Combat Medic Archive
Thread: Any CM's out there use their profession to heal, and not to hurt?
Message Edited by kb4all on 05-18-2004 02:14 PM
DarthVillanus wrote:
Just dont gtef poison me and I'm happy![]()
Have I ever? Pfft. Don't go there, as I can guarantee that you have GTEF'ed me more then I have ever done so to you.
... heck, I only use healing then too, I'm a PvE gal. does that count as "not hurt"?
to be honest the probelm isnt only CM, as far as healing goes, Medic itself needs to be "dare i say ot" nerf'd, or better put Fixed. novice medic should be using Stim A's, pharm 1 should allow the Stim A+ and B's come into play at Pharm 3, and C's at Master. while lowering the effectiveness of Stimm B's to a max of 200, and C's to a max of 600.
this would help alleviate the problem, but also a Increase of the Combat Medic's Healing powers further boosting this. and of course the degrading of armour, say take it down to a Max Effectiveness of 60%, ie perfect Comp being 60/60/50
while balancing the mind attacks, as to make ppl aim at other parts of the body
Cheers
In pvp my group knows its every man for himself depending on the size of the raid, and they'd rather have me nuke the enemy than heal them. Unless its just me and 2 other people, I can't heal mind fast enough. Health/Action heals are a waste in pvp 90% of the time.
In pve my group knows that no matter what happens, I won't let them die. Whether that is burst running to heal a mind or spamming an area stim on the tank in between rifle fire. Its been awhile since I've seen one of them use a stim, and all of them have novice medic. They also now seem to stay within 35m of the tank, probably because subconsciously they've realized that it means heals.
In PVE, I pretty much do nothing but heal. If you've ever been to the Corvette with me you know this already. Part of the reason is, poisons are almost totally useless in PVE.
In PVP, it's a different story, because area stims are totally useless (except when working turrets), and mind heal is too slow, and too limited. So the only thing we have left is chucking WMDs at people.
Ronda-Vivna wrote:
to be honest the probelm isnt only CM, as far as healing goes, Medic itself needs to be "dare i say ot" nerf'd, or better put Fixed. novice medic should be using Stim A's, pharm 1 should allow the Stim A+ and B's come into play at Pharm 3, and C's at Master. while lowering the effectiveness of Stimm B's to a max of 200, and C's to a max of 600.
this would help alleviate the problem, but also a Increase of the Combat Medic's Healing powers further boosting this. and of course the degrading of armour, say take it down to a Max Effectiveness of 60%, ie perfect Comp being 60/60/50
while balancing the mind attacks, as to make ppl aim at other parts of the body
Cheers
I tried to start a petition for this here and on other boards. All I got was griefing doctors saying how they'd lose their cash cow and other players who couldn't give up the idea that they would be able to heal for 1k hp/action off of a single 400power stimB.
The only time I heal is for PvE and thats only to streamline the process and allow others to save their blue bars for spamming specials although the corvette can get pretty hairy if you pull a battle droid. In pvp the only time I'll heal is if I have more than 3/4 mind AND they are below 1/2 on hp/action. If I can get to someone in time I'll blow a /healmind if I've already thrown my poisons and if they have more offensive capabilities (melees usually since ranged prof. cant deal the damage that they can).
The fact of the matter is that with doctor buffs and good armor both kinetic and stun the fight is going to break down into who's got the highest mindpool. Usually its the person with meditate4. The hp/action pools are regenerated too fast to matter.
I'll be honest. Most of my posts here are going against nerf criers who want MIND poisons removed or reduced so my name is synonomous with Uber_pvp_wannabe_01 In reality I want to live up to both parts of my title "COMBAT" and "MEDIC". If I wanted this dumb prof. for pvp I wouldn't have become a master since there's no big difference.
NERF STIM B'S!!!
Documented Proof: Description on master CM box.
Kaynab wrote:
I'm a rifleman/CM.
In pvp my group knows its every man for himself depending on the size of the raid, and they'd rather have me nuke the enemy than heal them. Unless its just me and 2 other people, I can't heal mind fast enough. Health/Action heals are a waste in pvp 90% of the time.
In pve my group knows that no matter what happens, I won't let them die. Whether that is burst running to heal a mind or spamming an area stim on the tank in between rifle fire. Its been awhile since I've seen one of them use a stim, and all of them have novice medic. They also now seem to stay within 35m of the tank, probably because subconsciously they've realized that it means heals.
I think that's about right. As I am a CM/Doc, I do spend more time in PvP healing than you do (you're probably spamming headshots oradvanced strafesbetween poisons, while I am tossing an area stim C), but ultimately in PvP, everyone has to be responsible to some extent for their own healing. I would guess that I poison/disease 60% and heal 40% in PvP.
In PvE, people quickly become used to never having to pop a Stim B. As long as no one runs away, I will keep them alive indefinitely (and if they do drop from mind, they get mind healed or worst case, rezzed). I heal 95% and poison 5% in PvE.
The heal someone right after they pop a Stim B has never bothered me... if I only heal them for 10, I still probably healed another 6 tp 12 people in the area of effect, including a couple that really needed the heal (often the pets).