Combat Medic Archive
Thread: Mind heals useless. i think not.
the only only time its a problem is when you are un-mind buffed with my current mind stats (1100 mind, 800 focus 1100 willpower) i can use mind heal 4 times before im out of mind myself.
BUT with brandy+dance/music buffs+muon i can dish out 30-40 mins heals before i start to really hurt. ive saved numerious people in group pvp combat using this skill it really turns the tide of a battle when you have someone willing to take a bit of damage to keep everyone else alive because everyone regards this skill as "useless" and doesnt expect it to be used in pvp.
this is just yet another way to be the combat MEDIC. doctors can heal everything EXCEPT the MOST IMPORTANT POOL IN THE GAME!!
guess the only people who think this ability is useless are the Cm/riflemen and tempaltes like that.
-innoculations, aoe cures. nuff said
"And you think wound/damage/BF incuring mind heals justify spending 169 skill points when most of the other stuff we make isn't necessary these days?"
-please tell me where i said mind heals justtifies the use of 169 skill points. if you read closely i was saying that mind heals are NOT useless.
-there is no delay on mind heals. well the only delay is the animation thats like 1 second
"so I understand why I'd prefer shooting at the fully comp armored players instead."
-Cm/rifleman.
and as a support character ive found it better to wear padded armor rather than 'teh ubar leet composite' the only comp i wear is a comp helm and gloves.
Kohveras wrote:
"For example, 15 members in your group, all got hit with some poison"
-innoculations, aoe cures. nuff said
Like everyone has heard it by now, not all groups come fully equiped with air conditioning, power windows, power locks, tilt steeringand doctors... (can you tell I'm shopping for a car?)
"And you think wound/damage/BF incuring mind heals justify spending 169 skill points when most of the other stuff we make isn't necessary these days?"
-please tell me where i said mind heals justtifies the use of 169 skill points. if you read closely i was saying that mind heals are NOT useless.
Your right, my bad on that. The question should have been phrased more like "DO you think...". The point I was trying to make here, is that if the mind heal is the justification that most other non CM players use to validate investing 169 skill points for a profession, and telling them that profession is now properly, well, balanced for lack of a better word. IMO it's not. If mind heal is usefull or not is really more of an individual opinion based on how each player chooses to spend their time (and $15 month) playing. Be it just PvP, or PvE, or both. For those that mostly PvE or spend most of their time playing on their own, mind heals is useless. Can't be used on yourself, trust me, I tried. =). Not everyone enjoys group PvP raids or PvE hunts.
-there is no delay on mind heals. well the only delay is the animation thats like 1 second
It's been a while, but I'll have to check that myself. Was pretty sure there was a few seconds delay there. But regardless, so you can heal every second. You've just drained your mind 4 times faster than I predicted.
"so I understand why I'd prefer shooting at the fully comp armored players instead."
-Cm/rifleman.didnt i say you wouldn't like mind heals?
What, are you nuts? I WANT mind heals. But I want em working like stims. Not the, "I can heal my teamates several times, but while doing that, I'm helping my enemy take out my mind twice as fast" scenario. And the other combat profession I would choose to use has no bearing on my opinion. Be it Pistoleer, Rifleman, TKA, etc. I'm speaking as a MCM, which I have been for nearly a year now.
and as a support character ive found it better to wear padded armor rather than 'teh ubar leet composite' the only comp i wear is a comp helm and gloves.
Well, that's all nice and swell and stuff, but that padded armor won't do much good for you if you go to the corvette, bunker, geo cave, etc... It goes back to how the individuals choose to play their character and what they prefer doing. Have a TKA go after you in that padded armor and see how long you can help keep your friend's mind bar full before you die the quick and easy death (in my experience anyway lol). 'Tis probably why I mostly see other CM's in full comp armor, seeing's how we have no defence mods with CM skills alone. Those that go in combat with anything but comp don't last long on my server.
PsionicHawk wrote:
Your basic human focus800 substats
1600 musician
2400 withbrandy
2900 with muon
Zab 500 focus
1000 with musician
1800 with brandy
2300 with muon.
Humans substates are seriously overpowered with mind damage being king. Factor in heavy armor and you can easilly see an imbalance.
Is it usefull, yes. It's not the "unlimited" uses that many portray it to be, you need ideal conditions.
Take the muon out of that equation. Any PvP'er worth their salt is going to hold that till the end and use it like an emergency MIND heal when they need it.
You guys once again bring up the fact that human stats are overpowered in their conception. Kinda funny how a human can be stronger than a wookie and still have points left over. I am a zabrak, I have to use encumbrance sliced stun armor to PvP effectively. Depending on the situation I may or may not wear biceps to easy up the HAM cost on my MIND substats. As PsionicHawk has shown you above I have to go to extraordinary lengths and strategies to get my MIND substats as near to 1500 as possible while foregoing most other defense foods. Most CM's are riflemen since pistols and carbineers have a very hard competing against any form of melee the damage we do to ourselves while using specials is akin to suicide. Using a MIND heal devestates my MIND. A single MIND heal lowers my rifle combat AND medical effectiveness by a good amount. Two mind heals chops that effectiveness by ALOT more. Sometimes I wonder if I should drop it all and re-roll as a human.....nah. I'm a stubborn prickk.
