Combat Medic Archive

Thread: Discussion Topic: Specials

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:






~Texxie Xetrov~
Retired Mayor of Vesania, Corellia, Chilastra
Retired Combat Medic Correspondent(Feb 04 - Dec 04)

"A Day without sunlight is like.... night."
A CU Alpha Testers Disclaimer: This CU Alpha Test Contained neither Alpha nor Testing.
Play at your own risk, but don't blame us...
Xendi
Tue Nov 02, 2004 12:38 pm
#2

/healareaMind /areaQuickHeal




Tyrian Zell / Fujimoto| Jedi enabled |
Dot Junkie
Bush Owns You Im To damn sexy
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?



~Texxie Xetrov~
Retired Mayor of Vesania, Corellia, Chilastra
Retired Combat Medic Correspondent(Feb 04 - Dec 04)

"A Day without sunlight is like.... night."
A CU Alpha Testers Disclaimer: This CU Alpha Test Contained neither Alpha nor Testing.
Play at your own risk, but don't blame us...
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.






JOHNNY-JONES JACKSON

AFK
Kadgarth
Tue Nov 02, 2004 5:30 pm
#5






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?




Heh, you make it sound like EQ




Kadgarth
Master Doctor/Master TKA - Wanderhome
Omass Ibe
Master Musician/Master Dancer Buff Bot - Ahazi
Anul Roat
Master Combat Medic(Aspiring)/Master Artisan - Test Center
*Jedi Knight*
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.



IGN: Refa Jordan
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...



Kadgarth
Master Doctor/Master TKA - Wanderhome
Omass Ibe
Master Musician/Master Dancer Buff Bot - Ahazi
Anul Roat
Master Combat Medic(Aspiring)/Master Artisan - Test Center
*Jedi Knight*
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.




  _    _     _     _                   _   _                        
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| | ___ __| | __| | __ _ _ __ __| | | | _____ _ __ __ ___ __
| |/ / |/ _` |/ _` | / _` | '_ \ / _` | | |/ / _ \| '__/ _` \ \/ /
| <| | (_| | (_| | | (_| | | | | (_| | | < (_) | | | (_| |> <
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Well, that's true of every day but one - the day you die."

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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.



  _    _     _     _                   _   _                        
| | (_) | | | | | | | |
| | ___ __| | __| | __ _ _ __ __| | | | _____ _ __ __ ___ __
| |/ / |/ _` |/ _` | / _` | '_ \ / _` | | |/ / _ \| '__/ _` \ \/ /
| <| | (_| | (_| | | (_| | | | | (_| | | < (_) | | | (_| |> <
|_|\_\_|\__,_|\__,_| \__,_|_| |_|\__,_| |_|\_\___/|_| \__,_/_/\_\

"Remember those posters that said, "Today is the first day of the rest of your life"?
Well, that's true of every day but one - the day you die."

Owner
and Sole Propieter(s) of "The Bomb Shelter"
/
wayp 3095 -3536 New Hope, Dantooine



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)



Realize Le-fay. (canceled account)
Founder of the IBL tactical Squadron

for membership, send me a pm)
ps: for everyone that did not get it. IBL = in before locking
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)



Realize Le-fay. (canceled account)
Founder of the IBL tactical Squadron

for membership, send me a pm)
ps: for everyone that did not get it. IBL = in before locking
Kadgarth
Wed Nov 03, 2004 5:49 am
#12






santachristo wrote:
Change the heal mind: wounds should be shared between the healed one, and the cm.




I like that idea




Kadgarth
Master Doctor/Master TKA - Wanderhome
Omass Ibe
Master Musician/Master Dancer Buff Bot - Ahazi
Anul Roat
Master Combat Medic(Aspiring)/Master Artisan - Test Center
*Jedi Knight*
Kadgarth
Wed Nov 03, 2004 5:51 am
#13






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.




We could combine with Bio Engineers and/or Weaponsmiths to do this. BEs are always looking for more content anyway




Kadgarth
Master Doctor/Master TKA - Wanderhome
Omass Ibe
Master Musician/Master Dancer Buff Bot - Ahazi
Anul Roat
Master Combat Medic(Aspiring)/Master Artisan - Test Center
*Jedi Knight*
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