Sylphas2006-08-29 04:38:11
For a skill devoted entirely to healing, why isn't it the best at what it does? Puella lets you heal people without running the risk of killing yourself. Trueheal is about as good as you can get for healing, and Stag Sacrifice is arguably as good or better. Resurrection isn't in Healing, neither is Sacrifice rezz. Full and Green (and the High equivalent) all are excellent when you get behind in curing and aren't sure what you have. Healing can manage the same, but you have to diagnose and burn a ton of mana to come close to what Full does.
As it stands now, Stag is far better in group situations than Healing is, and that's before you even begin to count it's offensive uses. Sacraments and Rituals are excellent support that outshine Healing as well. Healing is also the only specialization without any power skills. Also, compared to its equivalents in the other games, Healing is subpar, lacking the blessings who get elsewhere.
I'm sure there are problems with some of these, but here are changes I would suggest:
1. Heal uses a set amount of ego, heals for a higher percentage the higher your skill rank. Or, add a Puella-like skill to Healing. A trans healer could easily, and accidentally, kill himself healing a buffed warrior.
2. Add a Discern-like skill to Healing. A Healer shouldn't have to waste time assessing someone before they heal. Not quite as needed if they don't run the risk of dying in the attempt.
3. Give Healers Trueheal at trans, drop Bedevil a bit.
4. Give Healers a rezz skill.
5. Allow Healers to do CURE without an ability in order to cure a random affliction they have, and are able to cure.
6. Give Healers a skill to cure multiple afflictions at once, targetable on others.
7. Give Healers a healing aura skill, functions similar to StagTotem.
8. Give Healers a skill to create an empathic bond with a target, sharing their pain and dealing damage to the target equal to the percentage below max health the Healer is at. (Yes, this is increbibly abusable, but I think it's neat, so I included it.)
That's about I can think of right now. Anyone else have any suggestions? Or the inevitable flames I'll get for some of these?
As it stands now, Stag is far better in group situations than Healing is, and that's before you even begin to count it's offensive uses. Sacraments and Rituals are excellent support that outshine Healing as well. Healing is also the only specialization without any power skills. Also, compared to its equivalents in the other games, Healing is subpar, lacking the blessings who get elsewhere.
I'm sure there are problems with some of these, but here are changes I would suggest:
1. Heal uses a set amount of ego, heals for a higher percentage the higher your skill rank. Or, add a Puella-like skill to Healing. A trans healer could easily, and accidentally, kill himself healing a buffed warrior.
2. Add a Discern-like skill to Healing. A Healer shouldn't have to waste time assessing someone before they heal. Not quite as needed if they don't run the risk of dying in the attempt.
3. Give Healers Trueheal at trans, drop Bedevil a bit.
4. Give Healers a rezz skill.
5. Allow Healers to do CURE
6. Give Healers a skill to cure multiple afflictions at once, targetable on others.
7. Give Healers a healing aura skill, functions similar to StagTotem.
8. Give Healers a skill to create an empathic bond with a target, sharing their pain and dealing damage to the target equal to the percentage below max health the Healer is at. (Yes, this is increbibly abusable, but I think it's neat, so I included it.)
That's about I can think of right now. Anyone else have any suggestions? Or the inevitable flames I'll get for some of these?
Diamondais2006-08-29 04:42:37
Just a question about healing, is farheal still blocked by indoors? Remember that happening once or twice in Rockholm with someone. If it is, changed so its not. Like the ideas though.
Unknown2006-08-29 04:56:00
I agree that healing needs some work, and you should speak with the envoys. Some other suggestions (I don't know if these will work):
- A skill to watch for afflictions on a certain target in the local area for an ongoing mana drain. ("You sense through your empathic link that Bob has become afflicted with scabies." "You sense Bob becomes healthier as he is cured of scabies.")
- Changing bleeding so that it appears in diagnose, and therefore healers can know how much bleeding they are about to absorb.
