Page 1 of 2

does heal remove plague line powers?

Posted: Tue Oct 19, 2004 4:23 pm
by Jack Dell
thread title pretty self explanatory. Does heal only work on poisons like it says or does it also eliminate negative status? Cause I have healed many negative statuses with heal and I never saw a poison grenade go off, so I'm kind of assuming that Im healing dark side force powers. Anyone know about this?

Posted: Wed Oct 20, 2004 8:17 am
by MalaksBane
I got the same impression that Heal cancels the effects of some ds powers. It's difficult to check, you can't really ask your opponents to cast Plague or anything and it's rare to find one that uses a forcepower that works anyway ...

Posted: Wed Oct 20, 2004 8:01 pm
by Jack Dell
Well, ive confirmed it but thankyou for your reply. Yes, heal removes ds powers of the plague line, because they act like poison. Your hp turns green and is removed by heal. So its good to know that you can eliminate all darkside powers that can heavily reduce your stats. Also a good thing to know is that combined with being a sentinel, absolutely NO darkside power can affect you. You cant be stunned, terrorized or paralized, and you cant be plagued (well you can but you can instantly cure it) so do note that even though the sentinels are the most neglected jedi class the line of immunities actually renders you invulnerable to jedi force powers. Also you cant be stunned by critical hits. Its good to know.

Posted: Fri Oct 22, 2004 4:12 am
by MalaksBane
Well, I for one, do not neglect Sentinels, it is my favorite Jedi class - and indeed, their immunities play a role in my preference. But they are not immune to ds powers like drain life and lightning. Lightning doesn't interest me, but an opponent that keeps healing himself by using drain-life on me is annoying.

Posted: Fri Oct 22, 2004 4:16 am
by UserUnfriendly
[QUOTE=Jack Dell]Well, ive confirmed it but thankyou for your reply. Yes, heal removes ds powers of the plague line, because they act like poison. Your hp turns green and is removed by heal. So its good to know that you can eliminate all darkside powers that can heavily reduce your stats. Also a good thing to know is that combined with being a sentinel, absolutely NO darkside power can affect you. You cant be stunned, terrorized or paralized, and you cant be plagued (well you can but you can instantly cure it) so do note that even though the sentinels are the most neglected jedi class the line of immunities actually renders you invulnerable to jedi force powers. Also you cant be stunned by critical hits. Its good to know.[/QUOTE]

bothan sensory goggles(immune to critical strike)...i've found that buying those, getting the implants from mannan, that give you +4 to fortitude, my one weakness, and relying on force immunity, and the most powerful save items in the game that i hardly ever get anything, like stunned, or plagued or whatever...besides, i design my character to kill with immense ability and speed, so they hardly ever have time to hit me with anything...

force immunity is the real ticket here... :D

Posted: Fri Oct 22, 2004 4:30 am
by MalaksBane
[QUOTE=UserUnfriendly]bothan sensory goggles(immune to critical strike)...i've found that buying those, getting the implants from mannan, that give you +4 to fortitude, my one weakness, and relying on force immunity, and the most powerful save items in the game that i hardly ever get anything, like stunned, or plagued or whatever...besides, i design my character to kill with immense ability and speed, so they hardly ever have time to hit me with anything...

force immunity is the real ticket here... :D [/QUOTE]

Well, a Sentinel with LS mastery get's +3 to Constitution, which helps to save against critical hits :)
Give the Sentinel a Scout base, and some nice save-boosting items (like the dex-belt from Mika) and (s)he has little need for Force Immunity - which means two extra powers to do something more fun with.

Sentinels rule.

Posted: Sat Oct 23, 2004 1:51 pm
by UserUnfriendly
[QUOTE=MalaksBane]Well, a Sentinel with LS mastery get's +3 to Constitution, which helps to save against critical hits :)
Give the Sentinel a Scout base, and some nice save-boosting items (like the dex-belt from Mika) and (s)he has little need for Force Immunity - which means two extra powers to do something more fun with.

Sentinels rule.[/QUOTE]

but both sentinel and consular have at best 15 bonus to attack, assuming you dual at level 5 or below...

sure, you're going to survive everything, if the dark jedi stand around casting fear...but dealing with a swarm of lightsabers can get iffy... :p

Posted: Thu Oct 28, 2004 3:26 pm
by Jack Dell
yeah well that +5 bab doesn't really make much difference, you can hit regular jedis just as well, and with more force points you can use that force a lot more for insanity or stasis meaning that they will loose all their dexterity modifiers and lose a great deal of defense, so that is a good enough compensation. Also it gets awfully repetitive to force jump around in force speed. Id rather have killer force powers that never run out.

