Combat Medic Archive
Thread: Range vs Power for Stims
I've always gone for healing power over range for the heals. The only compromise is I might use copper or aluminum with a little higher conductivity and sacrifice some oq to squeeze out some range.
I put range Es in my main pack and hotkeyed the Area Cs and placed them in my backpack. That wayI could use the hotkey when I wanted an area stime, and used /healdamage whenI wanted a ranged stim.
Range is nice, and when you are trying to toss in from outside of that range you tend to which you had it, as you start running towards the fray (but that's what you have that Terrain Negotiation skill for, right?
) But overall I would say you want the power more than you want the range. I can;t count how many times I've gone out with a buffed up group (and buffed pets) and found that tossing heals was actually a losting battle in that I could never heal as much as the damage that wwas being dealt out.
That extra bit of power means less often you have to toss the heal, which means less mind drained from you which means more heals you can toss into the mix and, therefore, the longer you can keep the real damage dealers in the group alive.
Then again, if you waste time tossing from out of range you may have missed your only opportunity to keep them alive in the first place...
I still say power, though, and just know your range and try to keep it that close to your expected target.
I usually just make AOE stim b's. Mine heal for 1k plus normally and it only uses 1 abec, 1 acrdm, 3 adv liq suspensions
Az