- Allow healers to 'lock' one affliction only on a target for a few seconds.
Commenting on your suggestions, I don't think healers should have a healing aura, that somewhat defeats the purpose of actively healing. I think an ability to cure up to three specified afflictions simultaneously for a powercost is a good idea, and so is randomly curing one affliction but I'd make it same-room or self only.
Rezz skills... well, if it was that you needed a body and restored them with similar exp loss as immolation, why not. Trueheal... if you mean essentially stag sacrifice but only on yourself and without shield... I guess. I don't know if its necessary though.
- A skill to watch for afflictions on a certain target in the local area for an ongoing mana drain. ("You sense through your empathic link that Bob has become afflicted with scabies." "You sense Bob becomes healthier as he is cured of scabies.")
- Changing bleeding so that it appears in diagnose, and therefore healers can know how much bleeding they are about to absorb.
- Allow healers to 'lock' one affliction only on a target for a few seconds.
Commenting on your suggestions, I don't think healers should have a healing aura, that somewhat defeats the purpose of actively healing. I think an ability to cure up to three specified afflictions simultaneously for a powercost is a good idea, and so is randomly curing one affliction but I'd make it same-room or self only.
Rezz skills... well, if it was that you needed a body and restored them with similar exp loss as immolation, why not. Trueheal... if you mean essentially stag sacrifice but only on yourself and without shield... I guess. I don't know if its necessary though.
Sylphas2006-08-29 05:24:13
Giving Healing a rezz skill would also give Glomdoring something besides Blacktalon only DarkRebirth/Transmigration. Magnagora is still stuck with Lich only, but at least everyone other than Geos can get it.
Passive healing is useful in groups, active healing isn't in the least. You have to know what they have (diagnosing takes equilibrium, during which they probably cured it) and use that cure. Curing others uses equilibrium, so you can only cure one person of one affliction about every four seconds, longer if you're checking to see what they have. It's worthless.
Passive healing is useful in groups, active healing isn't in the least. You have to know what they have (diagnosing takes equilibrium, during which they probably cured it) and use that cure. Curing others uses equilibrium, so you can only cure one person of one affliction about every four seconds, longer if you're checking to see what they have. It's worthless.
Terenas2006-08-29 05:27:04
The only problem I see is that Celestines will have two skills they already have access to (i.e. Rezz and Trueheal). Frankly, I don't understand why Trueheal is in Sacraments at all since most of the skillset is offensive. Unless you remove those two from Sacraments the upgrades to Healing would be rather redundant for Celestines but great for the Dancers.
Sylphas2006-08-29 05:33:08
Yeah, I thought of that, but I'm not expecting these to just get thrown in as is, but more as a starting point to a discussion of what Healing needs and how to make it worth choosing over Tarot/Hexes.
Personally, I'd probably just switch Trueheal and Bedevil, since Bedevil can make sense in Sacraments, and Trueheal fits perfectly in Healing. That sounds like it would be an incredibly unpopular decision, though.
Personally, I'd probably just switch Trueheal and Bedevil, since Bedevil can make sense in Sacraments, and Trueheal fits perfectly in Healing. That sounds like it would be an incredibly unpopular decision, though.
Tsuki2006-08-29 05:34:38
I would love to be able to heal (and cure deep wounds) freely without risking death. I've done it once or twice and I know of others who have as well.
What I would also like is some way to pull afflictions off of someone onto yourself so you could cure it if they couldn't (i.e., Dramatics afflictions). A faster recovery from succoring would be nice (is that what you meant by a discern-like skill?).
Healing feels like more of a utility skillset, so it seems alright that it doesn't have superspifty power-requiring skills. Maybe a small power-cost plus constant willpower drain for a small regen defense for yourself or others, to give a helpful boost for a short while (couldn't maintain it for many or for ages) until your death or release of it? Being able to put up immunity or strong resistance to a chosen affliction/affliction-type?