Posted: Fri Oct 29, 2004 3:16 pm
by jeremiah
Antidote kits work just as well on Plague then if Heal can work wonders :) . I bet any item that grants poison immunity works just as well against Plague.

Sentinels are not immune to Force:Kill line of powers, Force Storm line and Force Wave (although they are not stunned).

Posted: Fri Oct 29, 2004 3:28 pm
by Jack Dell
please tell me of a jedi that has ever used kill on you. Force lightning may be annoying perhaps, but if you save the damage is puny, and we all know that the worst part of force wave is the stun, because the damage just doesn't really change with more than 200 vp.

Posted: Fri Oct 29, 2004 3:29 pm
by UserUnfriendly
[QUOTE=jeremiah]Antidote kits work just as well on Plague then if Heal can work wonders :) . I bet any item that grants poison immunity works just as well against Plague.

Sentinels are not immune to Force:Kill line of powers, Force Storm line and Force Wave (although they are not stunned).[/QUOTE]

energy resistance will protect you from force kill...

and provide a degree of protection from force storm...and the upgraded energy resistance will stop plague too..

wow...the much abused and neglected force power...energy resistance...

sure, you're going to want high powered personal energy shields for most decisive battles, but energy resistance is cheap enough to cast anytime you're in an area where there are dark jedi...

having had a nasty encounter in korriban where the mad hermit used kill on me, i am thinking of getting that power...

it stops plague, kill, and weakens force lightning...which i never get a full hit anyway cause of my obscene saves... ;)

Posted: Fri Oct 29, 2004 5:01 pm
by jeremiah
Cool, UserUnfriendly. I realize that Improved Energy Resistance can stop plague too but didn't realize it is effective against Force Kill.

Actually, on my first run through the game, I went darkside and wasn't quite sure what force powers were most needed. Of course, DS Bastila when you get her DOES NOT have Force Immunity as a power (which she did when she was LS) and at the time I didn't realize the effectiveness of Improved Energy Resistance. On normal difficulty, quite a few of those Dark Jedi on the Star Forge would use Force Kill and Bastila would be rendered helpless for a duration.

Posted: Fri Oct 29, 2004 9:04 pm
by UserUnfriendly
[QUOTE=jeremiah]Cool, UserUnfriendly. I realize that Improved Energy Resistance can stop plague too but didn't realize it is effective against Force Kill.

Actually, on my first run through the game, I went darkside and wasn't quite sure what force powers were most needed. Of course, DS Bastila when you get her DOES NOT have Force Immunity as a power (which she did when she was LS) and at the time I didn't realize the effectiveness of Improved Energy Resistance. On normal difficulty, quite a few of those Dark Jedi on the Star Forge would use Force Kill and Bastila would be rendered helpless for a duration.[/QUOTE]

how to make a jedi sentinel out of a guardian or consular...

improved energy resistance will protect you from plague, kill line of powers.

it protects entire party from disease and poison...plague is poison based, and according to stam's gameplay guide in gamefaq, kill is disease based.

other than those two benefits, energy resistance is crap...a good energy shield will do more for you, but those two benefits make it invaluable, aside from its utility for stopping force lightning attacks when stacked with force immunity...(lightning does 10-60 points damage, half if resisted...with stacked force immunity, energy resistance should stop most or all of the damage...and its cheap enough to recast during long battles.)

having a good high fortitude save will protect you from stun, paralysis powers...plus, there is a goggles sold at tatooine that will stop crit strike cold....bothan sensory visors, which i suspect will even stop the damage of a crit strike...mind powers are harder, but having a high will save, and devices like krakan gloves, adrenaline stimulator and others can boost it close to 20, making you for all intents and purposes utterly immune...

i like having a guardian with con 8, which i boost with the implant from mannan, which you get as a reward, which boosts con to 12 for me...with guardian, that offers great protection, due to my high fort saves...i got good dex, and obscene will stats, 14/18, so reflex and will saves are no problem...

with high saves, and force immunity and imp. energy resistance and the right combination of items, your guardian or consular should be able to shrug off most force based attacks...and when a dark jedi casts breach at you, kill him with your attacks or force powers...

oh yeah, finally...

hyper stims, which you should be rolling in after unknown world cannot be breached, and they allow you to raise reflex and fort saves to really high levels...

so really, sentinels are good defensively, but good planning and good stats are just as nice...and it suits my offensive based playing style...

