Combat Medic Archive
Thread: Give Master Combat Medics a limited Mind heal ability
The must frustrating part of playing a support healing role in SWG is that you can play your role perfectly and still be unable to prevent incapacitations in your group. Many players have argued that you can't give the ability to heal to medics because then you could have chain healing players, and that the ability should be given to another class.
However, the problem with this solution is you are relegating the medic professions to being 2/3rds healers, in that they can only heal 2/3rds of the HAM pools. It would make sense for basic medics to be only able to heal 2/3rds of the HAM pool. Doctors also have a role in that they are the masters of healing wounds and have the ability to buff and revive players. However, Combat Medics should have the role of being the masters of healing combat damage. In order to accomplish this task, they need to be able to heal the mind pool.
Players may complain you can't give this ability to a medic profession because then every class will take the profession up to this point to gain the ability to heal mind damage. That point is very well taken, and thus this ability should only be given to Master Combat Medics. That would requirea player to spend 77+67 points to achieve the ability to heal mind damage (plus 29 points to get the marksman prereqs for combat medic).
If this is considered too powerful, the ability to heal mind damage could be time limited to anything from 2 minutes to 5 minutes. This would still allow combat medics the ability to heal players mind pools in a pinch and keep them alive. This ability could either be stimpak related or justa command ability. The amount of mind damage healed could be equivalent to anA or B pak. If it was a stimpak ability, the resources to make the stimpak should berare.
With the current state of the game, medics can only prevent 1/3rd of the deaths that are occurring. A limited ability to heal mind might not eliminate all of the mind deaths that occur, but it would eliminate the feeling of utter hopelessness than many medics currently feel when trying to keep a group from incapacitation.
I see what your saying...There is no way in the game that I know of to heal mind damage on the battle field, To my knowledge not even entertainers can increase a players mind pool while they are fighting.
Also, i think medics should have a tool called smelling salts, which would wake a player from incap no matter what ham pool is depleted
The thing is when you train in Medic, you are given the ability to heal and tend wounds. When you train in doctor you are given the ability to revive players. This is all though the process of without using any meds. Combat medics on the other hand get nothing as they train. All are training focus on is Crafting Meds and being able to craft distance meds and throw them further as we progress along. What am I trying to get at is we never recieved anything in our class that we could do without it involding something we crafted like a med. I think we got screwed and should be made up for it.
As an aspiring combat medic, I completely disagree. Each profession has a defined role, even if there is a little overlap. However, no profession completely replaces any other (ok, you can argue about that but let's not here).
If your group chooses not to bring an entertainer, that is your group's problem. That does not reflect any imbalance in being a combat medic. I personally think it's fine that we can't heal mind wounds because it forces players to either bring an entertainer with them, or go back to a populated area to find one.
Furthermore, if you are that concerned about not being able to heal mind wounds, you can always take a few low level skills on the entertainer skill tree and then you yourself would be able to heal both body and mind wounds.
It's all about choices.
PS That food tip is good too, even if temporary.
An entertainer who heals and fights in battles is by definition a bard-class.
Therefore, if mind damage is to be healable. It should be healable by the class who is designed to keep people from getting incapacitated in battle. That sounds like a combat medic.
How would you, as a combat medic like to be told "Sorry Mr. Master Combat Medic, you're not wanted in this group, because you can't keep us from getting incapacitated"
That's a bunch of garbage, unfortunately, it's what this game is coming to. Mind damage OWNS pvp, and it's not much better in pve.
Don't fall into the trap of class-balancing, and strong class interdependence. Let us do the one thing we are training to do. Keep our group fighting. We shouldn't have to have an entertainer mule to do that.
I realize entertainers can't heal IN battle. That's why there is no true "bard" class. Entertainers can heal at a camp though. I am rarely in a group where there isn't someone who can do a camp.
I understand what you are saying about balancing classes but I guess it comes down to our definition of what's considered balance. I think giving CM's a mind heal would unbalance them. If they want to be able to heal minds, they need to be entertainers. I guess that's the gist of my position. OK, have more but actually have to get some work done today so if this keeps going later, I will post my additional thoughts.
Bha to solve this problem therea simple solution, give us a stimpack for mind that costs us X mind to give them to our target. So if you use it on you there's no bonus/malus. Another ratio is good to, like 3/5 as costs for 2/5 as heal.
Or make a command like /tenddamage for Mind pool.
The whole not being able to heal the mind bar in combat is rediculous.
I don't play PvP (i'm sure it is worse there) but even in PvM it is sooo frustrating to have someone go incap when you have them healed to full health and full action but their mind is depelted.
I've stood behind meleeswho start getting hit in the mind bar and have to tell them, "sorry dude, you might as well lie down now your dead."
Anyone who says it would be imbalancing to have someone heal the mind bar hasn't fought anything that hits for more than 50-60. Try lasting 5 seconds versus bandits who head shot for 450+.
Arwon