Combat Medic Archive
Thread: Who gets area cures, and other cross-class abilities
Message Edited by Tlk on 04-09-2004 08:28 AM
it should go like this:
if poison is aoe it should affect everyone in the aoe group mates and the cm him/herself
think about it if u gas a building with "friendlys" in it there gonna get gased as well
doctors should get the aoe cure which also prevents poison/disease for maybe 30-45 seconds
and a cm should get the ability to cure them selves
CMMaster wrote:
Its a good idea the problem of the fact is that you would have to be 3 professions to be this super "hybrid" class....
Plus combat medics already have to rely on doctors to begin with, we would like to keep it in line and make our profession support itself, such as the abilitiy to experiment on our own subparts to make our stims.
I know what you are saying and it makes sense, but IMO keep it in line with professions, give Master CM the ability to throw a ranged poison cure C. Doctors already have enough advantages over our profession.
Hahaha...what can we do? Buff all the stats so you can throw 1 mind posion to kill everyone in an area? Sounds like the CMs got the short end of the stick all right.
Pilai wrote:
I'm probably not making any friends by saying this, but I just don't think the healing of poisons should rely on the same skills as applying them. I think doctor NEEDS to have the area cures because otherwise all fights will still come down to who has more CMs. What we want is for a goodbalance of CMs andDocs. Just imagine if doctors had to get some of commando to be able to heal flames and you'll see where I'm coming from I think. I do realize that area heals of any kind are what a CM is for, but you just can't have the same profession both healing and poisoning.
you misunderstanding him.
What he is saying is that they should have to have a combo. of Doc AND CM to use AoE cures.
Its a neat idea--but actually the more likely way soe would implement cross -class dependancy is to require one class to make parts the other uses. This is the way Cm's used to depend on docs before CM's got the compoonent schematics to make poisons.
CMS often say they depend on docs to make parts--though its not true any more. Master medics can make all the components that go into area heals including the advanced versions.. Its just that *most* CM's want the ones made by docs b/c of doc's extra experiment points. Sorry, I may beforgetting some *other* part that docs make that combat medics *need* for combat medic items.
But that aside,many CM's complain they don't have something to sell the way docs have stims and buffs.And master docs complain they don't really have a *big* reason to get master over the small buffing bonus it provides (25% is about 200 pts on the average 2k buff).
So a solution to all of the problems:
docs get a new schematic at master for a poison/disease toxin that serves as a *component* part. It requires essentially the same parts as poisons/diseases, plus 2 other ingredients like reptile meat and minerals or something,so the eventual cures will not be quite so available as the poisons themselves. This is the way buffs compare to stims--they require mostly the same stuff plus avian meat and reactive gas. The idea is that Cm's complain how hard it is to make good poisons--so any innoculation should be equally tough so it will not overpower CM's.
CMs take the component parts to make innoculations. The innoculations could be one of two types-- some type of % resist to poion/disease, or some type of reduction of damage.. or perhaps both--this is where CM's would need to discuss what type of innoculation would be right so as to keep them usefulin PVP beyond throwing ranged heals. Anyone with Master Medic can apply the innoculation. Giving people a reason to *master* medic besides wanting to be a CM or Doc. Again, I expect innoculations would be *as hard or harder* to make then poisons, so it would undercut any argument that CMs might make that poisons are so tough to make that there ought to be no defense against it other than after the fact cures.
Since CM's would profit from the sale of innoculations, it would offset the reductioninnoculations would make to their combat ability, and allow players a way to defend against CM's without requiring doctor or tka, though likely to be a *fairly* expensive way so that not everyone pursues it. This might encourage more diversity in profession choice.
Now I haven't refiend the idea that well, but I think it would solve several issues in the game ....and as SOE likes to encourage crafting as the unique aspect this game has that other online games don't, it also fits in with that...