running a secret mission, healing can be useful..."healers" are worthless. Simply drinking a health potion will eliminate a healers usefulness. Wounds are quickly recovered with a decent first aid rank between rooms. I don't want someone leeching experience and drops (especially those healers with the nerves to ask for payment or call themselves "pro").
Healers don't deal damage and they rarely (if ever) keep agro off the group. If you want to whip out r1 first aid/healing/party healing and take care of your party members...that's one thing. If you're one of those one-trick ponies that's helpless when other characters are knocked out, stay away from my party.
Only payment ill ask for is MP potions >>
<3
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TropicalCat wrote on 2011-06-01 22:43
Quote from Kaeporo;463293:
Unless you're running a secret mission, healing can be useful..."healers" are worthless. Simply drinking a health potion will eliminate a healers usefulness. Wounds are quickly recovered with a decent first aid rank between rooms. I don't want someone leeching experience and drops (especially those healers with the nerves to ask for payment or call themselves "pro").
Healers don't deal damage and they rarely (if ever) keep agro off the group. If you want to whip out r1 first aid/healing/party healing and take care of your party members...that's one thing. If you're one of those one-trick ponies that's helpless when other characters are knocked out, stay away from my party.
Only payment ill ask for is MP potions >>
<3
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Meiji wrote on 2011-06-01 23:05
Healers would probably be recognized more if there was a delay between pots usage.
Though that would s uck badly for everyone else anyway.
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Kenero wrote on 2011-06-01 23:26
Quote from Meiji;463365:
Healers would probably be recognized more if there was a delay between pots usage.
Though that would s uck badly for everyone else anyway.
One of the key reasons healers work in other MMOs, is because of the way most monsters aggro. With a tank, you can have 20 monsters all on you and they will be too focus on the tank so thus a healing is great to ensure the person kills more than the damage he takes.
In Mabinogi, where monsters deal enormous damage that it gets hard to tank, where you get knock back, so you're never on stable grounds, and the wound system it isn't just viable. That and since monsters AGGRO both the healer and tank and for some monsters, there's a limit on how much can aggro a person at once, it isn't workable like healers in other MMOs.
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Health wrote on 2011-06-01 23:51
Just increase how long potion poison numbers stay in effect. Not the actual effect, just the numbers heading up to the effect itself. That or make potions into Heal over Time.
but yes, initially when I started I wanted to be a healer or some ****. Then I realized it was useless. It's only useful in elite missions where using potions can be detrimental to your score. With a Tikka wand and high rank bolts and lots of Int, people with healing wands can still do a lot of damage and help stun mobs.
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User495 wrote on 2011-06-02 00:55
Quote from Meiji;463365:
Healers would probably be recognized more if there was a delay between pots usage.
Though that would s uck badly for everyone else anyway.
that'd be pretty realistic too, I mean chugging all those pots 1 after another, bound to start choking o3o
also I like healers, and I bring people to my dungeons/missions for company, I don't really care about the exp gain xD
having fun sorta eliminates the grind, so it doesn't matter how much exp is gained from mobs
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TropicalCat wrote on 2011-06-02 13:17
Like indexu(Radionoise) said, Healers would be Alot more useful then they already are if the Wound system was removed, But First aid wouldent exist then, Unless If they can nerf the wound system by 50% or so.
Also I think healing wands need Buffs aswell, such as.
- +Hp recovery
- +Wound recovery(by Percentage)
- +Casting speed(Mostly for party healing)
Another idea For Pure healers... Being able to use Adv Magic(A-little nerf'd) with healing wands(Besides Blaze).
S and R types for healing wands would be a nice touch aswell...
S type = +Hp recovery and R type = +Wound recovery(Percentage)
And some +Hp/wound Recovery Enchants would also be Nice too.
First aid should get a buff up aswell... But thats just me.
B>Hell hound skull 2mil+ T.T
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Kenero wrote on 2011-06-02 13:18
Quote from Tropacat;463936:
Like indexu(Radionoise) said, Healers would be Alot more useful then they already are if the Wound system was removed, But First aid wouldent exist then, Unless If they can nerf the wound system by 50% or so.
Also I think healing wands need Buffs aswell, such as.
- +Hp recovery
- +Wound recovery(by Percentage)
- +Casting speed(Mostly for party healing)
Another idea For Pure healers... Being able to use Adv Magic(A-little nerf'd) with healing wands(Besides Blaze).
S and R types for healing wands would be a nice touch aswell...
S type = +Hp recovery and R type = +Wound recovery(Percentage)
And some +Hp/wound Recovery Enchants would also be Nice too.
First aid should get a buff up aswell... But thats just me.
B>Hell hound skull 2mil+ T.T
Another solution is that when healers heal, they EXP for healing a certain amount of HP... or while holding a healing wand, not only they get 2-3x more EXP for healing, but they only get 1/3 monster exp given to them.
Of course people can abuse this with DKs to get continous EXP, so it has to be scaled.
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TropicalCat wrote on 2011-06-02 13:21
Quote from Kenero;463937:
Another solution is that when healers heal, they EXP for healing a certain amount of HP... or while holding a healing wand, not only they get 2-3x more EXP for healing, but they only get 1/3 monster exp given to them.
Of course people can abuse this with DKs to get continous EXP, so it has to be scaled.
Or just nerf the wound system qq
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Iyasenu wrote on 2011-06-02 13:23
Recovery Mastery. :D
+HP Healed
-MP cost
+Wounds Healed
+Bandage Efficacy
Ending at like
+65% HP Healed
-15% MP Cost
+35% Healed as wounds
+100% Bonus to Bandage Effect
Recovery Master as the title? xD
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Kenero wrote on 2011-06-02 13:24
Quote from Tropacat;463940:
Or just nerf the wound system qq
Party Healing Master title already heals some wounds that's not a problem.
Healing Mastery would be useful as Iya suggested.
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TropicalCat wrote on 2011-06-02 13:26
Quote from Kenero;463944:
Party Healing Master title already heals some wounds that's not a problem.
Healing Mastery would be useful as Iya suggested.
Yup
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Chiyuri wrote on 2011-06-02 14:15
Quote from Iyasenu;463943:
Recovery Mastery. :D
+HP Healed
-MP cost
+Wounds Healed
+Bandage Efficacy
Ending at like
+65% HP Healed
-15% MP Cost
+35% Healed as wounds
+100% Bonus to Bandage Effect
Recovery Master as the title? xD
using healing magic on downed players will instanly revive them as well as heal.
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Iyasenu wrote on 2011-06-02 14:31
Quote from Chiyuri;463960:
using healing magic on downed players will instanly revive them as well as heal.
Heheh.
But you reminded me that maybe this skill could also improve the recovery effect of feathers. :P
It could be a training req to have to revive things. :P
Pets would be ideal since characters dying has the whole blessing thing :V.
Haaaaah. :\
It's fun to pretend sometimes. :[
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TropicalCat wrote on 2011-06-02 15:03
What skill tab would recovery mastery be in anyways? since first aid a life skill