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  1. #1
    Hero JOTMON's Avatar
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    Default Make Heal Skill usefull

    Currently Heal/Repair skill points are completely useless.

    Change the Heal skill so it adds a 1% multiplier for each skill point to the base cure from any divine source.
    fully invested class skill of 23 before modifiers would be a 23% multiplier to scrolls, pots,spells,LOH.
    Anyone who invests in the heal skill would benefit by investing in it.
    Theroetically you could get upwards of +50% modifier with skill/GH/Item etc...

    Do the same for repair skill for WF.
    Argo: Degenerate Matter - 200
    Jotmon (HC 34/45 , RC 42/42 , IC 12/21 , EC 51/51 , RP 116/158)
    Jotlock (HC 38/45 , RC 25/42 , IC 15/21 , EC 51/51 , RP 75/158)
    Whatthetruck (HC 38/45 , RC 42/42 , IC 15/21 , EC 51/51 , RP 111/158)

  2. #2
    Community Member NecroKovy's Avatar
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    I love the generally poor humor the Heal skill seems to bring out in some players (me too!), while the wand from the Catacombs gets rave reviews on account it can raise you from incap by healing one hit point. One's a healing kit that takes up one inventory slot, and a point spent on the one point in healing. The other is a wand you need to swap out to (and maybe even fail using depending on UMD/wand skill and whatnot) that takes up just as much inventory as a stack of healing jugs or whatever (No really, I am on the side that shakes a fist at the heal skill...I LIKE hating on the heal skill..) but I would think is quicker to use, and doesn't fail like that slow whipping wand can.

    Merely an observation, but I myself took that wand and was very excited to get it on account it can bring you back from incap, and maybe beyond...even TENS of hp can be yours!

    Healing gets the shaft.

  3. #3
    Hero JOTMON's Avatar
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    I love the catacombs wand, a great way to stabalize someone or bring them back upright especially when it is your healer.
    Argo: Degenerate Matter - 200
    Jotmon (HC 34/45 , RC 42/42 , IC 12/21 , EC 51/51 , RP 116/158)
    Jotlock (HC 38/45 , RC 25/42 , IC 15/21 , EC 51/51 , RP 75/158)
    Whatthetruck (HC 38/45 , RC 42/42 , IC 15/21 , EC 51/51 , RP 111/158)

  4. #4
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    The reason the catacombs wand is beloved is healing potions are self only and the heal skill requires several points invested to have effect. Additionally there is the timer associated with using it.

    The clw cloak out of korthos is also a good alternative.

  5. #5
    Community Member licho's Avatar
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    Most of skills are useless, or skipable.
    But idea of making some of them good is worth supporting.

    However i had more idea of making heal/repair work as no magic cure, regenerating Skill Level + 1d20 HP.
    But... it will take time same as stabilizing. So it will be impossible to use it in combat, but after fight you can for low price top yourself or others.
    To make it less pinky it may work only if health is below 75%.

    And as for stabilizing item for me is some aid clikie. With one click i ca kick anyone back to concious.

  6. #6
    Dual-Wielder of Halflings DevHead's Avatar
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    Considering that in PnP Heal was used to increase the amount of health gained for resting (and they carry that over to DDO, which is kinda pointless), I thought it'd be neat if it'd give a short single-targeted regeneration effect....like 1d4+ 1 per 2 levels for 30 seconds or so. It'd be handy to toss on raid tanks then, from multiple sources, to keep the tank up between Heals.
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  7. #7
    Community Member Telayna's Avatar
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    /signed

    Heal/Repair definitely need improvement. I was so happy to see repair skill required for a quest optional, but it is hardly with dumping points in to for a non-WF.

    Additional ideas for buffing the skill would be to allow it as a bonus to curing potions/oils, to create curing potions (higher skill checks result in better pots), heal over Time that is negated if combat starts, or removal of poisons/diseases with a sufficient skill check (or another save based on healer's check).

  8. #8
    Community Member ~Quilny's Avatar
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    Default agree

    agree heal skill should be more useful liek maybe in a dungoen or raid have a heal skill check to see if u can heal a NPC or somethign for extra chest or xp or something just seems like a useless skill

  9. #9
    Community Member Thrudh's Avatar
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    Heal skill as healing amp is a very interesting suggestion...
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  10. #10
    Community Member somenewnoob's Avatar
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    /signed for ANY solution to make the heal/repair skills actually useful.

  11. #11
    Community Member Telayna's Avatar
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    Perhaps allow repair skill to ADD a leg to a circuit puzzle piece (IE a bent piece or straight piece becomes a Y, a Y becomes a 4-way, a 4-way becomes a dead end, and a dead end becomes a bent or straight at random). DC could be adventure level+10+number of existing legs on the circuit + 2*difficulty of adventure. Would require repair kit with a 5 minute cool down. So a 10th level rouge with a repair skill of 19 running in a 10th level dungeon would need to roll an 8 or better to convert a Y into a 4-way.

    Just a thought of how repair could be used.

  12. #12
    Hero QuantumFX's Avatar
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    Angelus_Dead made a great suggestion on this a while back. Basically allow the Heal/Repair skill to apply a Heal over Time effect that get’s dispelled if you take additional damage. While we disagreed on the amount of heal over time, I still think it’s a great idea.
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  13. #13
    Community Member somenewnoob's Avatar
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    Quote Originally Posted by QuantumFX View Post
    Angelus_Dead made a great suggestion on this a while back. Basically allow the Heal/Repair skill to apply a Heal over Time effect that get’s dispelled if you take additional damage. While we disagreed on the amount of heal over time, I still think it’s a great idea.
    Aye, I like this idea as well. I'm a fan of healing over time effects, I try to keep my jerky ticking all the time. (That's not as dirty as it sounds)

    Would be a nice little boost to other healing methods.

