Combat Medic Archive

Thread: Additional healing skill for Combat Medic

Kirus
Sun Mar 21, 2004 11:23 pm
#1

Because Doctors pretty much hold the deck when it comes to healing and performing medical actions, in the realm of healing, I feel that Combat Medics should get a boost in the healing department.


Mind you this is going on the idea that mind will be healable soon in the future.


1. If Doctors are the cure, Combat Medics should be the prevention. I would like to see Combat Medics get schematics that allow us to raise thedefenses on players againststatus and state changes. This would be very important for poison, disease, and fireresistence. This would be in addition to food. In this vein though, I believe that more PvE targets should inflict poison/disease and fire. The levels of poison and disease should be appropiately high to at least equal player made poisons and diseases, if not surpass them. As of now, I have not been set on fire in PvE, yet it is one of the more damaging states to occur.


2. Combat Medics should have the ability to drag multiple incap'd players at once from an increased range over other medic professions.



3. Combat Medics should be the only players allowed to heal a targetedplayer while said player is in combat. Doctors/medics would have to wait until the person was done fighting for a period of time before beginning to heal (ex: 30 secs).








Kirus Hayden, Theed, Tempest
Master Combat Medic
Master Doctor

"The weak and the cowardly have no place in shuffleboard."
--Phil Hartman ("Worf," SNL)
Obata
Mon Mar 22, 2004 12:32 pm
#2

1. I like the idea. I would even like to see passive benefits to grouping with a CM. Like increased poison/disease resistance if a CM is in your group.

2. CM's should definitely have longer drag range than they do now (why docs got the longer range I can't figure out). I really like the idea of draging more than one player at a time.

3. I disagree with this one. We can already heal from range, and heal multiple plaerys at once. Assuming the bugs with AOE stims get fixed, I'd rather see combat damage healing stay the way it is. This change would only lead to even more of the tumble macro healing (or whatever replaces it after the combat revamp). Let's face it, once combat is done there is little need for damage healing.

Message Edited by Obata on 03-22-2004 02:32 PM



Obata Lightingflier (Deceased): Master Doctor, Master Combat Medic - Wanderhome
Opos Odet (Deceased): Master Artisan, Master Merchant, Master Musician - Wanderhome
Fici
Mon Mar 22, 2004 4:13 pm
#3

I like ideas #1 and #2. #3 would really kill the amount of docs we have in the game, which is in no way a good thing.


I have a proposition for #4- Masters should be able to make mind buff paks, like a doc does for the other 6 stats. I hate having to wait up to 20min, depending if u get both at separate times,to be buffed by entertainers. And most of the time you cant even find someone in the cantina who isn't AFK for hours on end.And since we use our mind all the time it makes sense that we be able to buff it.



Fiki Flyingwalker


Master Combat Medic, Rifleman2222, Artisan0040

Kirus
Mon Mar 22, 2004 9:09 pm
#4






Fici wrote:

I like ideas #1 and #2. #3 would really kill the amount of docs we have in the game, which is in no way a good thing.


I have a proposition for #4- Masters should be able to make mind buff paks, like a doc does for the other 6 stats. I hate having to wait up to 20min, depending if u get both at separate times,to be buffed by entertainers. And most of the time you cant even find someone in the cantina who isn't AFK for hours on end.And since we use our mind all the time it makes sense that we be able to buff it.



Fiki Flyingwalker


Master Combat Medic, Rifleman2222, Artisan0040







So far 2 different classes can buff mind: Chefs and Entertainers. So having a CM provide this function would not go well. I feel we could do well without buffing.


With the resistences gained from grouping, I agree that should go to Squad Leaders. Say 5 % at novice, with 30% at Master?


I would likesome innoculation schematics that reduce one area of a DOT, either reducing the chance it hits you, reducing the time it effects you, or reducing the damage done. Obviously CM skill level and resources would factor into the equation.


The /drag command should be increased for CM's for sure. If not multple targets, then at least increased distance, up to 64m



Doctors will always be a part of the game, as currently they mostly buff or craft stims for novice medics. The money sink that is doctor has killed more doctors then anything else in the game.



Kirus Hayden, Theed, Tempest
Master Combat Medic
Master Doctor

"The weak and the cowardly have no place in shuffleboard."
--Phil Hartman ("Worf," SNL)
Zurck
Tue Mar 23, 2004 1:09 am
#5






Obata wrote:
1. I like the idea. I would even like to see passive benefits to grouping with a CM. Like increased poison/disease resistance if a CM is in your group.

2. CM's should definitely have longer drag range than they do now (why docs got the longer range I can't figure out). I really like the idea of draging more than one player at a time.

3. I disagree with this one. We can already heal from range, and heal multiple plaerys at once. Assuming the bugs with AOE stims get fixed, I'd rather see combat damage healing stay the way it is. This change would only lead to even more of the tumble macro healing (or whatever replaces it after the combat revamp). Let's face it, once combat is done there is little need for damage healing.

Message Edited by Obata on 03-22-2004 02:32 PM





If anyone gets this it should be SL's. They need a boost and this would be a nice one to add for them.



Sall M'on
AoD
Black Sands, Tatooine
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