Combat Medic Archive
Thread: If medics could heal the mind pool.
Here is what I feel should happen if mind heal was given to medics:
- First I think that all heals should be reduced between 2/7 to 1/3. This would make the E stims (short and ranged) more viable and more powerful. (this could take place even if no mind heal was implemented). Currently these are only good for healing pets but since pets no longer give xp many feel they are not worth the extra resources to make them.
- Make the mind heals of each stim approx 2/9 to 1/4 of the H/A heal with a mind heal cap at the initial investment.
- Next thing that must be considered are CM area stims. Remove the mind heal from these completely. There is no way to remove the abuse CMs could do when they work in groups to heal thier own minds. Four CMs with area stims could heal each others mind very easilly. Of course planning ahead to get 4 CMs together to dothiswould be an amazing thing on some server
This would also require CMs to make Ranged stims rather then just Area Stims which many CMs are doing.
Just some numbers. B stims that would currently heal a base of 400 would look something like:
400*5/7 ~= 286 H/A heals
268*2/9 ~= 60 Mind Heal
Not usless by any means and there are still +modifiers to considerwould still work or it could be that the mind heal area will not be affected by + modifiers. Also whether or not the mind pool would grant xp is still up in the air. Medical xp is very easy to get anyways.
I can't really agree with the idea of reducing Stim power for H/A. I use Es exlusively for a guaratneed full heal on Buffed players and a good-sized heal on pets. I could care less about the XP for pets (and why would you care once you finish your template anyway?) but I do care about keeping them up because theya re the party tanks. They keep ME alive by my keeping them alive. They are far too useful at their current levels.
Pretty much everything else I agree with, but I think mind stimming should actually be a seperate pack. A Mind Stim, if you will. Lower heal levels with it and only going up to, say, a C pack. As you stated not available as an AoE stim at all, but available as a Ranged Stim.
Keep the A pack to OC3, B at OC4 and C only for Master Medic. Docs will benefit from their experimentability on C packs at their levels and CMs will get experimentation on the ranged versions.
I think entertainers should make some type of concoction that can heal blue. These entertainment types are always complaining about having no money in this game. Give them the ability to craft a shot glass or flask or something that would allow a blue heal. This would solve two problems in one change.
I would like to see this item usable by everyone but maybe only master medics can administer this item to other payers besides themself.
In order to stop possible abuse of this item maybe make it cause some degree of wound when used. Maybe heals 90% and wounds 10% (hey every good drink has a hangover effect). This would stop this from being totally abused by the medical community.