What I would also like is some way to pull afflictions off of someone onto yourself so you could cure it if they couldn't (i.e., Dramatics afflictions). A faster recovery from succoring would be nice (is that what you meant by a discern-like skill?).
Healing feels like more of a utility skillset, so it seems alright that it doesn't have superspifty power-requiring skills. Maybe a small power-cost plus constant willpower drain for a small regen defense for yourself or others, to give a helpful boost for a short while (couldn't maintain it for many or for ages) until your death or release of it? Being able to put up immunity or strong resistance to a chosen affliction/affliction-type?
Sylphas2006-08-29 05:37:55
As is, Tarot is better utility skill, and you get Aeon and Hangedman along with it.
And by Discern-like skill, I pretty much meant Discern. Also, my preference would be for succor not to use equilibrium (but would require balance and equilibrium), since you should be able to diagnose better than any non-healer can.
And by Discern-like skill, I pretty much meant Discern. Also, my preference would be for succor not to use equilibrium (but would require balance and equilibrium), since you should be able to diagnose better than any non-healer can.
Tsuki2006-08-29 05:38:27
QUOTE(Sylphas @ Aug 29 2006, 01:33 AM) 325417
... more as a starting point to a discussion of what Healing needs and how to make it worth choosing over Tarot/Hexes.
Just as a side note, for some it already is worth choosing. No, it doesn't measure up in direct PK usefulness to the extent that the other choices will, but we're not all interested in that.
Mostly, I just want to not worry about killing myself from healing or fixing deep wounds.
Edit: And wiccans don't have Tarot as an option for the utility, so ... Healing, I choose you! *throws pokeball thing*
Sorry, must go sleep now.
Sylphas2006-08-29 05:40:46
Healing doesn't have much even outside of combat. I've only really seen it used to heal people after a resurgem, or to help novices who can't cure themselves. It's better than Hexes for hunting, if only to save a few gold on herbs, but there's not way I'd ever pick it over Tarot. Celestines choosing Healing lose Aeon and Hangedman (which is a decent chunk of their offense) as well as utility skills like Hermit and Catacombs, and the rather nice healing from Magician and Priestess.
Shorlen2006-08-29 06:11:30
I think healers should get:
A no eq/balance loss assess (yes, the assess skill that shows health and wounds, which are all a healer needs to see).
A skill that gives them ranged assess with no eq/balance loss.
No balance loss on a FARCURE that didn't cure any affliction.
No balance loss on a FARHEAL that hit someone with full HP.
A skill that drains ego, mana, and health, but heals all allies in the room with you a relatively small amount (Maybe, takes 20% max health, mana, ego, and heals everyone half of what it cost you in health).
An ability to see the health/maxhealth of everyone in their local area (Yes, this is giving them an improved version of SCAN at the same time, but it still doesn't show room names and takes eq, which SCAN and SCENT don't)
A skill that heals a random affliction on someone else.
A skill that has a chance of reflecting afflictions cast at you upon the afflicter, or that afflicts the afflicter with what he afflicted you with (empathic bond).
A skill that steals a portion of your target's maxhealth and adds it to your maxhealth.
A no eq/balance loss assess (yes, the assess skill that shows health and wounds, which are all a healer needs to see).
A skill that gives them ranged assess with no eq/balance loss.
No balance loss on a FARCURE that didn't cure any affliction.
No balance loss on a FARHEAL that hit someone with full HP.
A skill that drains ego, mana, and health, but heals all allies in the room with you a relatively small amount (Maybe, takes 20% max health, mana, ego, and heals everyone half of what it cost you in health).
An ability to see the health/maxhealth of everyone in their local area (Yes, this is giving them an improved version of SCAN at the same time, but it still doesn't show room names and takes eq, which SCAN and SCENT don't)
A skill that heals a random affliction on someone else.
A skill that has a chance of reflecting afflictions cast at you upon the afflicter, or that afflicts the afflicter with what he afflicted you with (empathic bond).
