Combat Medic Archive

Thread: Only CM/Doctor heal in battle! No more easy medic and stim Ds!

Teako
Tue Sep 09, 2003 2:41 am
#1

Anyone with novice medic and pharmacology II-IV can heal him/herself for 500-1200health and action for hardly any skillpoints in battle. I can see it´s ok after battle in downtime. But inbattle it should be reduced to combat medics and maybe doctors. It´s too easy right now to heal yourself and make the other support classes useless. Tho they need alot more skillpoints. It´s a solorun.


Easy fix, if engaged in combat, then let only doctors/combat medics heal.




Shintai, Imperial
Chimaera
Carbineer/Doctor
Sundari - Located in the city of Luxor on Lok - Shop at -139 -2916
Markis
Tue Sep 09, 2003 5:10 am
#2

They may eventually take a look at our class. Right now I find very little opportunity to group with others in combat situationscause with Novice medic people are pretty self sufficient and find now use for us. However Entertainer groups Love our AoE stims in Cantina's . We had one heck of a Jam session for 2 hours. Hmm a proper name for a CM is probably Entertainer Medic. God knows all we can do is heal and CM heals good but that is where we stop, I have not figured out where the combat part is. I have almost never had Poisin or disease work (Have done very little PvP almost all PvE)and lord knows Ive tried. Well I will keep playing for a bit in hopes that we get some real combat skills.




Irodoko: Armorsmith
HoTron-rex
Tue Sep 09, 2003 5:34 am
#3

I agree with you Teako, problem is, its too late in the deveolpment of the game to impliment something that drastic right off the bat. nerfing healing out of non-master medics is going to take a LOT of planning and preparation because if they nerf that in one fell swoop with the community so used to it by now, it would cause a HUGE uproar. it needs to be something they work towards slowly. like make the ability to heal damage while in combat a certification. then, put it at say pharm1 and slowly over weeks and months push it up the tree to master medic....



------------------------------------------
High Chancellor- KGB SWG
Hotron - Master Riflewoman, Master Pikeman
Nereus - Master Doctor, Master Politician
Ysaanne - Secretist Extraordinaire
Jas
Tue Sep 09, 2003 6:00 am
#4

Uhm, what about the Novice Medic who doesn't spend any time in the Med Centers? If you bar combat healing from any Medic Level but Master, where does this leave the Novice Medic? You all do realize that a Medic has a place out in the field also, right?


Some of us got to our end stage career development outside of the Med Centers.




Meddix

Master Doctor
Master Combat Medic
Keeping the Boys Alive
Jas
Tue Sep 09, 2003 6:02 am
#5

Uhm, what about the Novice Medic who doesn't spend any time in the Med Centers? If you bar combat healing from any Medic Level but Master, where does this leave the Novice Medic? You all do realize that a Medic has a place out in the field also, right?


Some of us got to our end stage career development outside of the Med Centers.




Meddix

Master Doctor
Master Combat Medic
Keeping the Boys Alive
ShadowoftheVoid
Tue Sep 09, 2003 6:02 am
#6

hehe...dont see a problem with this arrangement...but i also got master medic/novice CMby sitting in the cantina for 6-8hrs each day for 4 days



Haydir Ter-Luceyn TKM/mBrawler
Tyranny Jedi
Krys Ter-Luceyn Dancer/Doctor
Tomas Ter-Luceyn Artisan/Architech/Musician
Luceyn l60 NE Hunter - WoW
Jas
Tue Sep 09, 2003 6:05 am
#7

Ack...dbl-post...sorry...



Meddix

Master Doctor
Master Combat Medic
Keeping the Boys Alive
vortexala
Tue Sep 09, 2003 7:06 am
#8

Barring stim healing in combat to an elite profession, or changing things to a battle-heal cert, is simply asking for too much.

You're only going to punish the actual aspiring Doctor or Combat Medic instead of simply hindering the combat types who have taken novice medic simply for self heal abilities.

The best course of action would be to change the Med Use requirements of the stims. Raising them a bit higher should suffice and make it so that a Master Doctor would need to spend way too many experimentation points on 'Ease of Use' to make the stim itself worthwhile damage heal wise.



~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...
Happymob
Tue Sep 09, 2003 7:25 am
#9




The best course of action would be to change the Med Use requirements of the stims. Raising them a bit higher should suffice and make it so that a Master Doctor would need to spend way too many experimentation points on 'Ease of Use' to make the stim itself worthwhile damage heal wise.



Agreed.Stim-Bs shouldrequire Pharm 2 (unexperimented) and Stim-Cs should require Master Medic (unexperimented). This would drive somedabblers out of novice medic as Stim-A alone probably wouldn't be worth 15 skill points (they would have to decide if 20 skill points is worth it).




Imadoh and Ikiecobi
Quality Resources and the Corellia Butcher - NoCo
NoCo Trade Center, Corellia (just northeast of Coronet) 796, -3076


Poisoned
Tue Sep 09, 2003 7:30 am
#10

The problem, itself, isn't that combat professions can heal themselves. If they spend the points to do it, allow it. Before you start crying nerf, take a good look at the real problem, will ya? The real problem here is the fact that any yahoo can get novice medic and no other certs and use high-powered stim b's because the med use requirement on stim b's is bugged. Hate me for saying it, whatever. That's the real issue here. A stim A is extremely limited (as it should be)...a stim b with good components can be experimented up to a really nice heal without ever having to put any other work into healing other than spending 15 points and 100 creds on novice medic. With First Aid 1, it makes the heal work that much nicer...I have a character with novice medic and FA1, and with decent B stims, he's able to heal himself for 500-600 a pop.


Limiting combat healing to master medics, etc would kill any aspiring combat medic who actually wants to get any field healing experience. Fix stim b med use requirements, and I think a lot of problems could be solved withoutthe cavemansolution you're proposing..."if it doesn't work, beat it into the ground", essentially.


Knowing how things go on this forum though, this bit of common sense is going to get lost in the flame war that a tiny little bit of wisdom/insight is going to cause...either that or someone's going to change the subject entirely in the very next post, as I see happen so often around here.


Jiminy Christmas, THINK before you go screaming for more nerfs!


Byran - Master Combat Medic, Corbantis

Poisoned
Tue Sep 09, 2003 7:44 am
#11

Ahh...my apologies...appears I'm being redundant now...that's what i get for hitting reply and going off to make something to eat before I posted.


Byran - Master Combat Medic, Corbantis

Sedriss_Demorte
Tue Sep 09, 2003 8:31 am
#12

Wait a sec, I think that you're a bit over reacting.


The mobs will always need CMs to heal them in battle, most of the fighters I know don't like to heal themselves because it takes the out of the fight for a couple of precious seconds, let 'em heal themselves when soloing.


In a group they'll be more than happy to let you do the work, they sure don't need the xp, and most of them drop it when they need to master more skills.


When I'm CMing a group I keep my fighting to a minimum and concentrating on doing my job which is supporting, the thing that alot of CMs forget, we're here to heal not to fight... Just my 2cr





Sedriss Demorte, Clan Demorte
Master Combat Medic, Master Surgeon, Trickshot
zandra
Tue Sep 09, 2003 8:36 am
#13

I have always wondered why stim bs only required 5 skill med pts. I agree this needs to be raised to 20.



Course that would upset the docs and anybody else who makes stim bs and sells them...their sales will be cut down drastically.



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