Darth Hater Forums

Stealth Healer

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  • #1 chronium

    WoW I never thought of that before but since Bioware brought it up I can't help but think about it. That could be a pretty awesome build if you can heal while you're stealthed. Yes casting would break stealth but I am sure there will be ways to get back into it.

  • #2 Caliber

    Having an in-combat stealth escape as a healer would be amazing in PvP.

    I'm also pleased that the healing tree is called "Sawbones."

    The Fatman - PvP - East Coast

  • #3 HarryTruman

    "Damnit, Chewie, I'm a DOCTOR, not a nerf herder!"

  • #4 Fedaykin

    Quote from Caliber
    I'm also pleased that the healing tree is called "Sawbones."

    YES. It's gruelsomely cool.

    And I personally don't believe you'll be able to heal while stealthed. It'll either break your stealth or not be possible at all. Still a stealth escape as a healer is awesome.

    Finally, "Fade" will actually MAKE people invisible instead of leading them to believe it does!

  • #5 chronium

    Quote from Fedaykin
    Quote from Caliber
    I'm also pleased that the healing tree is called "Sawbones."

    YES. It's gruelsomely cool.

    And I personally don't believe you'll be able to heal while stealthed. It'll either break your stealth or not be possible at all. Still a stealth escape as a healer is awesome.

    Finally, "Fade" will actually MAKE people invisible instead of leading them to believe it does!

    Yeah healing will break stealth, but the question really is how is Bioware treating getting back into stealth. Are they following WoW and have you enter "in combat" status and prevent you from entering stealth again or do you just have to wait for the cooldown to finish.

  • #6 HarryTruman

    It sounds like we'll definitely have in-combat stealth escapes:

    The Scoundrel is not afraid of getting his hands dirty, as the Scrapper skill-set has an off-hand Scatter Gun, a number of powerful (but not necessarily fair) melee moves and access to a Stealth Field Generator with various possible upgrades for a dramatic entrance... or exit.

  • #7 Falcon

    wait what is the reveal for today? Can someone post it in these forums? I can't see swtor.com :(

  • #8 chronium

    Quote from Falcon68
    wait what is the reveal for today? Can someone post it in these forums? I can't see swtor.com :(

    They posted "Designing the Advanced Classes System" and used Smugglers as their example.

  • #9 Falcon

    ugh i can't wait to get home to read it =(

    Stealth field generator with various different upgrades... does this mean that abilities will have direct upgrades in this game? Hmm could be interesting.

  • #10 ArcherAvatar

    @Falcon68
    Here's some of the info to hold you over till you get home:
    The Scoundrel
    The Scoundrel is not afraid of getting his hands dirty, as the Scrapper' skill-set has an off-hand Scatter Gun, a number of powerful (but not necessarily fair) melee moves and access to a Stealth Field Generator with various possible upgrades for a dramatic entrance  or exit.

    The Sawbones' skill-set on the other hand offers ways to dramatically improve the Smuggler's healing and support-related abilities, including access to the powerful Emergency Medpack.

    And, if all else fails, the Scoundrel seems to have the uncanny ability to Shoot First, a very useful skill to have for sure.

    The Gunslinger
    Gunslingers are trained in a broad array of blaster-oriented abilities against both single and multiple targets and excel at dealing large amounts of damage from a safe distance. Their access to Illegal Weapon Mods may well give them the edge over an opponent insisting on a fair fight.

    Their Sharpshooter' skill-set includes many abilities geared at improving their personal damage, improving the performance of their groups, and gaining additional benefits from cover.

    Whether lobbing Shrapnel Bombs on nearby enemies or dealing increased damage for enemies Shot In The Back, the Dirty Fighting' skill-set is all about getting an edge over people who prefer a straight fight and helps to ensure that the Gunslinger delivers sustained damage to more than just one opponent.

    The Shared Skill Set
    Shared by both Advanced Classes, the Luck' skill-set focuses on improving many of the Smuggler's base class abilities such as increasing energy regeneration in Cover or delivering some Very Critical Hits when using Dirty Kick.

    As you can see from the small set of skills mentioned above, players will be able to customize their personal Smuggler experience dramatically by distributing skill points across the three available skill-sets, defining their character's role as Smuggler as they see fit: Within the Scoundrel Advanced Class, a player preferring the traditional MMO healer role may spend the majority of their skill points training in the Sawbones skill-set with additional improvements to their core abilities from the Luck skill tree, or they could decide that a Stealth Healer' role with points distributed between the Scrapper and Sawbones trees might be the role they want to play in Star Wars: The Old Republic.

    Those are the 3 main areas addressed in the blog... there's more info there also, but that should give ya something to chew on in the mean time at least.

  • #11 Falcon

    awesome thanks man :) Mucho Appreciation

  • #12 ArcherAvatar

    btw... on the subject of "stealth healing" I'd just like to say that we've already seen ample evidence to suggest that certain skills will "break" stealth (the skill lists that were revealed first at Gamescon '10 where certain skills specifically stated in their descriptions that they "did not" break stealth implying that there are others which do...)

    So, I don't think you'll be able to simply stay hidden while constantly healing, but it does appear more and more likely that you will be able to "re-enter" stealth during combat, although the exact requirements for doing so have not yet been revealed.  Surely some of the "control or CC" abilities will prove useful - stun or blind an opponent and then slip back into stealth...

  • #13 Thorean

    What really excites me about this update is the fact that it finally confirms something that I have hoped for since this game was announced. One of the problems that many MMOs that tried to topple WoW had was the fact that they tried to reinvent the wheel when it came to the base gameplay mechanics of their classes. For instance, in WAR, every class had some exotic rule that only applied to that class which made efficient play take a lot more concentration than the relatively simplistic WoW.Therefore, because by that time the combat mechanics of WoW had burrowed themselves into our hindbrain, a lot of people left these new games because the combat didn't "feel right".

    Now comes TOR. None of the combat mechanics other than cover are totally new, and even the cover mechanic is something that MMO players have wanted implemented for a long time. The only difference to WoW is in who has certain abilities.  Everyone knows WoW mechanics like the back of their hand, and say that combat is too simple and static. But this is the cool thing: With just a few changes and mixing of what type of class gets which abilities (i.e.:the stealth healer), TOR has without introducing exotic new gameplay mechanics allowed for the tactical evolution of the genre.

    I can't wait for how these specializations actually work out for all the classes, because it's finally breaking us out of our tactical rut, and allowing innovation back into PvE and PvP strategies.

    I hope this made as much sense to you as it did to me as I was typing this, but I'm going on only 3 hours of sleep in the last two days and I'm kind of punchy.

    Thorean

  • #14 Raeth

    I love Sawbones. My Smuggler will spec this.

    Wow has the abilty to re-enter stealth at least once, the Rogue has an ability with a long cooldown.

    I agree, abilities will break Stealth, but imagine the ability to sneak forward and get a really good cover position before combat opens up. That's pretty cool.

  • #15 HarryTruman

    Quote from Raeth
    I agree, abilities will break Stealth, but imagine the ability to sneak forward and get a really good cover position before combat opens up. That's pretty cool.
    No kidding.  Imagine, if you will, a few Imperial players walking unsuspectedly into a spot where they're surrounded by a half-dozen stealthed Smugglers, all hiding behind cover when they surprise attack.

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