A skill that steals a portion of your target's maxhealth and adds it to your maxhealth.
Unknown2006-08-29 06:58:46
QUOTE(Sylphas @ Aug 29 2006, 12:38 AM) 325392
For a skill devoted entirely to healing, why isn't it the best at what it does? I wish it was improved to healing others, farheal/cure is a nice touch, but other then that it falls behind
and Stag Sacrifice is arguably as good or bettersacrifice is much.. much much better for healing others then healing is, and I wish bedevil was shifted down to 50% mythical and there was a new trans skill installed similar to sacrifice, or in the very least bedevil was given a power cost(and it's mana cost reduced) and it was improved so it transfers all the afflictions you have to a target, not just up to around 4 on a 50% chance.
1. Heal uses a set amount of ego, heals for a higher percentage the higher your skill rank. Or, add a Puella-like skill to Healing. A trans healer could easily, and accidentally, kill himself healing a buffed warrior.
I've got fabled healing, and I go from full to practically dead in one heal on seren's with around 5,000 health trans healers will pretty much kill themselves every single time on a warrior, healing a set percentage of -my- health rather then a set percentage of -their- health would be nice, remember this can't be miss usable if it was changed like this, as even if the percentage was 90% it would waste all my ego doing so. as for puella like skills do you mean a health-mana transfer?, because moonies have waxing, and celestians have.. well.. puella, so it's not really needed.
2. Add a Discern-like skill to Healing. A Healer shouldn't have to waste time assessing someone before they heal. Not quite as needed if they don't run the risk of dying in the attempt.
for the current health as an addon to succor? yes, that would be nice, as the boosts to assess have actually made it more powerful , why succor target+succor wounds target+assess target, when I can just assess target+succor target
3. Give Healers Trueheal at trans, drop Bedevil a bit.
this has been suggested, the problem is healing is not limited to Moondancers, and Celestines would then have two trueheal skills
4. Give Healers a rezz skill.
That's a bit of overkill I think.
5. Allow Healers to do CURE
I would have to argue against this one unless it cost power, only power skills out there can mass-cure you when you don't know what you have.
6. Give Healers a skill to cure multiple afflictions at once, targetable on others.
Yes, this would be very nice, I'm getting kinda bogged down, I think I mentioned this somewhere else in the post.
7. Give Healers a healing aura skill, functions similar to StagTotem.
something like maiden/benediction? which we already have access to (not that maiden is reliable, half the time it instantly disappears)
8. Give Healers a skill to create an empathic bond with a target, sharing their pain and dealing damage to the target equal to the percentage below max health the Healer is at. (Yes, this is incredibly abusable, but I think it's neat, so I included it.)
ah no thanks
QUOTE(Avaer @ Aug 29 2006, 12:56 AM) 325402
I agree that healing needs some work, and you should speak with the envoys. Some other suggestions (I don't know if these will work):
- A skill to watch for afflictions on a certain target in the local area for an ongoing mana drain. ("You sense through your empathic link that Bob has become afflicted with scabies." "You sense Bob becomes healthier as he is cured of scabies.")interesting, but I think I rather like shorlen’s no balance loss on a failure ideas
- Changing bleeding so that it appears in diagnose, and therefore healers can know how much bleeding they are about to absorb. this would be a wonderful, actually as it stands, we don't know if someone -is- bleeding to know to use the blood cure
- Allow healers to 'lock' one affliction only on a target for a few seconds.ah, I don't think I like the idea of a perma-affliction, given to any skill set
QUOTE( 'from the website')
It should be noted that while it takes mana to heal oneself, healing another drains directly from the ego
How long since this has been updated? QUOTE(Shorlen @ Aug 29 2006, 02:11 AM) 325432
I think healers should get:
A no eq/balance loss assess (yes, the assess skill that shows health and wounds, which are all a healer needs to see).
