Combat Medic Archive

Thread: mind heals

ghostlypast
Fri Aug 13, 2004 4:58 am
#1

just a fast idea but im tired of mind wounds from healing ................i think we need a med pack that does it for us can just be a single heal but a area mind heal pack would be nice sry just want some feed back from some people

SokeSeba
Fri Aug 13, 2004 5:13 am
#2

Yes, I agree with this idea, it needs to be done.







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Titoa
'Mikael
Dropoff vendor

1652 -4368 Tatooine

hhhhhhhhhhhhhhhhhhhh

MisterTee
Fri Aug 13, 2004 5:15 am
#3






ghostlypast wrote:

just a fast idea but im tired of mind wounds from healing ................i think we need a med pack that does it for us can just be a single heal but a area mind heal pack would be nice sry just want some feed back from some people







This idea keeps coming up on these forums as to remove the wounds from mind heal. There has got to be some penalty to healing mind and wounds are the obvious choice in these days of 2000+ strength and stamina you couldnt take it from the health or action pools. If they removed the wounds what would be stopping you from healing ALL damage making any fight last untill you ran out of stims? I understand that your offensive capabillity has been nerfed but doing this isnt the answer.



J'amesa Tholas
- Master Doctor/TKM Of The Empire -
-Starsider-
Pahdbacca
Fri Aug 13, 2004 10:24 am
#4


keep mind wounds for mind heal = move stim Bs to 20ish medical useor remove the ability to put advanced components in stim Bs



"Balance"




-----------------------------------------
Pip Tazo = Master Doc / Swordsman - Always the CM at heart
Zhose U'nare = Master Smuggler / Pistoleer - resource hound

Former CM correspondent - Member of Team Black Bar
" If you're dependant on venom to be effective than you're doing something wrong." - Obata
DoctorGriggs
Fri Aug 13, 2004 11:44 am
#5

The problem is purely one of balance. Right now there is none and mind hits are the difference between life & death. In PvP the classes without mind hits have a distinct disadvantage.

I am sure we will eventually get stims that can heal mind, but likely not until the combat revamp.



Griggs - Undead Priest
Co-Leader of the Unholy Legion - Kalecgos

Cons_rebel_honor
Fri Aug 13, 2004 1:03 pm
#6






MisterTee wrote:





ghostlypast wrote:

just a fast idea but im tired of mind wounds from healing ................i think we need a med pack that does it for us can just be a single heal but a area mind heal pack would be nice sry just want some feed back from some people







This idea keeps coming up on these forums as to remove the wounds from mind heal. There has got to be some penalty to healing mind and wounds are the obvious choice in these days of 2000+ strength and stamina you couldnt take it from the health or action pools. If they removed the wounds what would be stopping you from healing ALL damage making any fight last untill you ran out of stims? I understand that your offensive capabillity has been nerfed but doing this isnt the answer.






jedi do not get any real penalty for healing their own mind..overpowered yes



You think your sh*t smells like turpentine?


I am no keeper of the peace. I am and will always be a soldier. Keepers of peace are useless. The soldiers are the ones who change the world.

/giggle
-condar
Anise-Faya
Fri Aug 13, 2004 7:36 pm
#7

I totally agree with you. CMs should have single mind heals and area mind heals in stim packs, as well as rez kits. We play the role as combat medic and we should have the abilities to provide all areas of healing in a group including rez. Doctors aren't CMs and they are worthless in Combat, except for pre-buffs before the fight. Forget the poison/disease, I can live without these because I don't have time to go around poisoning targets when my group needs healing. I want to be that Uber CM that can save lives.


Give CMs ALL single/area heals (including mind healing), and rez. CMs need rez more than Doctors. I am a MCM and a Master Doctor just so I can perform area heals (as a CM), and buffs and rez (as a Doctor) so my group will have a good chance at living at the end of the battle.


I wish TH and the rest of the dev team would look into these matters. The single/area mind heals are not to replace mind buffs or mind wound healing, thats what entertainers are for. Single/area mind heals are needed for that quick heal in a fight. If CMs had these abilities, they would be greatly needed in combat (not that they aren't, just more so).
SkyfireDL
Sat Aug 14, 2004 12:52 am
#8






MisterTee wrote:





ghostlypast wrote:

just a fast idea but im tired of mind wounds from healing ................i think we need a med pack that does it for us can just be a single heal but a area mind heal pack would be nice sry just want some feed back from some people







This idea keeps coming up on these forums as to remove the wounds from mind heal. There has got to be some penalty to healing mind and wounds are the obvious choice in these days of 2000+ strength and stamina you couldnt take it from the health or action pools. If they removed the wounds what would be stopping you from healing ALL damage making any fight last untill you ran out of stims? I understand that your offensive capabillity has been nerfed but doing this isnt the answer.






I don't get it. The overwhelming argument everyone used to justify the poison/disease resist buffs and AoE cures was, PvP doesn't last long enough because of all the poisons hitting the mind. Now I'm starting to hear how PvP can last too long. o.O I'm getting a headache, someone heal my mind....
poopyhead
Mon Aug 16, 2004 7:56 am
#9



Quick question to insert here.

Did they remove the secondary-pool wounds from CM's /healmind?


I was a long-time MCM until about a month ago and vividly recall getting equal wounds on all 3 mind stats for /healmind. Those secondary wounds were the worst part of it. Now a CM buddy of mine says he doesn't get secondary wounds anymore.





Oteis / Goteis/ Prolis
Pahdbacca
Mon Aug 16, 2004 8:43 am
#10






poopyhead wrote:



Quick question to insert here.

Did they remove the secondary-pool wounds from CM's /healmind?


I was a long-time MCM until about a month ago and vividly recall getting equal wounds on all 3 mind stats for /healmind. Those secondary wounds were the worst part of it. Now a CM buddy of mine says he doesn't get secondary wounds anymore.









He probably wears armor with a mind encumbrance higher than what his unbuffed secondaries are. You cannot get wounds in any secondary stat if you are wearing armor with encumbrance higher than the secondary stat. This is why I hunt in layerd padded armor now in PvE.


Short answer is, yes, mindheal still does wound damage in a 3 mind stats. As a Zabrak with 800 willpower, I cant wear enough armor to cover up that stat.




-----------------------------------------
Pip Tazo = Master Doc / Swordsman - Always the CM at heart
Zhose U'nare = Master Smuggler / Pistoleer - resource hound

Former CM correspondent - Member of Team Black Bar
" If you're dependant on venom to be effective than you're doing something wrong." - Obata
Kickaha_online
Tue Nov 16, 2004 2:02 pm
#11

what level combat medic is required to do decent mind heals?
DoctorGriggs
Tue Nov 16, 2004 2:15 pm
#12

You get /healMind at Master Ranged Healing Speed.



Griggs - Undead Priest
Co-Leader of the Unholy Legion - Kalecgos

Werptik
Tue Nov 16, 2004 8:08 pm
#13

And I believe the quality of the heal depends heavily on your mind stats. There are no simpacks for the heal - it is just an ability.



__________________________________________________________________________
Werptik - Legendary Wookiee of Weight
Z'kaur - Gold tooth, chicken eating mack
Z'k - Retired
Xisle Miqied - Retired
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