Doctor Archive

Thread: Mind Healing On TC: Confirmation Anyone?

Ghost151
Mon Oct 20, 2003 8:38 pm
#40






MegaMako wrote:

CM's are great healers in combat, you also have very stong offensive options. Now you just got the most powerfull healing ability in pvp. The only reason I can even think of for CM's getting it was to soften the blow of poisons being nerfed.





Well I believe the TC players are saying that a CM can't self heal the mind damage so this just means that all CM's are now the #1 target in PvP. Have a couple BH's spam Eye Shot on the CM and it's a done deal since the CM can't heal his own mind.
Ghost151
Mon Oct 20, 2003 8:51 pm
#41






Traigus wrote:
Ghost.

Mandatory in the field.

You will need a CM (of a certain level)within 30 m of you to fight ANYTHING big.

You need an entertainer (even a novice) eventually, penalties on regular healing start at 200BF.. but you can go for a long time (up to 1k BF IIRC)... mind wounds can be healed at any camp by sitting, or faster by ANY LEVEL of 3 different entertainer professions (entertainer, dancer, musician). Which allows mind wounds to be healed by 5 professions (not evenly but at any level). Scout, Ranger, Entertainer, Musician, Dancer. Novice - Master...

Mind damage can be healed by 1 profession, CM at a high level (IV). Can you afford not to have that level CM with you? Do you have any other choice?

Many more options, see the difference?






I don't deny that healing Mind damage is needed but the way they are currently doing it is not very effective. Your groups CM is only gonna be able to heal mind damage for so long before he is useless to the group for both regular healingand healing mind damagewith the wound penalty. It is not going to be effective in any long drawn out battle because the CM will eventually just run out of mind.


At the moment in the game to be an effective group a CM was already more or less already mandatory. Now they have made having an entertainer in the group needed more than ever. The problem is that you can't exactly stop in the heat of battle and pop a camp so your CM can heal all his mind wounds.


Master Combat Medic
Doctor 0,4,3,0
Pistoleer 0,4,4,0


Jacore
Tue Oct 21, 2003 11:30 am
#42

Megamako and others,


I'm really not so sure that this is the most powerful healing ability in the game. It is rightly not self heal, and I can already drag incaps out of harms way. For any CM with rez ability I think tactically letting the comrade die and rezzing them (unless they're your tank) will often prove better than self-sidlining. Same would be true if docs get it. Though the wounds can be healed in camp, the BF cannot. Even if you're wililng to let this impair your healing ability a bit, I don't knwo how often i want the bio-multipliers.Large BF increases tick rates to CM offensives (at least disease that i'm aware of and believe pioson too). I threw a disease as a test on someone with like 500BF and the first tick completly blackrotted them wtih 699 wounds. He only had 700 health, and lord knows how much would have gone on if he had a higher amount.


My point here is that there will be instances in which a CM or even a Doc would use this...but there's no way I intend to use this often. Having said that I think it shoudl be Master Medic level.


I also think Squad Leaders should get something but not really mind healing. I would support any of the following 3:



  1. Timed skill at cost to either mind damage or wounds that increased regen rate. This carefully has to be balanced to not be a stealth attack on chefs who need serious attention.

  2. A version of /groupequilibrate that the Zabrak docs love, that sought to balance mind pools (imperfectly) across PCs in a group at a large radius (say 200m). This would allow SLs to get thei team back in the field faster and save one or two people but not a full CM defense against an AOE poison. This would be at the team level to insulate (medics) or isolate (rifleman) minds from other members.

  3. SLs imparting to their group a passive resistance to CM poison/disease when a Doc or CM is in their party. This is a combined bonus. Say resist equals .3*(.5*SL + .5*(Max Med Use|Max CM Use)). This would be a direct answer to AOE concerns that benefits both SLs and Docs (and i still support BPBAE cures for docs) that fruther incentivizes group PvP and diminishes the incidence of 1 CM singlehandedly laying raid buster (and leaving CM power intact when not led by a SL).

I guess what i'm tryign to get at here, is that there needs to be multiple answers to the mind pool in the game. This issue of mind tending is but one and should be spread farther. But we should also look for targeted ways of dealing with it from other angles that increases the diversity of our professions rather than making them all look like one another.


Jacore MD/MCM, Tempest

MemDump
Tue Oct 21, 2003 3:23 pm
#43

I think MD's should get the ability to buff the mind pool if CM's can now heal the mind. SOE really screwed up their idea of the ham bar making mind targetable to begin with. A CM will now be the last standing in any pvp fight as he can pretty much disease and poison minds across the field and then heal his own even if he is hit by an opposing CM.


Also giving MD's (need to be a master) the ability to buff the mind pool like other 6 ham bars would allow for more players to be tanks. The fact that pets are used to tank now because they can have a 12000 ham across the board is dissapointing. When one person using two GM's can pretty much tank better than any full group of pc's.

Jacore
Tue Oct 21, 2003 5:02 pm
#44

But MDs buffing mind would be a direct assault on master dancers/musicians, which sorely need the skill they got.


There's solutions here and CMs shoudlnt' be the only ones wth mind healing. But I can't support further sidelining of entertainer classes.


Jacore MD/MCM

Jannae
Tue Oct 21, 2003 5:56 pm
#45

When I came into the game, I read all I could about the Doctor profession. The original intent was for them to be the ones who stayed behind in camp or a hospital and healed wounds.


The combat medic was the one who went into combat and kept his or her team alive during battle.


I've spent a good amount of time in the hospital and camp patching folks up. (Master Doc)


I've also spent a lot of time running around in battle and in hunts throwing stims to keep them alive. (I'm low level CM at the moment.)


The Doc is supposed to drag a dead or incapped player out of harms way and patch them up.


