Bio Engineer Archive
Thread: pET sTIMS
Pet Stims can heal Mind.
That's why I am pissed off.
SoE has given CHs the ability to do something that even Master Docs and CMs can do and it strikes me as being incredibly wrong.
For now from what I heard Pet Stims can't be produced in factories, but knowing SoE they'll probably change that. None the less it really irks me. Probably more reason why we need to push for the ability to heal and enhance the mind pool. Hell even if I wasn't able to heal my own mind pool I still think its needed.
Pet stims can also only heal PETS. Pets can't watch entertainers, can't have regen buffs applied and such, etc. etc. etc. So the pet stims just fix a problem with pets.
And it's bioengineers that make them, I believe. Not CHs.
This is not giving another class something that we should be able to do; it's giving a pet class the ability to heal their pets. That's it.
Don't get so worked up about it! ![]()
There is reason to be concerned. These stimpackscan completely heal apets that can have over 10k ham.Noplayer class can hope to take damage as well as a 10k ham pet.Add to that the ability to heal a pet better than one can heal a player and you getbrawlers that can't tank.
The pet stimpack and pet tank combo is going to quickly take overthe vast majority of the healing of the game. With a 10k ham pet why take damage? And if this becomes the case.... what is the point of the medic line of classes? To heal the fewwounds and damage a player takes whenhe is not careful with agro? Is this the planed role of the medic classes?Are we to be secondary healers?
To add insult to injury, every line of pet stimpack heals better than the equivalent medic line of healing.
There is much more to these stimpacks than meets the casual eye.
Why not just make pet stims heal very little Health and Action (or none at all)and a lot of Mind ?
That would help the CH's a lot since I have seen many not being able to use their pets because they get Mind Incapped in 1 hit becaues they don't regenerate Mind (if so VERY slowly), and would still leave room for the "normal" stims to heal thoose 10k HAMS...just my 2 quacks...
I like the idea of pet stims that only heal mind... also they should add a medic skill requirement to the use of pet stims above the level of A.
creature handlers get a skill called trick that totally regens a pet's mind bar and mind wounds out of combat. Which previously put a time limit on combats... these stims could extend the time limit.
Pet stims most certainly CAN'T heal a 10k pet in one shot.
The highest pet stim, an E, heals about 800-1000. Pet stims heal on a base-value-only basis -- there are NO bonuses applied. So the most a petstim E can heal in any one charge is its maximum heal number. And that heal isn't guaranteed. So the most a pet stimpack can do is the equivalent healing of a good stim D.
That's not the casewith doctors and stimpacks -- this is why you train up First Aid skill, after all. Doctors receive at least a 100% bonus on healing, plus have better speed in the healingdepartment.
If you have a 10k pet, your best healing option will ALWAYS be a doctor with stim Es, supplemented by pet packs for the mind wounds.
This really is a tempest in a teapot. Just don't worry about it. It doesn't affect us at all, unless you're really into healing low- to mid-level pets.
You know how they heal mind damage on pets normally?.... Pet trick1, trick2.. Its not like their gaining much over what they had before. trick1 and 2 didn't cost anything either..
Now if only we could do tricks.. i'd be happier. ![]()
Phomeister wrote:
You know how they heal mind damage on pets normally?.... Pet trick1, trick2.. Its not like their gaining much over what they had before. trick1 and 2 didn't cost anything either..
Yeah seriously, I don't understand why the need for a pet stimpack that healed mind damage was even implemented. As you can use the trick1 and trick2 during combat and their mind damage and wounds are completely healed. Now for the health and action part I can see , but there is 0 reason why they needed mind damage to be included on their stimpacks.
They were introduced to reduce pet downtime, methinks. Because while pets tend to have huge HA pools, their sub-pools are usually miniscule. So regeneration isn't really a valid healing method. Feed/play are mainly to heal wounds, not to regenerate.
Rather than have many pet owners sitting around doing nothing for hours on end, we've got pet stims.
I amprimarily adoctor but I'm dabbling inBio Engineer, and have several close Creature Handlers friends who I group with on a regular basis. Trust me when I say the pet stims aren't a problem, or a "nerf" to medics. (Just to reitterate some facts from other posts - they only work on pets, and they are made by bio engineers.)
First, the Stim A's stink. 99% of the time I use Stim C's or Stim E's to heal the pets cuz the Stim A'sdon't heal enough to be worth my time. I assume the stims will get better and higher levels, but I dunno yet cuz levelling up a BE to make better stims is insanely hard - at least compared to a doctor.
Second, the same patch that introduced pet stims also DRASTICALLY nerfed the creature handler pet regens - i.e., they forced the CHs to become dependent on another class by removing the ability for them to let their pets regen on their own.
Third, creatures don't have any special attacks that use HAM so the only thing they are getting from the mind heal is the chance to keep their pet alive. Creaturesalso can (and alwayscould )get a insta heal on the mind from doing a trick after the fight, so regen isnt an issue.The only thing Pet stims has done is increase the chance that the pet wont die. And since they have recently introduced pet perma-death in PVP, andstat decreases for deaths in PVE, IMO death of a pet is now far more catastrophic than death of a player.
CH pet permadeath is a bug, which the devs are tring to duplicate so it can be removed.
As for the packs themselves, keep them it gives us more fuel to add healing mind damage to part of the doctor skills.
BTW, i would add that Pets can ,in fact, be fully buffed just like any other player wil Doc buffs. (I just don't know if they can be "fed" spice or chef foods to actually get buffs from that.)
Then again, think about the poor DEs. CHers get away with NO permadeath, but droids, who usually can't even come close to taking the punishment, let alone taking advantage of a medic's heals, that most MOBs dish out do have permadeath. Good for DE buisness in some ways, I suppose (more droids to sell!), but bad for business since if it weren't for med modules I wouldn't touch a droid with a 10-foot pole. Give me a pet instead, at least they can live past one hit.