A skill that gives them ranged assess with no eq/balance loss.succor/succor wounds covers both of these, succor is ranged, succor wounds.. well you can't deepheal from afar anyway, so that's out, tacking on max/current health into succor for a target would be nice though
No balance loss on a FARCURE that didn't cure any affliction.yes, oh please? this would be so nice
No balance loss on a FARHEAL that hit someone with full HP.this would also be very nice to have.
An ability to see the health/maxhealth of everyone in their local area (Yes, this is giving them an improved version of SCAN at the same time, but it still doesn't show room names and takes eq, which SCAN and SCENT don't)these local area watch ideas are interesting, but I think I'd rather have something that constantly drains willpower to keep a watch on one person in the local area
A skill that heals a random affliction on someone else.I think this was mentioned elsewhere?
or that afflicts the afflicter with what he afflicted you with (empathic bond).this is what bedevil does, unless you are talking about a held aura, it which case it seems to much like divine fire for afflictions, which would be to much.
A skill that steals a portion of your target's maxhealth and adds it to your maxhealth.I don't think something like this would feel right in a skillset which is about life and giving of yourself.
In summary, I would rather have healing being boosted as a supportive skill then give it some hugely cool new offensive skills. I rather like the idea of healers in groups providing a major boost to their side if they are in a safer part of the area during raids.
Shorlen2006-08-29 09:19:18
QUOTE(Shorlen @ Aug 29 2006, 02:11 AM) 325432
A skill that has a chance of reflecting afflictions cast at you upon the afflicter, or that afflicts the afflicter with what he afflicted you with (empathic bond).
I meant the bolded bit for both parts. Like, a power defence that sometimes makes people get afflicted when they afflict you with what they gave you (with you either being afflicted or not, not sure which is more balanced). Maybe one that didn't stay up permanently.
Narsrim2006-08-29 10:10:27
As I've had Healing and used it extensively, I feel the skillset is decent in all aspects except for two factors: it lacks power feats to bring it on par with other skillsets and SUCCOR should -not- consume equilibrium (the whole point to the Healing skillset in Achaea/etc is that you can diagnose yourself without losing equilibrium and thus heal faster than anyone else).
As for power feats, I'd say it could use 1-3. I've always liked the idea of a stagtotem-ish feat, but the one I suggested as a the Moondancer envoy long ago was a bit different.
I think this would work nicely:
Healing Aura (5p)
Creates an aura around the healer that lasts 5 minutes. It will cure 1 affliction and 200-300 health and 200-300 wounds on all allies in the room. It follows the healer, but it does not heal the healer (just his/her allies)
===============================================
ALSO:
Regeneration in Healing should be INSTANT -and- work around regeneration salve. Right now, regeneration in Healing has a delay and does not work with regeneration salve. If you use both at the same time (for example assume you have two sliced tendons: cure me regeneration legs + apply regeneration to legs) one will fizzle making it absolutely worthless. Why waste 500 mana that has conditions to be used instead of just applying regeneration?
I think if Regeneration was instant, it would, at the very least give some major curing synergy to the Healing skillset.
As for power feats, I'd say it could use 1-3. I've always liked the idea of a stagtotem-ish feat, but the one I suggested as a the Moondancer envoy long ago was a bit different.
I think this would work nicely:
QUOTE(Feat #1)
Healing Aura (5p)
Creates an aura around the healer that lasts 5 minutes. It will cure 1 affliction and 200-300 health and 200-300 wounds on all allies in the room. It follows the healer, but it does not heal the healer (just his/her allies)
===============================================
ALSO:
Regeneration in Healing should be INSTANT -and- work around regeneration salve. Right now, regeneration in Healing has a delay and does not work with regeneration salve. If you use both at the same time (for example assume you have two sliced tendons: cure me regeneration legs + apply regeneration to legs) one will fizzle making it absolutely worthless. Why waste 500 mana that has conditions to be used instead of just applying regeneration?