  14. #14

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    Quote Originally Posted by Thrudh View Post
    Heal skill as healing amp is a very interesting suggestion...
    and was already suggested earlier.

    http://forums.ddo.com/showthread.php?t=358119

  15. #15
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    sounds good to me. Make the skill at least worth consideration at any rate.

    Got to wonder though, if it adds 1% of healing amp per point taken, would/should it only add .5% for warforged?
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  16. #16
    Hero JOTMON's Avatar
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    Quote Originally Posted by Missing_Minds View Post
    and was already suggested earlier.

    http://forums.ddo.com/showthread.php?t=358119
    Quote Originally Posted by Missing_Minds View Post
    Similar things could be done to heal or repair, but I'd do it a bit different. (Developers have talked about wanting to change these, so it is a bit longer.)
    1. You no longer need kits to use the skill on people.
    2. The kit bonus is a multiplier of how much health the target receives from your skill, it no longer adds a bonus to the skill check.
    3. Target of skill gets skill * kit bonus back in health.
    * kit bonus is +1 = 10% more, +2 = 20% more, etc. (Seriously, with the addition of Korthos, aid and cure clickies, we seldom really have a need of these kits at all.)
    4. Kit usage requires at least 1 rank in heal skill.
    5. At shrines, kit bonus also applies, however, only on the the individuals that have kits on them Shrine usage will use 1 kit from their inventory. Heal skill applied will still be who has the highest heal skill.

    But as shrines and incap isn't much of an advantage to having ranks in heal/repair skill, follow the same premise as the trio above.
    6. For every 6 ranks in heal (for fleshies) or repair (for WF or arti's w/ feat) skill you get a 1% stacking "skill" healing amplification.
    I'm choosing healing amplification on the bases that skills are personal knowledge, not divine or magical. By that I mean no devotion or repair amplification for outgoing healing, just incoming. This would make the skill more worth while for an individual to take.

    As goes with all my suggestions, just random thinking that may be useful, and just as equally, may not be.
    Looked at your link, and it comes across too overly complicated and still makes use of healing /repair kits.
    Heal/Repair kits in my mind can just be removed from the game, they are a waste of inventory space.


    I still think a simple 1% healing/repair amp for each rank is an effective use of the heal/repair skill.
    and I would have it apply to outgoing and incoming heals. (basically have it apply to all forms of healing for heal ranks, and repair for repair ranks)
    Last edited by JOTMON; 01-18-2012 at 03:22 PM.
    Argo: Degenerate Matter - 200
    Jotmon (HC 34/45 , RC 42/42 , IC 12/21 , EC 51/51 , RP 116/158)
    Jotlock (HC 38/45 , RC 25/42 , IC 15/21 , EC 51/51 , RP 75/158)
    Whatthetruck (HC 38/45 , RC 42/42 , IC 15/21 , EC 51/51 , RP 111/158)

  17. #17
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    A suggestion blatantly stolen from the original EQ:

    Bandages could either be bought or conjured by the Magician class. As you used bandages, your skill in using them gradually increased and so your capacity to heal with them similarly gradually increased.

    OK... in DDO terms, why not have the Heal/Repair skill act as a "bandage", curing your skill level of HP once per rest? If you like, you could have an Enhancement that allows you to use the skill additional times per rest. I'd like to see the healing capability modified by such things as healing amp and- possibly- devotion or ardor.

  18. #18

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    Quote Originally Posted by JOTMON View Post
    Looked at your link, and it comes across too overly complicated and still makes use of healing /repair kits.
    Heal/Repair kits in my mind can just be removed from the game, they are a waste of inventory space.
    Then you fail reading comprehension. The skill in and of itself does not use kits what so ever for the personal bonus. Only when attempting to use the heal skill on someone else or at shrines. let alone it also removed the need of kit to preform the action of the skill on another.

    Because frankly you can VERY easily get 23+15, 38 healing amp in the ops method. That IS over powered.
    That makes any healing skill item a healing amplification item of the same value. That will never happen.

    Should you remove kits from the game (which I'm not against) what do you suggest to replace them with as then the only thing left that free agent favor offers is picks. At least they have a use. Or do they offer trap part selling also? I forget. Even if so, they might as well rename it free agent to rogue favor.

    To long didn't read again for you? 1% healing amp per 6 points of skill check. Heal skill for fleshes, repair skill for WF and feated artificers. That was my post.
    Last edited by Missing_Minds; 01-18-2012 at 06:20 PM.

  19. #19
    Hero JOTMON's Avatar
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    Default make heal/Reconstruct skill usefull

    Perhaps now would be a good time to add 1% spell power for every investment in heal skill with the 50% reduction healers get from devotion items.
    Argo: Degenerate Matter - 200
    Jotmon (HC 34/45 , RC 42/42 , IC 12/21 , EC 51/51 , RP 116/158)
    Jotlock (HC 38/45 , RC 25/42 , IC 15/21 , EC 51/51 , RP 75/158)
    Whatthetruck (HC 38/45 , RC 42/42 , IC 15/21 , EC 51/51 , RP 111/158)

  20. #20
    The Hatchery CaptainSpacePony's Avatar
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    Quote Originally Posted by licho View Post
    Most of skills are useless, or skipable.
    But idea of making some of them good is worth supporting.
    /Signed

    Quote Originally Posted by licho View Post
    And as for stabilizing item for me is some aid clikie. With one click i ca kick anyone back to concious.
    Korthos Bracers of assistance FTsave! (All my toons w/o healing carry a set at all levels).

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