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Forum Name Gameplay
Topic subjectHealer Edges
Topic URLhttps://forums.carrionfields.com/dcboard.php?az=show_topic&forum=6&topic_id=17845
17845, Healer Edges
Posted by Brian S on Wed 31-Dec-69 07:00 PM
Couple of Healer Edges, since a lot of the Healer edges are only so-so at best from what I’ve seen or could imagine to use them as. And few to differentiate between the goodly healer and the evil healer.

Dark Master: (Dark Pact: 85%)
Healer gains increased benefit from the use of the Dark Pact. The boosts are improved slightly or have a longer time associated with them.

Black Master: (Prerequisted Dark Master)
Healing sups used upon one of the Dark Pact also heals the healer partially for 50% of the power of the sup. IE: Heal would do 100 to the pactmate, 50 to the Healer.

Divine Partner: (Divine Bond: 85%)
Healing sups used upon one of the Divine Bond also heals the healer partially for 50% of the power of the sup. IE: Heal would do 100 to the pactmate, 50 to the Healer.

Shielded Life: (Lifeshield: 85%)
Reduces the increased mana drain from longer distances by a percentage.

Reactive Bulwark: (Bulwark at 85%)
The Bulwark gains invulnerability more quickly then normal.

Forsaken Antipathy: (Antipathy at 85%)
Antipathy affects ones ability to Self-Heal as well as Physical and Magical Means.

Dark Ones Touch: (Antipathy at 85%)
Antipathy will work upon the Virtuous.

Sharpend Blades: (Blade Barrier at 90%)
Ones Blade Barrier is sharper then normal, causing more damage when triggered.

Perfect Blood: (Divine Purifier, Purity of Blood 90%) Expensive
Perfect Blood will greatly reduce blood loss from skills that cause it.

Perfect Mind: (Divine Purifier, Purity of Mind 90%) Expensive
Perfect Mind gives the healer a +33% mana regen ability due to the calmness around them.

Perfect Flesh: (Divine Purifier, Purity of Flesh 90%) Expensive
Perfect Flesh reduces the damage one receives from Vulnerabilties. Elves are resistant to Iron, Drow Mithril, Svirfs and Gnomes resist blunt trauma.

Divine Healing:
Healing Supps are increased by 10% as long as they are “calmed from combat”.

Quick Escape: (Group Teleport 85%)
Group Teleport teleports entire group to safety, even if in direct combat.

Chaos Gate: (Gate 95%, Chaotic Only)
The Healers gate is chaotic, and when gating to a player, will cause an explosive blast as it forms, damaging those in the room.

Retroactive Paralysis: (Remove Para 85%) Not sure if code will permit this.
When the healer is paralysed, his mind will instantly try to remove the paralysis, stunning him momentarily while he attempts it. (IE: Neuro’s would lag instead of paralyse.)
17855, Some of these sound overpowered
Posted by incognito on Wed 31-Dec-69 07:00 PM
Basically they make it almost impossible to deal with groups that have a healer.
17853, Egde helpfiles/prequisites are being gathered in the DIKU-Wiki
Posted by DurNominator on Wed 31-Dec-69 07:00 PM
There's some more healer edges there, though adding these there wouldn't hurt either.
17847, Jeebus, some of these are mega-powerful. nt
Posted by Aodh on Wed 31-Dec-69 07:00 PM
nt
17846, RE: Healer Edges
Posted by Brian S on Wed 31-Dec-69 07:00 PM
Also one I forgot to through in.

Chaotic Healing: (Chaotic Only)
Healing Sups from a Chaotic Healer will randomly heal more or less. (+20 to -20%) from the healing supplications.