Combat Medic Archive
Thread: Who heals better, doc or CM?
Z
Pahdbacca wrote:
As a master CM I can heal anybody in my group for 1-2k damage using Range stim E's without having to worry about being 8m away. Using area stims I can easily top off a large group after a fight or heal a group of tanks fairly quick. Overall, I think in a group of 5 players with 3 pets, It would take at least 2 docs to heal the amount of damage I can in a thick firefight. However...CMs only heal wounds as fast as a master medic, and don't have the healstates (stun, disease, poison, etc).
what is the delay for a master medic healing damage. Currently it is a 3 second delay for ranged stims.
Kavedawg wrote:
Pahdbacca wrote:
As a master CM I can heal anybody in my group for 1-2k damage using Range stim E's without having to worry about being 8m away. Using area stims I can easily top off a large group after a fight or heal a group of tanks fairly quick. Overall, I think in a group of 5 players with 3 pets, It would take at least 2 docs to heal the amount of damage I can in a thick firefight. However...CMs only heal wounds as fast as a master medic, and don't have the healstates (stun, disease, poison, etc).
what is the delay for a master medic healing damage. Currently it is a 3 second delay for ranged stims.
He was referring to healing wounds, which is on a 30 sec timer for master medics or combat medics. This timer is reduced to 15 sec with doctor's wound healing speed 4. This is the same timer used to enhance stats as well.
Valkahr wrote:
Kavedawg wrote:
Pahdbacca wrote:
As a master CM I can heal anybody in my group for 1-2k damage using Range stim E's without having to worry about being 8m away. Using area stims I can easily top off a large group after a fight or heal a group of tanks fairly quick. Overall, I think in a group of 5 players with 3 pets, It would take at least 2 docs to heal the amount of damage I can in a thick firefight. However...CMs only heal wounds as fast as a master medic, and don't have the healstates (stun, disease, poison, etc).
what is the delay for a master medic healing damage. Currently it is a 3 second delay for ranged stims.
He was referring to healing wounds, which is on a 30 sec timer for master medics or combat medics. This timer is reduced to 15 sec with doctor's wound healing speed 4. This is the same timer used to enhance stats as well.
yeah, sorry. The brain was a bit grogy when I read it
ZnickZ wrote:
I know CM has better range, but what are the differences please?
Z
As forhealing power, combat medics are the better healers. I also preferarea Cs since they can heal multiple people / creatures at the same time. Area Cs are also ranged, even though the name doesn't necessarily imply it.
That being said, I believe adoctor is more beneficial to a group thana combat medic if you are considering being just one of them. Even though combat medics sound like the more suited profession to assisted combatants on the field, that is notthe case. This is for a few reasons.
First,doctor buffs are very, verynice. When you can buff every physical stat on every player in your group by an average of 1200+ (this is w/o using advanced components) for over 2 hours, it makes a very big difference. This also helps to minimize the main disadvantage of a doctor's healing ability when compared to a combat medic. Since you can buff their stats up (at least health and action) to over twice what it is originally, you won't need to heal that person as often.This also results in the doctor stim Es being more useful as they are healing a much larger pool (think Health and Action ofover 2000 instead of 1000 ish). Also, once you buff their secondary stats, both players and pets will regen health and action remarkably fast. I haven't actually timed it, but instead of regenning +5 health and action every 8 sec ish, you'll regen + 5 health in less than a second. That really adds up. Further, players can spam their specials when they have their secondary stats buffed. The only limiting pool for specials will be mind (unless they are using food / spices or entertainer buffs).
Secondly, if someone did die you'd want a doctor around to res that person. For groups, having a member die and have to run back from cloning (without doctor buffs) with the added possibility of further deaths or delays on the way back to the group, this can be a pretty big issue.
Third, you'd need a doctor to cure poisons and diseases. A combat medic would be forced to continually heal a person who was poisoned. Also, a combat medic would be forced to heal the wounds that are accumulating from disease, since they couldn't cure it. Combat medics also have a30 sec reuse time inbetween wound cures. If you are fighting creatures that poison and disease, a doctor would be much more useful.
So for overall usefulness to a group, doctors are hands down the better choice. Combat medics bring ranged, area heals and poisons / diseases to the table. Their heals are nice, but I'd take a doctors buffs plus single target healing over ranged, area healing, given a choise. Then when you add on reses and cures, its no contest really. Combat medics area poisons are ok on large groups, but on small groups or single targets, they arenothing compared to what the other combat professions bring to the table.
That said, I'm a MCM/MD and I get the benefits of both professions. However, if I were to drop a profession it would be CM without a doubt. Doctor is just too useful a profession to give up.
Another question, in a pvp situation does the AE heals heal my enemies as well as my team mates?
Z
normally the AoE won't heal your enemies, but there is a problemwhere an AoE can sometimes heal an enemy CH pet.
with a doc you have a rez ability which is always handy to have, and there are a few things comming with the next patch for CM's. First, if you haven't read all the posts, the patch currently on TC stops all DoTs from doing damage beyond +1 of your ham. This means that the poisons that CMs have will no longer cause an incap. On the bright side there is a /healmind ability that CM's get that will allow you to heal the mind of someone who is incapped or about to be incapped.
ZnickZ wrote:
I'm choosing between the 2 specifically for small group pvp... since the CM can attack as well is that the best choice? We can always have a doc buff folks...
Another question, in a pvp situation does the AE heals heal my enemies as well as my team mates?
Z
ForPVPCM is definitely the way to go. However, you should know going in that poisons will be nerfed. Currently on test, CMpoisons are about to be nerfed to stop at +1 HAM.This nerf may or may not go live. However, future nerfs for poisons in PVPare undoubtedly going to happen. Also, doctors will be getting an AE cure poison.
We will? Nobody told me that.
Valkahr wrote:
Also, doctors will be getting an AE cure poison.
As a master cm and a master doc my stim of choice and i recomend ranged area c'sare by far bes,healing everyone within 30 meters of target for 1k -2k health cant beat that.. i mean sure with stim e's u can get up to 3k heals but i heal people more than pets...just my 2 cents =0)~
P.S. screw or devs tryin to nerf ch again!!!!!
Zarlor wrote:
We will? Nobody told me that.
Valkahr wrote:
Also, doctors will be getting an AE cure poison.
I thought I read that an AE cure poison was in the works about a week ago. I'll have to do a search, but if you don't know about it, it was probably wishful thinking.
Wow, you know things even the Doctor's correspondent does not. That's very impressive.
Valkahr wrote:
Zarlor wrote:
We will? Nobody told me that.
Valkahr wrote:
Also, doctors will be getting an AE cure poison.
I thought I read that an AE cure poison was in the works about a week ago. I'll have to do a search, but if you don't know about it, it was probably wishful thinking.