Creature Handler Archive

Thread: help with healing pets

Unskilled1
Tue Sep 07, 2004 5:15 am
#1

will the diagnostics tree in medic shorten the timer on pet stims?


i think its at 11 sec now before i can heal again diagnostics is suposed to shorten the time for stims was wondering if it worked for pet stims as well ?
ChewbaccaWookie
Tue Sep 07, 2004 7:41 am
#2






Unskilled1 wrote:

will the diagnostics tree in medic shorten the timer on pet stims?


i think its at 11 sec now before i can heal again diagnostics is suposed to shorten the time for stims was wondering if it worked for pet stims as well ?






I don't think that it does. I am currently a 2/2/2/4 in Medic and haven't noticed a change in the speed of using pet stims. It seems to stay at 11 seconds and doesn't decrease.



Ooklah
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Vaelorn
Tue Sep 07, 2004 9:53 am
#3






Unskilled1 wrote:

will the diagnostics tree in medic shorten the timer on pet stims?


i think its at 11 sec now before i can heal again diagnostics is suposed to shorten the time for stims was wondering if it worked for pet stims as well ?







Pet stims are not affected by any Medic, Doctor, Combat Medic, or any otherskills. Pet stims have a static re-use timer that will not change under any circumstance, and the damage healed isexactly what is listed on the stim. The downside to this is that taking medical skills will do absolutely nothing for your pet stims... but the upside is that pet stims run on a completely different timer than people stims, so if you do have some medical skills, you can rotate between pet stims and people stims to double up on the healing.


On second thought, scratch that; the Injury Treatment Speed mod in the Medic skill tree has been broken for a few publishes now, so currently there is no re-use timer on people stims (they will heal as fast as the healing animation will allow). Until this is fixed, pet stims are nearly worthless (unless you don't have the skill points free for Novice Medic), because with some medical skills, you can get vastly greater amounts of healing from people stims and just use the trick commands to heal your pet's mind pool.

Tstorm
Tue Sep 07, 2004 10:10 am
#4



Vaelorn wrote:

On second thought, scratch that; the Injury Treatment Speed mod in the Medic skill tree has been broken for a few publishes now, so currently there is no re-use timer on people stims (they will heal as fast as the healing animation will allow). Until this is fixed, pet stims are nearly worthless (unless you don't have the skill points free for Novice Medic), because with some medical skills, you can get vastly greater amounts of healing from people stims and just use the trick commands to heal your pet's mind pool.






FYI, on Test Center this seems to be fixed as of a few days ago. I guess this is a good thing, but I'd grown used to the broken timer and it's taken some getting used to!
Unskilled1
Tue Sep 07, 2004 1:34 pm
#5

thanks for the feed back i would be better going 4-0-4-0 medic then
GFoyle
Tue Sep 07, 2004 6:16 pm
#6






Vaelorn wrote:


Until this is fixed, pet stims are nearly worthless (unless you don't have the skill points free for Novice Medic), because with some medical skills, you can get vastly greater amounts of healing from people stims and just use the trick commands to heal your pet's mind pool.





Interesting point of view - this would explain why my pet stims never sold very well (or profitably) and why I never see pet stims up for sale.


I personally use pet stims by the bucketful - but admittedly they are power 1000+ and are dirt cheap for me (since I make them myself).Novice medic I do have - but stim-B's can't match that rate of healing and I don't have the free skill points to push up the medic tree.





Gully Foyle
All SOE game accounts cancelled - and this time I'm gone for good
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