Combat Medic Archive
Thread: Solution I have not heard before...
vortexala wrote:
Personal opinion here...
I'm of the mind that resists should require crafting, be it food or med, and not simply a free skill.
I wouldn't mind seeing some skill given to SL(lord knows they need some lovin') that would perhaps hinder the effectiveness of a poison and/or disease. Not completely nullify it, mind you, but perhaps a damage reduction. Say each tick would hit normally for 600, with an SL skill that tick could be reduced to say 400-500.
Or it could increase the delay between ticks for a set period of time.
It's worth discussing at any rate
One star ninjas. Got to love them. Have enough of an opinion to justify clicking it to express their lack of satisfaction but not the will to actually post any meaning for it. Makes for quite empty opinions I think.
Squad Leader is a powerful profession if used effectivily, especially in PvP. I think this idea has merit, would need some fine tuning. Perhaps a /resistPoisonDisease skill that when activated, protects the group against poison and diesase for 30 seconds and has a 60 second timer. Would keep down the ability to spam poisons and give valid windows for Docs to cure, but keep it fair enough so that CM's could reapply in a functional way.
XingYuen wrote:
One star ninjas. Got to love them. Have enough of an opinion to justify clicking it to express their lack of satisfaction but not the will to actually post any meaning for it. Makes for quite empty opinions I think.
Squad Leader is a powerful profession if used effectivily, especially in PvP. I think this idea has merit, would need some fine tuning. Perhaps a /resistPoisonDisease skill that when activated, protects the group against poison and diesase for 30 seconds and has a 60 second timer. Would keep down the ability to spam poisons and give valid windows for Docs to cure, but keep it fair enough so that CM's could reapply in a functional way.
Agreed.
I just threw it out there mainly to see if it had been talked about before. I don't live on these boards so I was not sure if it had been.
I'm of the mind that resists should require crafting, be it food or med, and not simply a free skill.
I wouldn't mind seeing some skill given to SL(lord knows they need some lovin') that would perhaps hinder the effectiveness of a poison and/or disease. Not completely nullify it, mind you, but perhaps a damage reduction. Say each tick would hit normally for 600, with an SL skill that tick could be reduced to say 400-500.
Or it could increase the delay between ticks for a set period of time.
It's worth discussing at any rate
Not a bad idea, SL is a good choice for the skill. Since they already give group mods it would be in line with their current role in game. Iguess the question would be to give them mods vs resistance or vs effectiveness. I would favor mods vs resistance since this would *possibly* appease some of the whining concerning us and pvp.
Dragonstar Sunsoar
Master Gunfigher
Master Combat Medic
Proud Member of the Widow Makers
Great Idea, everyone is right it needs a little work and fine tuning, but a damn fine idea. Now if someone could just get a DEV to see this . . . . . . . . .
Sutek Amon'ra
I think it is an intresting possibility that merits investigation.
Personally I think maybe our esteemed correspondants suggestion was the better one. Resists will still be in, but in form of food and equipment. But squad leaders could get the ability to mitigate poison damage. (A bit like they do when they share wounds over the whole group)
The exact percentage of reduction is debatable but somewhere around 20-25% wouldn't be unreasonable I think.
Another posibility is that when the SL uses his skill poison ticks are delayed in some way, allowing the accompanying doctor to coordinate his efforts and heal more people before the poison ticks. (The group has a doctor with it, right?)