Combat Medic Archive
Thread: HealState skill
Hmm how about AOE heals and ranged heals? I kick serious butt w/my CM dmg healing as opposed to my Doctor dmg healing in group play. These are the note-worthy specials, along with poisons and disease. Noone else can touch a CM in on the field healing for a group.
DroidRacer wrote:
CM - glorified medic with one note-worthy special - poisons.
Disgruntled and Disillusioned.
You're right - I just lumped the heals together. Diseases have tactical advantages, but do take time to have an impact in combat.
But note that a Doctor can buff the stats of players significantly. A player with the right buffs needs minimal healing against most combatants, thus compensating for the doctor's lack of ranged/AOE healing. Don't get me wrong,it is very niceto have the ranged healing.
CM is good and a playable/viable profession.However, one would expect them to be capable of being a little more than (I'll state this again) a "Glorified Medic". They have three (3!!!!) abilities: (AOE/Ranged) Heals, (AOE/Ranged) Poisons and (AOE/Ranged) Diseases.
Because of the limited range on poisons and diseases and the better than average chance they will be resisted, the only consistent and useful ability a CM has is his healing (ie. Glorified Medic).
Count the abilities a Doctor gets (revive, heal states, cure poison, cure disease, enhancement, improved wound packs, improved heal (damage) packs) and compare to what a CM gets (heals, poisons, diseases). Clearly, a Doctor can bring more to the battlefield than a CM. The CM can only do one thing better - heal damage ...and that's at a ranged or AOE heal, not an individual heal (I would expect a doctorto do this better anyways). Not all you would expect from a profession with "Combat" in it's title?!?!?
Droid: properly prepared and properly applied, those "mere" 3 skills have absolutely terrifying implications...just ask that rebel group in Theed 2 days ago, sitting in a tight group and going on about "we're the masters of Theed!"
Within 1 second of that comment, I'd fired off a mind-C and thanks to their little seating arrangement, they had a fast track to needing more faction pets and their little "reign" was over. Total body count: 4 rebels, 5 faction pets, 3 pets.
Glorified medics? I think not.
Buffing needs hospital/camp, and it lasts upwards of 3 hours. That's not a frontline skill. Just because the effects are noticed in battle doesn't make that a frontline skill or profession.
Weapons are used in pvp too, does that make weaponsmiths frontline combatants?
Healenhance is not something done in the heat of battle.
On the other hand, /healstate IS a frontline skill, and should be a CM skill, not doctor.
I'm not telling anyone how to play their profession.
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Well, I will tell you this:
You can wine and complain about it all you want. Because you have absolutely 0% chance of it ever changing soon.
Why?
1. Your the minority, as is quite evident of this thread. Most everyone else disagrees with you.
2. The Devs havnt gotten around to fixing the schematic bugs, let alone move an entire skill from one preffesion to another.
So just get on with it and accept it, cause it is not changing any time soon.
OpethRebel wrote:
Buffing needs hospital/camp, and it lasts upwards of 3 hours. That's not a frontline skill. Just because the effects are noticed in battle doesn't make that a frontline skill or profession.
Weapons are used in pvp too, does that make weaponsmiths frontline combatants?
Healenhance is not something done in the heat of battle.
On the other hand, /healstate IS a frontline skill, and should be a CM skill, not doctor.
I'm not telling anyone how to play their profession.
You have yet to show how Doctors are not a Frontline profession or why they don't deserve the /healstate command other then the fact that you, personally, think they don't.
Doctors aren't frontline, because that's not what doctors do. At the closest they would be in a mash unit. But that's still far from the front.
CM tend to combatants while under fire. Which is where healstate is used.
"Your just angry that there are skills that you want that are in other proffessions. If you want the skill, take Doctor."
I'm a pikeman/doctor.
OpethRebel wrote:
Doctors aren't frontline, because that's not what doctors do. At the closest they would be in a mash unit. But that's still far from the front.
You don't honestly believe this, do you?
Resuscitation ALONE makes the Doctor a Frontline profession. The ability to bring someone back from the dead serves no real purpose ANYWHERE except on the field of battle.
Damage Stims ALONE Make Doctors a Frontline profession. Where else would a 1000+ E-Stim be useful?
Would you argue to have those abilities removed as well, turning the Doctor into nothing more then a wound healing profession?
vortexala wrote:
You have yet to show how Doctors are not a Frontline profession or why they don't deserve the /healstate command other then the fact that you, personally, think they don't.
I think Doctor is a frontline profession. They can heal anything from Health/Action to States to Poisons/Diseases to Reviving the dead.
Here's a reason for letting CMs have /healstate. States are cured via a Stimpack. A quick shot of adrenaline should take care of that Stun'd expression on yer face
Stimpacks are quick applications of medication to take care of the here and now. Cures and Wounds are usually not high on the priority to be taken care of immediately while actually in combat. Hence, CMs should have /healstate.
DroidRacer wrote:
You're right - I just lumped the heals together. Diseases have tactical advantages, but do take time to have an impact in combat.
But note that a Doctor can buff the stats of players significantly. A player with the right buffs needs minimal healing against most combatants, thus compensating for the doctor's lack of ranged/AOE healing. Don't get me wrong,it is very niceto have the ranged healing.
CM is good and a playable/viable profession.However, one would expect them to be capable of being a little more than (I'll state this again) a "Glorified Medic". They have three (3!!!!) abilities: (AOE/Ranged) Heals, (AOE/Ranged) Poisons and (AOE/Ranged) Diseases.
Because of the limited range on poisons and diseases and the better than average chance they will be resisted, the only consistent and useful ability a CM has is his healing (ie. Glorified Medic).
Count the abilities a Doctor gets (revive, heal states, cure poison, cure disease, enhancement, improved wound packs, improved heal (damage) packs) and compare to what a CM gets (heals, poisons, diseases). Clearly, a Doctor can bring more to the battlefield than a CM. The CM can only do one thing better - heal damage ...and that's at a ranged or AOE heal, not an individual heal (I would expect a doctorto do this better anyways). Not all you would expect from a profession with "Combat" in it's title?!?!?
I think most of the misconception that CMs dont heal well is from the horrid progression from Novice CM to Master CM. As a Master CM, I find I actually shoot more in combat with my weapon. Reason: I shoot off an AE heal that is so large in radius that it heals both the people taking damage and the carbineers in back chewing thru their Action pool. As a Master CM, I do about 500 pts of damage every tick per MOB, not counting the damage I do with my pistol. Reason: AE poison level C.
Anything under a Master CM really is just a "Glorified Medic". But when you reach Master, it is a whole new world. I have double dutied myself as a Doctor with Master Wound Treatment skill, meaning that I can /reviveplayer, /healstate,and also /enhancewound. IMO, a Master CM with Doctor supplemental skills is the way to go if you want to be the ultimate healer.