Combat Medic Archive

Thread: How to improve Combat Medic healing effectiveness?

SpinalInjury
Wed Sep 17, 2003 8:36 am
#1

My sugestion is this:

Give us healing over time...the counter to damage over time. I think that this would be a way to revitalize the combat medics role as a healer in a group. The break down could look something like this:

(HoT = Heal over Time)
Single Target Health HoT A 20 CM Useage
Single Target Health HoT B 40 CM Useage
Single Target Health HoT C 60 CM Useage
Single Target Action HoT A 20 CM Useage
Single Target Action HoT B 40 CM Useage
Single Target Action HoT C 60 CM Useage
Area Health HoT A 30 CM Useage
Area Health HoT B 50 CM Useage
Area Health HoT C 70 CM Useage
Area Action HoT A 30 CM Useage
Area Action HoT B 50 CM Useage
Area Action HoT C 70 CM Useage

Area Healing Pack (Heals both Health and Action over time) 90CM use

I'll leave the actual numbers of the healing per tick up to a developer if these are implemented. I think that the high end single target heals should be able to heal quite a bit, rather quickly. I think this would not only re-establish Combat Medics as viable healers for groups, but allow them to counter an enemy Combat Medics poison on members. These heals should last 2-5 ticks, depdnding on experimentation done when crafting them.



Kijan Darkblade
The Regulators -TR
Master Combat Medic
www.bloodfinpvp.com

The Regulators build empires...
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sKaz
Wed Sep 17, 2003 11:04 am
#2

Great idea! so glad you posted ( :


Alanya Iti


Nov CM/ Nov Doc/ Pistoleer

SpinalInjury
Wed Sep 17, 2003 11:27 am
#3

I'm not talking about anything godly either as far as the healing. IE:

Heal packs A - 75-100 damage a tick for 2-4 ticks
Heal packs B - 125-150 damage a tick for 3-5 ticks
Heal backs C - 175-200 damage a tick for 4-6 ticks

AE Heal Pack (both wounds) 200-250 damage a tick fr 5-7 ticks



Kijan Darkblade
The Regulators -TR
Master Combat Medic
www.bloodfinpvp.com

The Regulators build empires...
Fight builds clubs
KaltenAlThor
Wed Sep 17, 2003 11:27 am
#4






SpinalInjury wrote:
be a way to revitalize the combat medics role as a healer in a group.





I'm confused a Combat is already by far the best healer in a group. We blow the doors off a medic and doctor for healing.


I do like the versitility these would bring, they are good ideas to add depth and flavor to our healing job.


KaltenAlThor
Wed Sep 17, 2003 1:49 pm
#5






SpinalInjury wrote:

They can heal faster than CMs,



No they can't. I can heal faster then adoctor in battles any day. I don't have to run to the patients, I have terrain navigation skills too.


I can also heal more damage then a Doctor by using AE heals. I've had a couple situation where one heal from me healed 20 people for 800 average each (some as high as 1800). That would take a doctor2 minutesto do what I did in 5 seconds.





SpinalInjury wrote:


can heal wounds faster





Sure but you don't heal wounds in battles where CM excell.





SpinalInjury wrote:


they can rez, they can heal poison/disease, etc etc.







Rez isn't really healing. You cure poison/disease not heal it.


You right that doctors can do both and CM can't. I'd want Master CM to get the ability to Rez alot more then I'd want a HoT. Mind you I still think the HoT idea is nice and all.





SpinalInjury wrote:


I just think this will give CMs another useful tool to keep them as a viable choice for a groups single healer.







Yep it would be a nice tool I agree thier. I'd just rather have Rez first.

nerfhearder1
Wed Sep 17, 2003 1:52 pm
#6

More Stims? Isn't your Schematic list long enough? HoT does sound interesting, but what's the difference between healing someone for 800-1000 in an instant and doing 200x5 over time? It doesn't seem (to me) like it would really add a great dealmore usefullnessto the CM profession other than another class gimick. I can see where HoT would be useful in a PvE situation with a group, allowing a CM to toss a few packs and fight the mobs for a time. PvP though it would be nearly useless as bleeds+crossfire+poisions etc. just hit to hard, too fast to wait for a tick to heal.


A good thought.

SpinalInjury
Wed Sep 17, 2003 2:06 pm
#7

Bleeds, poisons, and fire all rely on ticks to time their damage. So would theese stimpacks.


This would let the combat medic temporarily counter the effects of poison, bleeds, etc. Which may be long enough to save someones life. Also, heal over time is more valueable than you realize. While you throw one pack on someone, you can resume your focus of healing other people.



Kijan Darkblade
The Regulators -TR
Master Combat Medic
www.bloodfinpvp.com

The Regulators build empires...
Fight builds clubs
ClavarSyn
Wed Sep 17, 2003 2:15 pm
#8

SpinalInjury wrote.....


I think this would not only re-establish Combat Medics as viable healers for groups, but allow them to counter an enemy Combat Medics poison on members.


--------------------------------------------------------------------------------------------------------------------------------------------


Not really considering most combat medics use mind poison on you. Atleast that has been my experience.




Calver Syn

Formeraly Calvar Syn
XaraxCM
Wed Sep 17, 2003 2:54 pm
#9

Docs are by far only preferred by groups due to buffs. Buffs mean more to other professions then any cure posion, any heals, and stat cures and vastly more then rev packs. CMs are the best dmg healer, if you dont believe me go get ingroup with a doc and watch him run around like a chicken with no head. I have seen many group Docs just let people die rather then heal them, just faster for some docs to rev and rebuff then to chace 20 people around try'n to heal.


The real issues is that may melee/ranged/pet profesions already have master medic so healing isnt an issues but buffs are always wanted.

SpinalInjury
Thu Sep 18, 2003 12:58 am
#10

Well, doctors are usually favored as "healers".

They can heal faster than CMs, they can heal wounds faster, they can rez, they can heal poison/disease, etc etc.

I just think this will give CMs another useful tool to keep them as a viable choice for a groups single healer.



Kijan Darkblade
The Regulators -TR
Master Combat Medic
www.bloodfinpvp.com

The Regulators build empires...
Fight builds clubs
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