The CM is supposed to heal on the fly.


I've seen more mind problems during battle than in camp.


Therefore it makes a lot more sense to me to let the CM profession have the mind heal ability.


The folks I think who should be screaming are the entertainers, since that's what they do. (My apologies to the Squad Leaders, since I'm not that aware of what it is you do.)








__Raene Cedco_____________________________________________
LIGHT JEDI, REBEL, SHAMAN
Adventure, excitement, a Jedi craves not these things (but Shaman's love it!)

Mahren
Tue Oct 21, 2003 8:02 pm
#46

If mind healing command is in the 4th box for CM speed lineand youdocs want it, do what a bunch of CM's did to get rez....... spend the points.
Deklin
Tue Oct 21, 2003 10:09 pm
#47

First of it seems to me that everyone who posted previously thinks that hollerin for or against something is gonna change the minds of the developers. Quit foolin your selves. Two, in my honest opinion there shouldnt be mind heals. That would be theequivalent of brain surgery on the battle field. And even if this heal does go live, there are ways for docs to still get it. Plain and simple they made the skill tree to make diverse characters not classes. If I follow the complaints above dancers should get heals and combat skills to make them viable combat players. If you want a multi faceted class then spend the points accordingly. I mean seriously listen to yourselves for a minute.
vortexala
Wed Oct 22, 2003 9:30 am
#48

First, Jannae, Doctors are not supposed to be relegated to the Medcenter or Camps. That's just not true. Back in beta we were told specifically by Holo to 'get out in the field where you belong'. If you think otherwise, then take it up with Holo.

Second, Deklin, Mind Damage Healing should be as prevalent as Health and Action healing. Since Mind is targetable the same as Health and Action, it should be healable as well. To say it shouldn't be in because it would be akin to 'brain surgery' on the field is ridiculous. We can fully heal Health Damage, which can be said to be performing 'Open Heart Surgery' in the field. Yet no one complains about that. Healing the Action bar from full damage can be equated to reattatchment of severed limbs, yet no one complains about that. Why the complaint about healing mind?

As for the idea that those of us asking for Mind healing to be spread around are simply 'whining' because we want to be 'viable' in the field, that simply isn't the case. Had you actually taken the time to read and comprehend previous posts you would see that.

But allow me to paraphrase it for you: Mind Damage leads to incapacitation. Mind Damage healing needs to be implemented. Mind Damage healing needs to be as widespread as Health and Action healing or it is useless. Putting Mind Damage Healing in a high level skill box in an Elite/Hybrid profession negates the 'widespread' necessity.

Hope that makes it clearer for you



~Texxie Xetrov~
Retired Mayor of Vesania, Corellia, Chilastra
Retired Combat Medic Correspondent(Feb 04 - Dec 04)

"A Day without sunlight is like.... night."
A CU Alpha Testers Disclaimer: This CU Alpha Test Contained neither Alpha nor Testing.
Play at your own risk, but don't blame us...
Obsidianx
Wed Oct 22, 2003 10:36 am
#49

My 2 cents:

I think that mind healing belongs with the Doctor profession. We can bring people back from the dead but not from a mind incap? That just does not sound right.

However, I would not deny that CMs should get something so here is what I propose:

Doctors get mind healing.
Combat Medics get Cure on Fire status.

I am still more in favor of an adrenaline shot that is a craftable item by both professions that only gives enough mind to wake you up from incap. Maybe something like 10 mind.

At any rate, we will have to adapt our characters to get what we want. I have seen CMs take only the Wound Treatment Speed tree just to get the revive skill. Likewise, if this comes to live servers, I will probably end up taking just enough CM to get mind heal.



Enlil Khajin
Master Surgeon
Da_Tharg
Wed Oct 22, 2003 4:53 pm
#50

Bah - lets be done with it.


Entertainer buffs need to be fixed. They need to be able to do more than one person at a time . (instead of one person every 5 min) and the Musician buffs need to include Focus as well as the Will they already do.


That said - doc's don't need mind buffs. (It would be nice since its easier to find a non-afk doc than it is to find a non-afk master dancer/musician, but that is a different subject)


Medics/Docs DO need Mind Stims


Medics/CM's DO need Mind AOE Stims


Altho i think it should be the level above where you can make wound healing a's. (just like wound healing packs are one level above regular stims) So you would need to be Medic Craft 3 to make a Mind Stim A. Stagger it like they did w/ Wound paks... and then you would have a max Mind Stim C. (not as conversant on CM's and how high thier Stims go, but since thier normal AOE heals don't start till CM - then the Mind one's shouldn't either.) Also - Mind stims A's might be usuable at Novice Medic (5 points of use) but it should increase a lot after that, one of those abilities that if yer not willing to put the points into it... you don't get it.


Just extend it like the rest of the bloody attributes.... why there is a stat on a character that gurantee's his/hers death no mater what i'm still trying to figure out. So long as its possible to TARGET that stat... it should be possible to HEAL that stat.


THAT being said - its a PITA to have to sit there and wait for people to recover from mind dmg done to a character through PVE as well. There is usually a reason people choose to have docs/cm's in thier groups... .it keeps the fun moving instead of keeping players sitting around going.... wow ... i wish i could fight... but i gotta wait for this mind dmg to heal up... (tap tap tap tap tap tap tap tap tap)


Leave the mind wound and BF to entertainers.... they don't HEAL mind dmg anyway. Think of Mind wounds as like.... Post Traumatic Stress disorder... and(cough) entertainmentusually did seem to help the GI's... (rofl) Think of Mind Damage as being tired or something... and a good CM or DOC can inject some good old caffine, adrenaline whatever into ya to get cha back in fighting shape.


Well - my say in it.... i'm sure it will just go the way of the Dodo and never be seen again =)



J/Tharg!




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