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I'm sorry if this has either been previously posted or the info is in an obivious place, but I've found neither unfortunately.
Usualy I pick a healer class in any MMORPG. Healer, WHM, Medic, whatever the name in that particular game may be. If I'm understanding the jist of this game properly, then Healing is mainly mgaic, and magic is mainly the domain of Corra. That's cool with me. However finding or understanding a "Healer" class in RFO is beyond me. Either I just don't get it, or I haven't stumbled on the correct information. So if someone could explain the existence and structure of a party Healer class in RFO I'd greatly appreciate it. With what I've read it seems your ending role is greatly determined by what you pick on day one and I'd like to get it right the first time if at all possible. Any and all information would be greatly appreciated. Thank you. ^^
Comments
Hello,
To answer your question, Healing magic in this game is bais the holy side. Only Bellatos may use holy magic. Now with that being said I must break the new to you that healers while not being useless will not have a "major" role to play as most the the healing will be done via potion spamming. Potions to my understands go all the way up to healing 3k per potion and the max HP i have read someone having was 6k+. So one 3k potion can heal half if not more of your life depending on how you train your PTs and what class/race combo you decide to go.
Actually. My guild and I had this discussion the other night. WHile there may be a healing spell or two for the Bellato class, this game lacks a healing class. THERE IS NO HEALING CLASS. The closest you get to healing is the Grazier Summon Inanna. However, there is the Dark Priest class which is a buffing class and also has the handy "escape" move to teleport their party back to town. So, unfortunately, all healing in this game is done through potions.
Actually, I know a healing class that doesn't use magic. It's called a scientist. It comes from the Acretian specialist and uses it's special skill called instant repair which heals any Acretian's hp by half of the total amount when the skill is maxed. When you think of it, it's actually much more powerful than potions because when you're level 40 or higher, the best potion could only probably heal 1/10 of your hp. I haven't played any of the other classes but i think i saw some of them use spells to heal others.
Wow, that's kind of a shock. No real healer class. *scratches head* Thanks for all the info everyone. I'm not sure what to make of it all though. No healer class...anyone else feel like they're in the Twilight Zone? lol Ok, back to topic. What's this about Innana Summoner? I was thinking Summoner Line would be interesting to try out, but now it sounds like its more of a half healer-half summoner ala FFXI. Which isn't something I'm too keen on doing. *is very lost* I still can't believe there is no real Healer clas. This just might be the first game I play and don't roll a Squishy first. ><
I cried a little IRL when I started playing and saw there was no healing class and potions only had a 3 second cooldown. Potion spam and pvp don't belong together
Just looking at the gameplay of this game its not really meant for 1v1 PvP, but to try and get everyone to work as a team.. or an army if you want to be exact.. no reason to tear up, just a new way to enough teamwork in an MMO. The fact that it requires teamwork will make the game interesting nonetheless.
This is about as true as it gets. RF is ment to be played as a team. As codemasters said 1v1 will result in who ever has the most potions. This is cool because if makes the pvp last and not just a 5 sec event. kinda cool if you ask me.
I use to play L2 win daggers rules all. They could run up hit you 2 times and it was over. RF will give you a chance to fight it out. god I can't wait !!!
I can understand the plan to force more team cooperation, I think that is a great idea. And for the most part when I played other Healer types and was in the middle of a massive brawl most of the time I was getting yells for healing while running for cover bcause there wasn't much else I could do in a 50 v 50 battle with no teams set up. >< So RFO should give Squishies a lot more to focus on rather then just healing or running. The idea of pot spamming to the point of neccessary cooperation is also interesting. I had always wondered if it would work if actualy applied. Now I'm even more excited about RFO. It should prove to be very interesting. ^^ Thanks to everyone for all their input. I do have one more question though. Is it possible or have people made game Macros to automate Pot Spamming?
Looks like this is a more cooperative MMO coming along.
I like it...
this potion spamming idea could either rock hardcore or Really suck... however, the no healing idea is actually really cool, at least fitting with the idea of a real battle where... if you get beat down you down get back up as quick as in most fantasy games
How come they do not have a real healer class, I mean healing is like one of the most needed things in MMORPG's. I mean yes potions will be a lot to heal, but I am guessing that their price will also be very high and all and the servers will be most probably like 1x every stat. So getting money or whatever currency they call it in RFO is gonna be hard I am guessing unless you know where to go exactly.
But that is strange I mean healing in like Lineage II is like one of the most used classes, because it is like a one way ticket into a clan or how they call it here guild. Wierd is all I can say, ah well we will see maybe they will add like patches and stuff to the game, and so they might introduce healing class in every race!!!