We dont think /healmind is useless. We think the cost to get the ability and the cost to use it are way too high.
SkyfireDL wrote:
Kohveras wrote:
"For example, 15 members in your group, all got hit with some poison"
-innoculations, aoe cures. nuff said
Like everyone has heard it by now, not all groups come fully equiped with air conditioning, power windows, power locks, tilt steeringand doctors... (can you tell I'm shopping for a car?)
most pvp groups i have encountered so far are innoculated. and they all have docs spamming area cure.
"And you think wound/damage/BF incuring mind heals justify spending 169 skill points when most of the other stuff we make isn't necessary these days?"
-please tell me where i said mind heals justtifies the use of 169 skill points. if you read closely i was saying that mind heals are NOT useless.
Your right, my bad on that. The question should have been phrased more like "DO you think...". The point I was trying to make here, is that if the mind heal is the justification that most other non CM players use to validate investing 169 skill points for a profession, and telling them that profession is now properly, well, balanced for lack of a better word. IMO it's not. If mind heal is usefull or not is really more of an individual opinion based on how each player chooses to spend their time (and $15 month) playing. Be it just PvP, or PvE, or both. For those that mostly PvE or spend most of their time playing on their own, mind heals is useless. Can't be used on yourself, trust me, I tried. =). Not everyone enjoys group PvP raids or PvE hunts.
another point about mind heal, besides the inconsistent power, is that the range is so short, you cannot even reliably heal when following. and even with a voice comm, which lots of pvp groups do not have anyway, getting someone to stand still for the time it takes the mind heal to fire in a large group pvp environment is very tough. so mind heal is WAY over rated as an asset. but it is the only thing cm has left. if you buff up enough you can use it, but it is not as easy as spamming your specials with a sword or rifle.
-there is no delay on mind heals. well the only delay is the animation thats like 1 second
It's been a while, but I'll have to check that myself. Was pretty sure there was a few seconds delay there. But regardless, so you can heal every second. You've just drained your mind 4 times faster than I predicted.
again, other practical considerations interfere with the speed and effectiveness of applying mind heals. and it is a one-to-one treatment, so you must get to the next guy.
"so I understand why I'd prefer shooting at the fully comp armored players instead."
-Cm/rifleman.didnt i say you wouldn't like mind heals?
What, are you nuts? I WANT mind heals. But I want em working like stims. Not the, "I can heal my teamates several times, but while doing that, I'm helping my enemy take out my mind twice as fast" scenario. And the other combat profession I would choose to use has no bearing on my opinion. Be it Pistoleer, Rifleman, TKA, etc. I'm speaking as a MCM, which I have been for nearly a year now.
and as a support character ive found it better to wear padded armor rather than 'teh ubar leet composite' the only comp i wear is a comp helm and gloves.
Well, that's all nice and swell and stuff, but that padded armor won't do much good for you if you go to the corvette, bunker, geo cave, etc... It goes back to how the individuals choose to play their character and what they prefer doing. Have a TKA go after you in that padded armor and see how long you can help keep your friend's mind bar full before you die the quick and easy death (in my experience anyway lol). 'Tis probably why I mostly see other CM's in full comp armor, seeing's how we have no defence mods with CM skills alone. Those that go in combat with anything but comp don't last long on my server.
aeuralis wrote:
I learned something about it recently. Once you have wounds equal to you unbuffed mind it is free.
until you die, lose your buffs, and your stomach is still full. then it sux.
aeuralis wrote:
I learned something about it recently. Once you have wounds equal to you unbuffed mind it is free.
Still costs you BF. Nothing in life is free...
Mustelafuro wrote:
I use it constantly, and it is free when maxed out on wounds and BF. With the dancer buff I just follow folks around spamming mind heals, esp in pve. So what if I die and lose the buff, pop muon and keep spamming til the downer hits. Those times when the stomach is full and Im on a downer, well nuff said, just gotta ride it out. I love mind heal, if they lower the cost of it and increase the range it will be awesome.
Come across alot of cm's who won't use it. Why? whats the big deal? So you may get killed, heck cm's die alot anyway, we always get targeted quick in a fightSince we are technically a support role, then I say go support. Toss a few poisons out then heal your allies. Works for us anyway, my group always loves it when I max out the wounds, then they can go to town with specials and such because I'll keep em up. Granted it works best with 4 or 5 people per cm and they all stick close, but it's effective.
an increase in range for mind heal (say even to the 12m or so tk's can hit your from, lol), would be a major improvement in the usability of the skill.