New Healing Skill

by Unknown

Back to Ideas.

Unknown2009-08-16 17:14:08
I was thinking about how healers are typically sort of pushed into the back lines when the time arrives to strike. So, while the healers stand back, why not be useful and help those who fight?

AB HEALING HEALINGCIRCLE

Syntax: Radiate Circle (To Initiate)
Radiate (Breaks, Health, Blood)
Requires Two or More Healers to initiate

By tapping into the mainstream of life and connecting your healing talents with another's healing talents, you can radiate a unique aura of healing warmth that will flow out into the area around you. When the healing circle is initiated, you must specify what type of healing aura you would like to place into the healing circle. You may radiate breaks, health, or blood. If two or more healers are radiating the same aura, then the regenerative or healing properties of that given aura will be increased by 1 (+2 Health Regen for 2 healers radiating health. +3 Health Regen for healers radiating health). If you and another healer are radiating blood or breaks, the timing between each wave of healing will be decreased (meaning that the number of times the healing aura will tick).

However, once the healing circle is initiated and the auras are specified, the healers may not make any other actions, or they will break the healing circle and must wait a short amount of time before they are able to raise another healing circle again. (Save for SAY, CLT, CT, GT, GNT, etc.)

Side note: The healing circle basically seeks out your allies and tries to heal them of any given afflictions within the set of auras you are radiating. When the circle is opened and the auras radiated, all auras placed within the circle will affect all allies of each person. However, you can't make any other actions save for communicate. If you do, the circle breaks and each healer will get an affliction line saying "have broken contact from a healing circle" and must wait a day or so before they can raise another.
Everiine2009-08-16 17:22:56
I like it!
Shaddus2009-08-16 17:24:00
Healers are already absurdely OP. Screw that.


Just kiddingg.
Unknown2009-08-16 21:46:39
So it's kind of like a mages Cataclysm only with Healing? I wouldn't mind it if the mages had to be in the Area. I don't like the idea of it working anywhere on the plane though.
Moiraine2009-08-16 21:52:18
I completely support this idea. It's awesome.
Unknown2009-08-16 23:04:04
QUOTE (krin1 @ Aug 16 2009, 05:46 PM) <{POST_SNAPBACK}>
So it's kind of like a mages Cataclysm only with Healing? I wouldn't mind it if the mages had to be in the Area. I don't like the idea of it working anywhere on the plane though.

It'd only be an area power.

The greater the healing knowledge, the better the healing. However, it would probably be VERY taxing on a healer, and if someone used, say, debating on them while they were concentrating on the healing circle, they could easily get burn out, unless they radiated vitality.
Lorina2009-08-17 02:47:30
I love this idea. It would make the healers more popular other than astral insanity!
Konton2009-08-17 04:32:07
Total and utter support for this.
Kiradawea2009-08-17 05:32:46
QUOTE (Marina_Whytetower @ Aug 16 2009, 07:14 PM) <{POST_SNAPBACK}>
I was thinking about how healers are typically sort of pushed into the back lines when the time arrives to strike. So, while the healers stand back, why not be useful and help those who fight?

AB HEALING HEALINGCIRCLE

Syntax: Radiate Circle (To Initiate)
Radiate (Breaks, Health, Blood)
Requires Two or More Healers to initiate

By tapping into the mainstream of life and connecting your healing talents with another's healing talents, you can radiate a unique aura of healing warmth that will flow out into the area around you. When the healing circle is initiated, you must specify what type of healing aura you would like to place into the healing circle. You may radiate breaks, health, or blood. If two or more healers are radiating the same aura, then the regenerative or healing properties of that given aura will be increased by 1 (+2 Health Regen for 2 healers radiating health. +3 Health Regen for healers radiating health). If you and another healer are radiating blood or breaks, the timing between each wave of healing will be decreased (meaning that the number of times the healing aura will tick).

However, once the healing circle is initiated and the auras are specified, the healers may not make any other actions, or they will break the healing circle and must wait a short amount of time before they are able to raise another healing circle again. (Save for SAY, CLT, CT, GT, GNT, etc.)

Side note: The healing circle basically seeks out your allies and tries to heal them of any given afflictions within the set of auras you are radiating. When the circle is opened and the auras radiated, all auras placed within the circle will affect all allies of each person. However, you can't make any other actions save for communicate. If you do, the circle breaks and each healer will get an affliction line saying "have broken contact from a healing circle" and must wait a day or so before they can raise another.

That there is the only thing I don't like. It's okay if they can't use farcure, but with that effect in place, you can stop a healing circle just by webbing one of them. Heck, give one of them haemophilia and they'll have to break the circle or bleed to death because even eating herbs seems to break it. It should have some limits to what you should do, but considering it is an actual healing circle, I feel it should only be broken by things that you couldn't do while graced and movement, and farcure (since I don't know if that can be done under grace or not).

Besides that, I think it's an excellent idea.
Xavius2009-08-17 05:45:54
QUOTE (Kiradawea @ Aug 17 2009, 12:32 AM) <{POST_SNAPBACK}>
That there is the only thing I don't like. It's okay if they can't use farcure, but with that effect in place, you can stop a healing circle just by webbing one of them. Heck, give one of them haemophilia and they'll have to break the circle or bleed to death because even eating herbs seems to break it. It should have some limits to what you should do, but considering it is an actual healing circle, I feel it should only be broken by things that you couldn't do while graced and movement, and farcure (since I don't know if that can be done under grace or not).