There isn't really a class for it, more like black and white magic for casters... Become a caster and choose the white magic and you are a healer/buffer
If im not mistaken what you guys are looking for is a non original mmorp.
Your bored of your old one and just want a bit of a change with, perhaps, some graphical advancements.
The story of this is farly simple...world, 3 factions, tells it self realy...but from what i have seen the creators of this game want something with a little differance...Don't worry if they dont have a class that your last game had. Try something else
As for potion spamming id like to see how it works...it could introduce team play, because you have to work to gether to survive...but then again the hard core grinders, could get loads of potions and go off soloing.
Thats what im thinking any way
Soloing is done in this game.. but those hardcore solo people will only be hurting themselves.. The EXP system of this game is that you gain EXP bais the amount of damage you do to a mob plus a small bonus for killing it. For example.. a mob has 1000 HP will equal 1000 damage bais EXP and say 300 bonus EXP for the last hit.
Now you thinking.. that only helps people want to solo so that they are the one doing the damage to the mob.. incorrect, I will explain. Groups can have eight people.. so now you have eight people attacking the mob with 1000 HP. That mob is now worth 1000 x 8 EXP from damage with for say a 300 EXP bonus for the last hit. So grouping will be much for valuable for EXP than solo will.. the point is just trying to get everyone to see this.
Verry smart idea...that should certinally promote team play
By no means is NOT having a Healer class a bad thing. I think its a wonderful change of pace and a very fresh take on MMORPG's. Do I find it odd? Yes. Why? Because I'm used to being the Medic. Am I gonna complain about it? Heck no. If you can't heal 'em, then blow 'em up! ^^ RFO seems fresh and new in its own way from what I've read, heard and seen. I can understand the reasoning for ommitting a Medic/Healer class to help promote cooperation and force people to rely more on their own abilities then knowing there is someone there to pick up after them with a Healing Spell if something goes wrong. I think it'll bring a greater sense of danger and adventure as well as helping guide players into a more closely knitt community of gamers. I hope it works out and I'm looking forward to it. ^^
I see your points that you have made. I agree with you all that it is a good change for once, if you die you die, no buffer or healer. And I also like the EXP. system, very interesting new system I guess!!!
Removing a healer class promotes team play?
Seems to me like it takes away because now battle comes down to everyone spamming attacks in hopes to get the monster down.
I dont see how just throwing down a potion when necessary promotes team play because now no one is dependent on anyone else to survive. It all comes down to if you have enough potions. The primary consideration for party make-up is now dammage because that is the only thing that seems to matter. Although I guess buff and/or debuff classes would still have a place.
The other major problem I see with this is that since this is supposed to be a pvp game, removing the heal class takes away a huge strategic dynamic. If everyone is self-sufficient, then it hardly matters who you fight because its not like anyone is going to make it more difficult for you to kill people, except for the one buff class.
If two groups of 8 fought each other, a major factor in determining the winner would be who has more potions. Or if focus firing out dammages potion healing then there is absolutely nothing that can save you from being killed if you're the main target. Its not like you need to try and take out the healing classes first because whoever you attack should die because they can only support themselves.
This all could be negated however if potions can be used on other people. If there could be a way to train and make potions more effective at the cost of other skills, then someone could be like a healer who spams more effective potions on everyone rather than using the traditional magic type healing approach. But I can see how being a healer with limited potions that cost you money each time you use them would be annoying.
The advantage of having no dedicated healing class is that nobody would be regulated to a solely support role which many often say is boring and/or unfulfilling, resulting in the lack of a necessary class to form a successful group. This is probably their reasoning for making everyone self-sufficient. Since there isn't a single class that is absolutely necessary for success, then people don't have to sit around waiting for that class to show up.
In any case, removing one the the staple archetypes from pretty much every rpg is a risky move. From a pve standpoint I think its probably not a bad idea because it would be much easier to make groups, but for pvp I think its a very bad idea because it seems like it promotes less strategy and more mindless attacking.
However, If the battles allow for uneven numbers like daoc, then this talk of strategy is meaningless because the only one that matters is who has the bigger zerg.
I think it's great that they did away with the healer class.
1. No more groups waiting that extra 30 minutes to an hour spamming "group with 1 slot left looking for healer!!!"
2. No more watching people run around 2-boxing 2 accounts just to level faster and have better buffs then everyone else.
3. No more feeling like you can't solo as a melee class becuase ranged and nukers have half the downtime (most mmorpgs melee need healers)
4. Coordinated attacks will win the day not the chaotic group who happens to have a good healer.
5. No more "OMG OMG HEAL!!!" now you only have yourself to blame
If you ask me this is a great thing, I'ts more like counterstrike or COD where the emphisis is on combat, team work, and tactics. Not who's lucky enough to have a buff/heal bot to give em the extra edge.