Master Force Healing | |||
Rejuvenation IV | Restoration IV | Assist IV | Purification IV |
Rejuvenation III | Restoration III | Assist III | Purification III |
Rejuvenation II | Restoration II | Assist II | Purification II |
Rejuvenation I | Restoration I | Assist I | Purification I |
Novice Force Healing |
Profession Overview[]
Jedi Healers use their mastery over the restorative powers of the Force to heal damage, wounds, and debuffs from themselves and their comrades. The three main Jedi healing abilities allow followers of this discipline to keep mutiple allies alive in combat, including the ability to bring someone from near death back to full life. Healers can also use their knowledge to impede an opponent's ability point regeneration or reduce a target's ability to resist state effects.
Aside from the use of stim packs, Force Healing is the only way for Jedi to heal themselves. The first branch of this discipline is very popular among Jedi templates, as it grants the ability to heal for 1500 health points every two seconds.
This profession requires 89 skill points to master, XX of which go towards prerequisites.
Discipline Summary[]
- Single target damage recovery (high) and DOT/state removal
- Single opponent debuffs
- Single target heal over time
Related Skill Mods[]
Totals shown at the Master level
- Force Power Max +2800
- Force Power Regeneration +26
Abilities[]
Name | Command | FC | Description | Granted At |
Cure Disease | /curedisease | 75 | Removes a disease DOT from target. | Purification II |
Cure Poison | /curepoison | 75 | Removes a poison DOT from target. | Purification III |
Force Extinguish (Improved) | /forceextinguish | 75/50 | Removes a fire DOT from target. | Restoration II, IV |
Force Heal (Improved, Advanced) | /forceheal | 60/110/160 | Heals your target for 500, 1000, or 1500 health points. | Novice Healer, Rejuvenation II, IV |
Force Infusion (Improved) | /forceinfusion | 10 | Gradually heals your target over time. | Rejuvenation I, III |
Force Sap (Improved) | /forcesap | 175 | Greatly reduces your target's Action and Mind regeneration rates. | Assist II, IV |
Force Shock (Improved) | /forceshock | 175 | Reduces your target's state defenses. | Assist I, III |
Heal States | /healstates | 50 | Removes any blind, dizzy, or stun states. | Purification IV |
Stop Bleeding | /stopbleeding | 75 | Removes a bleeding DOT from target. | Purification I |
Total Heal | /totalheal | 325+ | Fully
heals target, cures all wounds and battle fatigue, and removes any states or DOTs from them. Force Cost dependent on amounts healed. |
Master Healer |
Note: FC = Force Cost when using ability.