having said all that...i am thinking of playing scoundrel sentinel for my next run thru...i like the skill points, and really great immunities...and a 5 base attack bonus drop from scoundrel guardian seems acceptable..

bah...scoundrel consular...if only force focus was more powerful, i would play it... :mad:

but my scoundrel guardian has never had a serious time resisting force powers... :D

Posted: Sat Oct 30, 2004 5:50 pm
by Jack Dell
Well yes you can get your saves to insane levels anyway and avoid all efects, im just saying its nice to be completely IMMUNE. Its a nice word, it means theres a 100 percent chance it wont happen. High saves don't ensure that. Dunno, maybe Im a bit of a control freak but I like it and you can concentrate on other aspects of your character whilst forgetting about negative force effects. Energy resistance is quite nice I wasnt aware. Too bad no one ever hit me with kill otherwise i'd value it a bit more.

The 4 DC for a consular is a bit weak, I agree but sometimes it makes a difference. However i still have to decide whether im playing scoundrel sentinel with 16 on both wis and char or scoundrel consular. With that many modifiers and a huge amount of wis equipment and every extra attribute on wisdom, and force valor, an extra 4 dc may not justify choosing the consular. Im still debating.

Posted: Wed Nov 03, 2004 1:05 pm
by jeremiah
Hi UserUnfriendly,

Could you double check on Improved Energy Resistance protection against Force Choke/Kill. I used it on the party before confronting the 3 Dark Jedis on Kasshyk and Mission still got Choked. Checked her stat and she was afflicted while still under Improved Energy Resistance.

Posted: Wed Nov 03, 2004 5:21 pm
by UserUnfriendly
[QUOTE=jeremiah]Hi UserUnfriendly,

Could you double check on Improved Energy Resistance protection against Force Choke/Kill. I used it on the party before confronting the 3 Dark Jedis on Kasshyk and Mission still got Choked. Checked her stat and she was afflicted while still under Improved Energy Resistance.[/QUOTE]

well, i was taking stam's word for it on his faq...

haven't tried it myself...(i killed those 3 annoying gits before they could do anything...)

that's good to know...

now the question is...is the long duration poison and electrical resistance worth an otherwise lousy force power? :rolleyes:

Posted: Wed Nov 03, 2004 5:37 pm
by jeremiah
I do believe it does UserUnfriendly. As the 15 point damage energy/fire etc resistance applies to all attacks against your character. So Zaalbar with Wookie toughness plus Toughness 2 plus Improved Energy Resistance blunts 17 damage per successful attack that lands during energy resistance coverage from blasters and sabers easy. Activate a shield and enemies can hardly touch your party members before they die.

Posted: Wed Nov 03, 2004 6:53 pm
by UserUnfriendly
[QUOTE=jeremiah]I do believe it does UserUnfriendly. As the 15 point damage energy/fire etc resistance applies to all attacks against your character. So Zaalbar with Wookie toughness plus Toughness 2 plus Improved Energy Resistance blunts 17 damage per successful attack that lands during energy resistance coverage from blasters and sabers easy. Activate a shield and enemies can hardly touch your party members before they die.[/QUOTE]

improved energy resistance will not provide energy resistance...fire, cold, sonic, and electrical attacks ONLY!!! :mad: :mad: :mad: if it only provided energy attack defense i would get it in a heartbeat, but yeah...its funny improved energy resistance does not provide energy based attack defense...

:( :mad:

Posted: Wed Nov 03, 2004 7:15 pm
by jeremiah
Let me check the damage feedback window again when I encounter dark Jedi UserUnfriendly. Cause Zaalbar definitely took minuscule damage when he fought the Dark jedi on Kasshyk and you know how minuscule his defense is. Heck, the kinrath do more damage to him. I have been using Improved Energy Resistance for a long time now and rarely ever activate shields except for very, very tough battles.

Because the protection from Energy attacks is Undocumented as far as myself and other players have found.

Posted: Wed Nov 03, 2004 7:40 pm
by UserUnfriendly
[QUOTE=jeremiah]Let me check the damage feedback window again when I encounter dark Jedi UserUnfriendly. Cause Zaalbar definitely took minuscule damage when he fought the Dark jedi on Kasshyk and you know how minuscule his defense is. Heck, the kinrath do more damage to him. I have been using Improved Energy Resistance for a long time now and rarely ever activate shields except for very, very tough battles.

Because the protection from Energy attacks is Undocumented as far as myself and other players have found.[/QUOTE]


OMG!!!!!!!!!!!!!!!!!!!!

someone PLEASE confirm this!!!! :eek: :eek: :eek: make me so happy... :p