Combat Medic Archive
Thread: Discussion Topic: Specials
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vortexala
Tue Nov 02, 2004 11:45 am
#1
Figure it's about time for another discussion topic. This one will be about Combat Medic Specials.
Right now we have /applypoison, /applydisease and /healmind. Those are the specials we obtain in our profession. And the last one was a band-aid fix to begin with and may go the way of the dinosaur post Combat Upgrade.
So with that in mind:
What other specials do you think we should get?
What would those specials do?
How would they be placed within our profession?(which skillbox)
Should we get any new specials at all?
Previous Discussion Topics:
vortexala
Tue Nov 02, 2004 4:30 pm
#3
Kadgarth wrote:
I'd like to see something along the lines of the old Warcraft II ability monks had hehe
Just by having people be near us (or in our group) they're HAM would go back up quicker.
Just throwing it out there...
So a 'Heal Over Time' ability? Increased regeneration when near/grouped with a CM? Hmm. *jots that down*
What about Combat Related specials? Anyone have any ideas?
eapers
Tue Nov 02, 2004 5:13 pm
#4
an advanced drag ability: perhaps the ability to drag multiple players at once, or the ability to drag from further away, or the ability to toggle drag; ie an incappacitated or dead player would be dragged behind you untilthe Combat Medicchose to release them. This could either be given in the level 4 healing speed tree, or given as a mod that goes up with time and increases range as one levels the profession.
state heals: I feel that until Combat Medics have state heals, Doctors will continue to be the king of pre, active, and post battle healing. If the ability to heal states were either taken from doctors and granted to combat medics, duplicated into the combat medic tree, or given to Combat Medics with a different form of application we would become more of a hybred and less of a bio terror focused profession.
poison and disease area cures: I always thought that area cures for poison and disease should have gone to Combat Medics. I would still personally like to fight for this. Area cures could be removed from doctor and granted to combat medics. Doctors would still get single target cures. Doctors would still get the resistance buffs.
healingdamage changes: What if only Combat Medics could heal while in combat? This would certainly give us a role. Doctors would still heal states and poison while in combat, but only a Combat Medic would have the experience to heal actual damage while fighting.
apply state: I would rather see the ability to use grendades to stick states be given to commandos, but its something to consider.
I know just about everything I suggested are 'passive' abilities, but I feel that CM's should be fairly simple, special-wise.
Kadgarth
Tue Nov 02, 2004 5:30 pm
#5
Heh, you make it sound like EQ
vortexala wrote:
Kadgarth wrote:
I'd like to see something along the lines of the old Warcraft II ability monks had hehe
Just by having people be near us (or in our group) they're HAM would go back up quicker.
Just throwing it out there...
So a 'Heal Over Time' ability? Increased regeneration when near/grouped with a CM? Hmm. *jots that down*
What about Combat Related specials? Anyone have any ideas?
JordanFrenzy
Tue Nov 02, 2004 5:50 pm
#6
Since we're required to take the Ranged Support column, why not add one special for Rifle, Pistol, and Carbineer. Of course it would need to be something that fits the Medic part of our proffesion, and I really don't know what that could be.
Kadgarth
Wed Nov 03, 2004 1:37 am
#7
I'd like to see something along the lines of the old Warcraft II ability monks had hehe
Just by having people be near us (or in our group) they're HAM would go back up quicker.
Just throwing it out there... 
Shakaru
Wed Nov 03, 2004 2:15 am
#8
What other specials do you think we should get?
Poison Resist
Disease Resist
Area Poison Cure
Area Disease Cure
Nerve Gas
Mind Stimpack
What would those specials do?
I firmly believe that the area cures for poison and disease should be crafted and used soley by combat medics, not doctors.
I believe that poison and disease resists should be CRAFTABLE by combat medics, and docs should buy them from us to apply.
Nerve gas would be another combat medic craftable poison that would temporarily delay opponents, much like Warcry, but that also prevents burst run and is effective on multiple targets.
Mind stims are craftable and useable only by combat medics and effectively replace the healmind function without the inherent wounds.
How would they be placed within our profession?(which skillbox)
Nerve gas would be in master Combat Medic
Crafting of mind stims, resists, and cures would be in the 4th tree, as it is now in Doc.
Should we get any new specials at all?
With the constant cry for nerf on our offensive capabilities I definately think that we should gain something new or improved in the combat rebalance.
I think that healmind is one of the single most unique and positive things about Combat Medic. I am the only person in my group who can keep my people from being blue barred. If they make mind healable in the Combat Revamp please do not give it to medic and doc, let it be a Combat Medic skill only. Docs already have every other good healing tool, sans area and ranged stims.
Shakaru
Wed Nov 03, 2004 2:17 am
#9
JordanFrenzy wrote:
Since we're required to take the Ranged Support column, why not add one special for Rifle, Pistol, and Carbineer. Of course it would need to be something that fits the Medic part of our proffesion, and I really don't know what that could be.
Maybe remove dot weapons from game unless they are used by a CM? We could theoretically alter a weapon to include poison or disease. A CM / Rifleman for example could use a T21 with a mind poison additive, that would tick every 10 seconds just like a poison, but without having to pause and toss a poison? Just brainstorming on that one.
santachristo
Wed Nov 03, 2004 3:40 am
#10
change the heal mind: wounds should be shared between the healed one, and the cm
heal states: they should still be crafted by a doc. but we should be able to use them. (sounds more logical if they are crafted by a doc. it is not the job of combat medics to craft those)
heal states: they should still be crafted by a doc. but we should be able to use them. (sounds more logical if they are crafted by a doc. it is not the job of combat medics to craft those)
santachristo
Wed Nov 03, 2004 3:44 am
#11
we should be the one that give the antipoisen buffs. (docs should still craft them, but they should need some components crafted by combat medics)
we should be the one that gives the poisen cures. (docs should not be able to cure poisen)
we should be the one that gives the poisen cures. (docs should not be able to cure poisen)
Kadgarth
Wed Nov 03, 2004 5:49 am
#12
I like that idea
santachristo wrote:
Change the heal mind: wounds should be shared between the healed one, and the cm.
Kadgarth
Wed Nov 03, 2004 5:51 am
#13
We could combine with Bio Engineers and/or Weaponsmiths to do this. BEs are always looking for more content anyway
Shakaru wrote:
Maybe remove dot weapons from game unless they are used by a CM? We could theoretically alter a weapon to include poison or disease. A CM / Rifleman for example could use a T21 with a mind poison additive, that would tick every 10 seconds just like a poison, but without having to pause and toss a poison? Just brainstorming on that one.
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