Besides that, I think it's an excellent idea.

I think that's a fine price to pay for what would otherwise be one of (if not the) most OP skill in Lusternia.
Moiraine2009-08-17 06:01:10
I think he has a point. The circle would be pretty darn flimsy as is. Perhaps the circle could generate a sort of repulsive effect, giving each member of it a shield-type barrier every ten seconds or so.

It wouldn't be much of a barrier, but it would give people defending the healers some small chance of keeping it together.
Xavius2009-08-17 06:05:04
Or not, because three healers means complete invincibility to everything except warriors and monks, although it also comes with pretty substantial perks against them too!
Unknown2009-08-17 06:08:02
What if you got rid of the part where if the circle is broken it can't be put back up for a day? That way if a enemy is in the same room as the circle it can be easily broken but if the circle and defenders can then stop the attacker they could put the circle back up. That or a lot shorter then a day cool down. It seems the point of this skill is that healers are usually behind the actual fighting so it makes sense that the skill is easy to break if the healer is also fighting but easy to put up if they are well defended.
Moiraine2009-08-17 06:16:17
What about if members can stop maintaining the circle and defend themselves, and then return to it as long as the circle doesn't break. To break it, one of its members leave the room or die, or all of its members stop maintaining it to defend themselves.
Xavius2009-08-17 06:20:22
Three healers means that fifteen of the twenty-two curatives don't have to be touched by sixty people. You can easily drop crap from the curatives (like galingale and kafe) and selectively exclude a few based on what you're fighting (like fire and choleric). Sixty people will easily cover the entire side of a fight. You can drop one more cure and give sixty people hefty health regeneration. Even two healers means that aeon doesn't stick, bards don't get their aurics, locks can't be attempted, nothing hinders except stun and web (EDIT: and regen cures like amputation), and everyone gets health regeneration.

I think it's actually a cool idea, but it would need to be regulated to within an inch of its existence. If you mess it up, you mess it up. Don't mess it up next time.
Moiraine2009-08-17 07:08:30
It wouldn't need to be all THAT crazy, necessarily. I would imagine this thing to have a relatively slow tick. Maybe make it REALLY slow, and each member of the circle increases tick speed? I dunno. I mostly just think it's too neat to just give up on. tongue.gif
Unknown2009-08-17 07:12:01
I like the people who say its over powered when really all it is is a bad version of is it sweet fount or angel fount or something but it also requires three people.
Unknown2009-08-17 07:33:03
QUOTE (Xavius @ Aug 17 2009, 04:20 PM) <{POST_SNAPBACK}>
Three healers means that fifteen of the twenty-two curatives don't have to be touched by sixty people. You can easily drop crap from the curatives (like galingale and kafe) and selectively exclude a few based on what you're fighting (like fire and choleric). Sixty people will easily cover the entire side of a fight. You can drop one more cure and give sixty people hefty health regeneration. Even two healers means that aeon doesn't stick, bards don't get their aurics, locks can't be attempted, nothing hinders except stun and web (EDIT: and regen cures like amputation), and everyone gets health regeneration.

I think it's actually a cool idea, but it would need to be regulated to within an inch of its existence. If you mess it up, you mess it up. Don't mess it up next time.


I thought her idea was that only certain auras could be used (Health, Breaks, Blood), not the other ones that would make your scenario possible. I'd be more up for 2 healers = 1 aura. If you have four healers, you can make two circles/auras. And the ego drain would be hefty.

As for the cooldown if it gets interrupted, could just be, if they get damaged it disrupts their concentration and breaks the circle. To form the circle would be a significant eq loss.

I like the idea, obviously the admin will tweak the specific details if they use it.
Esano2009-08-17 08:52:54
QUOTE (krin1 @ Aug 17 2009, 05:12 PM) <{POST_SNAPBACK}>
I like the people who say its over powered when really all it is is a bad version of is it sweet fount or angel fount or something but it also requires three people.

Not ... really. Sweetfount is a demesne effect - much more limited in scope, and if you're staying out of danger your demesne is probably being broken and the effect lost. Furthermore, sweetfount only cures one random allheale-cure affliction every ten seconds. Standard healing auras tick every five, and with this you could pick what affliction type you wanted to cure and cure all your allies of it from a saferoom like a nexus.

EDIT: Although if it is limited in what auras could be radiated, that would be more helpful in limiting it.
Moiraine2009-08-17 08:59:47
QUOTE (Esano @ Aug 17 2009, 08:52 AM) <{POST_SNAPBACK}>
Not ... really. Sweetfount is a demesne effect - much more limited in scope, and if you're staying out of danger your demesne is probably being broken and the effect lost. Furthermore, sweetfount only cures one random allheale-cure affliction every ten seconds. Standard healing auras tick every five, and with this you could pick what affliction type you wanted to cure and cure all your allies of it from a saferoom like a nexus.

EDIT: Although if it is limited in what auras could be radiated, that would be more helpful in limiting it.


I would assume it couldn't be done from a Nexus or similar room. So many things are already disabled in those rooms already, why would this be any different?