I think if Regeneration was instant, it would, at the very least give some major curing synergy to the Healing skillset.
Gelo2006-08-29 13:32:55
Achaea's healing skillset is far far much better than Healing in Lusty. A dragon with healing there can decimate an entire party of capable warrior till it he gets bored.
True. I also dislike the way healers in Lusternia loose their Equilibrium by assessing themselves. It should not be the case. Honestly, during Beta, I created a moondancer because of Healing. I was hoping it would make up with my inability to code an excellent curing system. This was the case in Achaea. You could still fight capably with others while using a sub-par system if you have the Healing skillset. This could be an alternate route to people who aren't really much into the combat part of Lusternia, but have to defend themselves during wars and raids.
True. I also dislike the way healers in Lusternia loose their Equilibrium by assessing themselves. It should not be the case. Honestly, during Beta, I created a moondancer because of Healing. I was hoping it would make up with my inability to code an excellent curing system. This was the case in Achaea. You could still fight capably with others while using a sub-par system if you have the Healing skillset. This could be an alternate route to people who aren't really much into the combat part of Lusternia, but have to defend themselves during wars and raids.
Sylphas2006-08-29 14:07:47
QUOTE(Gelo @ Aug 29 2006, 09:32 AM) 325468
Achaea's healing skillset is far far much better than Healing in Lusty. A dragon with healing there can decimate an entire party of capable warrior till it he gets bored.
True. I also dislike the way healers in Lusternia loose their Equilibrium by assessing themselves. It should not be the case. Honestly, during Beta, I created a moondancer because of Healing. I was hoping it would make up with my inability to code an excellent curing system. This was the case in Achaea. You could still fight capably with others while using a sub-par system if you have the Healing skillset. This could be an alternate route to people who aren't really much into the combat part of Lusternia, but have to defend themselves during wars and raids.
True. I also dislike the way healers in Lusternia loose their Equilibrium by assessing themselves. It should not be the case. Honestly, during Beta, I created a moondancer because of Healing. I was hoping it would make up with my inability to code an excellent curing system. This was the case in Achaea. You could still fight capably with others while using a sub-par system if you have the Healing skillset. This could be an alternate route to people who aren't really much into the combat part of Lusternia, but have to defend themselves during wars and raids.
With a no power random cure (of ONE affliction, cost maybe 500 mana, only things you can cure normally) it would really help those without a system. As it is, Healing isn't worth much in combat without a system, and with a system, your curing is good enough for 90% of situations with just herbs and potions.
Terenas2006-08-29 19:08:29
QUOTE(Narsrim @ Aug 29 2006, 10:10 AM) 325452
As I've had Healing and used it extensively, I feel the skillset is decent in all aspects except for two factors: it lacks power feats to bring it on par with other skillsets and SUCCOR should -not- consume equilibrium (the whole point to the Healing skillset in Achaea/etc is that you can diagnose yourself without losing equilibrium and thus heal faster than anyone else).
As for power feats, I'd say it could use 1-3. I've always liked the idea of a stagtotem-ish feat, but the one I suggested as a the Moondancer envoy long ago was a bit different.
I think this would work nicely:
===============================================
ALSO:
Regeneration in Healing should be INSTANT -and- work around regeneration salve. Right now, regeneration in Healing has a delay and does not work with regeneration salve. If you use both at the same time (for example assume you have two sliced tendons: cure me regeneration legs + apply regeneration to legs) one will fizzle making it absolutely worthless. Why waste 500 mana that has conditions to be used instead of just applying regeneration?
I think if Regeneration was instant, it would, at the very least give some major curing synergy to the Healing skillset.
