Doctor Archive
Thread: Combat medics got heal mind! what did we get?
1. Combat medics just got heal mind. Why don’t we get something like that? Maybe enhance mind?
(i understand they get wounds, but it'd be nice to have something like that)
2. How about adding some terrain negotiation for doctors? (combat medics have this) I understand that you can argue that combat medics need the terrain negotiation cause they go and help in battle, but hey arent we?
Since when do people need doctors to resurrect them in cities? We go to hunts and battles as much as combat medics do, so I suggest they give us something like that.
I’m not complaining here but since I’ll have to give up my basic scout soon, I could really use the terrain negotiation points.
any inputs?
)
Combat Medics spend more skill points than Doctors do.
They have another novice profession (15 Skill points) and a whole line in that profession (14 skill points). That's 29 extra skill points they spent.
If you want terrain negotiation you can spend LESS skill points and pick up Exploration I for a total of17 Skill points and have a +20 terrain negotiation... which istwice as much as their +10 they get in Combat Medic.
So stop with the complaining.
sopublic wrote:
If you want terrain negotiation you can spend LESS skill points and pick up Exploration I for a total of17 Skill points and have a +20 terrain negotiation... which istwice as much as their +10 they get in Combat Medic.
-----------------------------
A little correction. CMs get +50 Terrain Negotiation on their way to Master, not +10 as they used to. Was changed a while ago.
DerDoktor wrote:
sopublic wrote:
If you want terrain negotiation you can spend LESS skill points and pick up Exploration I for a total of17 Skill points and have a +20 terrain negotiation... which istwice as much as their +10 they get in Combat Medic.
-----------------------------
A little correction. CMs get +50 Terrain Negotiation on their way to Master, not +10 as they used to. Was changed a while ago.
Thanks for the correction... I was using a Skill Builder utility that's apparently a little out of date. *blush*
Regardless, you can get +40 at Exploration III... which only 24 skill points... still less... and +40 is plenty.
Personally I have to say as a doctor youwere better off pre-patch for a single reason: With a little effort (running in range, thinking about who to heal when etc) you can be the be-all-and-end-all healer as a doctor. Ranged Stims and AE heals are a nice thing to have but I never had a problem keeping my groups alive even in tougher fights. Just took some thinking. And on top of that you had Enhances (which just make the fights so much easier and less stressful), revive (for the one time you didn't reach someone in time to stim them) and cure poison/disease (which may be useful now, haven't hunted much yet post-patch)
There is no real 'need' to take CM skills as well if all you want is be a good healer in a group.
CMs however lack enhances (which are absolutely necessary on some fights), revive (sometimes you just get one-shotted and can't do anything about it. pain if the master healer in the group can't revive) and cure poison/disease (which again may be needed now in groups).
So basically if a CM wanted to do everything a healer should be able to do, they had to take some doctor skills as well (and still do obviously). Hence you hardly see a CM without revive etc.
The new mind heal is a nice thing to offset that difference. It could give some docs incentive to take some skills in CM just like CMs feel the need to take some doc skills.
Personally I used to be a Doc for ages and ages. Took some CM skills and sold them off soon after as I realized the ranged heals and poisons were not really worth the points. Then went up the pistoleer tree in addition to doc and sold that off as I figured out that I find CM more fun. Build stuff I can throw is just more exciting than spamming fanshot (even if the latter was about 20x as effective)
So in the end I have to say I find bothprofessions now have advantages and weaknesses. Seems balanced enough to me. And apologies to anyone who I might have bored now ![]()
I used to be a Master Combat Medic, now I am a Master Doctor. Heal Mind is not all it is cracked up to be.
While fighting at Fort Tuskin a Combat Medic used his new Heal Mind skill on me for the first time, and also his last time. It took 2/3'rds of his mind bar in damage and gave him about 50 wounds. I had to rez him 2 minutes later because he died from a mind incap.
You are not missing anything. A Combat Medic can not heal his own mind and could not heal but maybe 2 people at the most before he is completely taped out on mind.
Trust me, CM mind heal isnt anything worth writing home about. We take 50-150 or so wounds (to all mind stats) + battle fatigue every use. (wounds taken are based on current BF). You cant heal your own mind pool with it, and its a non-ranged heal. Oh and it takes about 200 mind per use.
I've used it once since the patch in the field. Ive come to the conclusion its a better idea to let the person die and then just revive them (yeah im a doc too) to spare yourself the mind wounds. On the rare opportunity that I'm traveling with a entertainer, I still wont use it because that BF adds up way too quickly.
I really hope this isnt the "vision" for mind healing ![]()
Mind heal is useful in one situation only. The only time i have the need to ever use it was when we were fighting and I had a guy go down to mind incap, the problem was he was the damage dealer in the group and I saw a situation where without him in the fight we all were doomed so I used it and got him back on his feet before the rest of the group all died.
Really it is not that great but in those cases where a guy is down and you know he is not going to get a death blow then it is useful in getting that person on his feet.An incapacitation is still much worse that a death if you have a resser around.