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Brian SFri 18-May-07 06:29 PM
Member since 04th Mar 2003
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#17845, "Healer Edges"


          

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.)

  

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incognitoSat 19-May-07 09:10 AM
Member since 04th Mar 2003
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#17855, "Some of these sound overpowered"
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Basically they make it almost impossible to deal with groups that have a healer.

  

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DurNominatorSat 19-May-07 05:13 AM
Member since 08th Nov 2004
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#17853, "Egde helpfiles/prequisites are being gathered in the DI..."
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There's some more healer edges there, though adding these there wouldn't hurt either.

  

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AodhFri 18-May-07 07:17 PM
Member since 06th Jan 2005
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#17847, "Jeebus, some of these are mega-powerful. nt"
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nt

  

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Brian SFri 18-May-07 06:31 PM
Member since 04th Mar 2003
118 posts
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#17846, "RE: Healer Edges"
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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.

  

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