I like the first idea, very useful. However, the change regarding Regeneration would be way too good. Healers already have a great advantage against Warriors with Deepwound. It can cure over 20k wound in one go. 20k wound! Even if I did 1k wound with two weapons against someone that would mean 20 rounds of unhindered, no miss or rebound, and no healing to that same limb. All of which you can heal within 6 seconds. Regeneration cures were slowed down simply because it was way too easy to get out of the critical wounds such as Disembowel, Burst Organs, Collapsedlungs, etc. I would agree with the Regeneration healing to work at half the time for a Healer and be allowed to stack with the salve, but making it instant would only further imbalance Healers against Warriors.
Tsuki2006-08-30 07:44:48
Just had another example of how a Hartstone sacrifice is better than a Healer's entire skillset.
Krellan is:
afraid of the world.
Nothing in Healing worked. I'm trans. Even tried each regenerate just to check (and found a typo in what it tells you if you put it in wrong). Nor did wormwood, full, or allheale. Then ...
Shouting out to the heavens, Saran releases his lifeforce, allowing the emerald
aura of health and well-being to leave him for Krellan.
An emerald aura of health and well-being surrounds Krellan momentarily,
suffusing him with Saran's lifeforce.
Tada, Krellan's all better.
Krellan is:
afraid of the world.
Nothing in Healing worked. I'm trans. Even tried each regenerate just to check (and found a typo in what it tells you if you put it in wrong). Nor did wormwood, full, or allheale. Then ...
Shouting out to the heavens, Saran releases his lifeforce, allowing the emerald
aura of health and well-being to leave him for Krellan.
An emerald aura of health and well-being surrounds Krellan momentarily,
suffusing him with Saran's lifeforce.
Tada, Krellan's all better.
Shorlen2006-08-30 09:06:41
QUOTE(Tsuki @ Aug 30 2006, 03:44 AM) 325764
Just had another example of how a Hartstone sacrifice is better than a Healer's entire skillset.
Krellan is:
afraid of the world.
Nothing in Healing worked. I'm trans. Even tried each regenerate just to check (and found a typo in what it tells you if you put it in wrong). Nor did wormwood, full, or allheale. Then ...
Shouting out to the heavens, Saran releases his lifeforce, allowing the emerald
aura of health and well-being to leave him for Krellan.
An emerald aura of health and well-being surrounds Krellan momentarily,
suffusing him with Saran's lifeforce.
Tada, Krellan's all better.
Krellan is:
afraid of the world.
Nothing in Healing worked. I'm trans. Even tried each regenerate just to check (and found a typo in what it tells you if you put it in wrong). Nor did wormwood, full, or allheale. Then ...
Shouting out to the heavens, Saran releases his lifeforce, allowing the emerald
aura of health and well-being to leave him for Krellan.
An emerald aura of health and well-being surrounds Krellan momentarily,
suffusing him with Saran's lifeforce.
Tada, Krellan's all better.
Did you try nerves? Kombu cures omniphobia, not wormwood.
Tsuki2006-08-30 09:39:35
QUOTE(Shorlen @ Aug 30 2006, 05:06 AM) 325783
Did you try nerves? Kombu cures omniphobia, not wormwood.
I tried everything in the skillset except health healing, deepwounds and bedevil, some things several times (checked AB HEALING, ran down the list, rinsed and repeated. my poor ego ). That included 'cure krellan regenerate head' and 'cure krellan regenerate chest' and 'cure krellan regenerate gut' and 'cure krellan regenerate arms' and 'cure krellan regenerate legs' and 'cure krellan insanity' and ... yeah, you get the picture. Zenji was helping try things as well, but he's not trans so only covered more of the low level cures.
And is that omniphobia? Hate not being able to tell what some things are, exactly, from their diagnose/succor message. But yeah ... if it's omniphobia and everything else is cured, why can't Healing's Phobias cure it?
Wish Healing could actually directly cure everything except, perhaps, crotamine, things that wear off with time, Astrology things and Dramatics things if they stick around (since that's been a bit vague as to what happens with those, last I heard?) (and Dramatics things I want to be able to siphon them off someone ... sheesh, even make it cost 1p to remove those from someone so Dramatics attitudes and the enchantment cure are still better).