New Healer Class with good AI

In current top 20 meta, there is no reason to run a healer because the AI is so bad it's basically a wasted slot (unless you're controlling them). I think it's about time to change that.

Picture a character that has two basic attacks: one transfers wounds or protection from the ally with the lowest health or protection to the enemy who also has the lowest health or protection (unless a taunt is active), and the other basic attack steals an enemy's ability for his own use, and may use it twice before it automatically returns to the enemy target (during this time, the enemy cannot use this ability). He should have one more ability with a cooldown (3 turn CD with omega), which is a channelled health transfer, where he transfers his own health to any ally target who receives damage and also heals for an additional X health, and continues to xfer health and heal for X every time any target receives damage until the character's turn comes back (so it lasts one full turn). And for a unique ability: This character uses its special critical chance to gain a critical heal whenever he heals a target. Any time this critical healing occurs, the ally target gains 20% TM.

Replies

  • Options
    Oh, and make him a Sith plz ;)
  • caine
    62 posts Member
    Options
    Ecuadri_22 wrote: »
    Oh, and make him a Sith plz ;)

    +1
  • Options
    And as far as the AI portion of the aoe channelled heal, he should automatically do it whenever anyone in the group has health missing, not once an ally is in the yellow with a healing debuff.
  • Ecuadri_22
    63 posts Member
    edited August 2016
    Options
    Or instead of a channelled heal, what about a "Fate Link" ability: you link the fate of your ally with the lowest health with the enemy who has the highest health for 2 turns. Whenever either of these targets take damage or receive buffs/debuffs, the linked target suffers the same. If either target dies while this is active, the other target also dies.
  • Options
    It's a life saving detaunt, essentially. And yes it should be dispel-able.
  • Options
    Yikes bro. You're the only one in this thread?! Healers should be able to heal 15 percent of protection. And Daka needs a slightttt 10 percent boost to her minuscule heal if she is to keep up with Lumi. While Barriss just needs something completely new added to her kit.. Like maybe a stun? I dunno, a support TM move!?
  • Options
    Sounds like a Nightsister
    Your feeble skills are no match for the power of the Dark Side.
  • Options
    Okay, character 1:

    Life Leech: You attack your target and apply a Life Leech debuff for 2 turns. While Life Leech is active, whenever this target deals damage, an equal amount of health is transferred to your ally with the lowest health.
    Fate Link- 4 Turn CD (with omega)
    Seal Fate - enemy with lowest health gains Seal Fate until your next turn. Seal Fate is a forced taunt, and the target receives 20% more damage while active. 4 turn CD with omega.
    Paranoia - whenever you become attacked, the attacker has a 50% chance to gain paranoia for 1 round, and have a 100% chance to attack their group members whenever they make attack actions.

    Character 2:

    Transfer wounds - basic attack
    Rasp - you steal an ability with a CD from an enemy target and may now use that as a basic ability. This lasts until you Rasp a different ability or 2 turns expire. While an ability is Rasped, the enemy target may not use it and its cooldown is expended.
    Revitalize - 3 turn CD with omega - You remove any healing and buff immunity effects and apply a Revitalization effect for 2 turns. Every time an enemy or ally takes a turn during this time, the target has 1 debuff removed and becomes healed for X.
    Precarious Thoughts - Unique - You gain a +8% chance to evade for every living ally. Each time you evade an attack, you may make an instant Transfer Wounds attack against that target.

    Character 3:


    Champion's Charge- You attack a target, and cause an ally to assist with 60% damage. Any damage dealt by the assisting ally heals the ally with the lowest health or protection for 50% of the total damage dealt as health or protection.
    Healing Bastion - You instantly heal all allies for X and all allies gain 20% turn meter, and channel this effect until the start of your next turn. Any time an ally receives damage during this time, they immediately become healed for X and gain 20% turn meter. 3 turn CD with omega.
    Aura of Vitality - Leader - All allies become healed for 10% of their total damage. Whenever any ally receives healing, any "overhealing" becomes transferred to the ally with the lowest health.
    Call of the Champion - Unique - you gain a free Champion's Charge whenever an ally becomes critically attacked. This can occur only once between turns (in case an enemy critically strikes multiple groupmembers with an aoe attack).



  • Options
    Do people actually auto arena battles? Or did I miss something?
  • Options
    When someone challenges you, yes, your team is on auto and doesn't assist. They attack random targets.
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