Doctor Archive
Thread: It makes no sense to not let doctors heal mind... Maybe medics, not doctors
I think the idea was that CM's didn't really have a specialised skill area. Meaning that a Doc could do the same as a CM, just has to run about alot ![]()
Now CM's have a distinct advantage, and therefore more valuable in a group.
CM's have complained about not getting rez, and we can now complain about not getting mind heals, but personally, I dont have a problem with both CM's & Docs getting both! ![]()
I don't agree with you simply for the fact that CMs almost universally voted NO to giving CMs some type of revive ability. Why you ask? Because it would unbalance CMs vs Docs. Docs are the masters of wound healing but battle healing is the forte of the CM. In battle the most common type of damage dealt to a player is mind damage, whether it be PVP or PVE. More players die from mind than anything else.
Like you said Docs cure poison and we can apply it. Docs can heal wounds at a greater rate, we can cause wounds with disease. CMs can heal damagefrom a distance, Docscan enhance a players stats. Docs get to revive players, CMs get to heal mind damage. Docs also craft the best stims. CMs have to go to a Doc to get Higher Quality made components to use in AE and Ranged stims. Docs get a larger Drag Distance. For the most part, speaking as a CM and a DocI am pretty happy with how the two classes are balanced. I am the most efficient healer possible.
Now as far as /mindheal goes, be careful what you wish for. I have used this ability in only the worst circumstances so far. This ability causes wounds and Battle Fatigue and the costs increase every time you use it. You can incap yourself if not careful.
You say Docs have no purpose in a group? Enhances are meaningless? Reviving a player is useless? A good enhance to STA and CON can lessen the need to heal as much making your group that much more efficient. Reviving a player is very important as it can help your group lessen the decay on their gear or prevent a long hike resulting in downtime.
I'm sorry but I fail to see how a Doctor can ever be useless in any group even with a CM or another Doc in the same group.
Just let CM have this. We have rezzes and Buffs, 2 class defining abilities. CM have poisons and ranged heals, which are really less impacting than ours.
Class envy is not the best way to further our goal of geting the doctor class debugged. I'd hate to see the doctor forum stoop to bounty hunter level ![]()
Aristide Fenouillard, Doc'Carbinier on Eclipse
1) I have used Mind Heal and it virtually crippled me until I could get to camp. I'll never ask for it to be removed, but it is of significantly limited use as it is currently. A group whose CM has used mind heal is of much less able to keep them alive.
2) Having played both CM and Doc, I think like many people I feel that CM is a distant second to my Doc abilities and I would definitely give it up long before Doc. This is a crazy state of affairs with the extra skill points required by CM (the marksman profession and combat support line). Doc's abilities outpunch CMs, especially now poisons have been restricted from incapping.
3) (and last) I think it's a good thing to have different and complementary skills shared between the two professions. CM is steadily becoming a more support oriented, and less combat focussed class, rightly or wrongly. As such, there should be a need for both Docs and CMs in a PvP or PvE group, and /mindHeal is something which may serve to make CMs somewhere approaching how valuable Docs are.
The Doc profession is in great shape, and I am pleased to see that CMs got a new ability, even if it is significantly less useful than something like rez. We should appreciate what we have and support the other classes, and maybe concentrate on the real (and few) problems with our profession - we don't need /mindHeal, but we do need help surveying, carrying our stims and resources and mounts we can heal from.
Just my 2c.
Maudlin
I must say I like Doc the way it is... and even tho limited in its usability i say giving the CM's the mindheal ability is a step in the right direction...
As a Doc we are any combat persons best friend with our ability to Enhance theire stats enormously (sp?) (btw have they upped the skill req on enhance packs or is it just my crappy resources here on farstar ?) and out ability to rezz them when they die.... Not only to avoid the decay, but also saving the person (and the group) downtime as the dead person have to run 6000 m back to where the group is hunting.
Yes we have to run around a bit to get in range for heals.... and we are helpless when our patients goes down because of Mind damage, but thats our limitations... I dont want Doctors to be more powerfull than they already are or every single player will choose to be Master Doc/<Random Master Combat>...
I just hope they have fixed the buggs on enhances and makes healing and enhance results less random .... getting enhance's as low as 600 and as high as 2200 from the same enhance kit is rather annoying for the one recieving the 600... especially since you can't remove it.
Initially I thought this made sense in master medic (so docs and CMs would get it). Now, I like where they put it for two reasons - first, combat medics really weren't as good as docs. I mean, the CM/doc combo is great, but forced to choose one over the other, I would choose doc (more good stuff for fewer skill points). Second, the mind heal is easily exploitable if you have 2 combat medics. Well, 2 combat medics together is fairly rare. 2 master medics together is much more common.
I don't know that I would call if fairly exploitable. Not unless you've also got a good Entertainer around as well. Those mind wounds add up FAST! Not to mention the BF.
Agreed. I guess the only true "exploit" is the ability to power-level entertainers. I've seen it in action in the Anchorhead cantina and it's shocking how much entertainment healing exp you can generate with 2 combat medics (yes, a single CM can do it via diseases, put it's a pain to get people to disease sometimes).
But let's look at regular group PvE. Suppose you have a large group - 20 pets and people. In this group you have 2 healers, perhaps a doc and combat medic. You also probably have an entertainer (maybe even a master musician or dancer, since these aren't uncommon on the group hunts I do). Now, if the doc and CMare good healers, they aren't going to fight anyway. They also aren't going to catch agro very often. So what difference does it make if their battle fatigue is 400 when the hunt is over? It doesn't appear to affect your own heals (only things like buffs on you). Ok, so this isn't really a true exploit. But it is possible to spam mind heals if you have someone to heal your mind wounds (and mind damage) and at the same time you don't care a bit about battle fatigue. Perhaps a bit far-fetched. Perhaps if your group has that sort of planning (2 mind damage healers and an entertainer) it should be rewarded for it's good compoisition. Shrug.
I'mnot actually opposed to giving it to master docs in the wound healing speed line (the least frequently obtained by dabblers), but if they don't get it, that's fine as well.
Doctors are supposed to be biological EXPERTS in their fields. Combat Medics are supposed to be the WEAKER healer profession, which is half combat, half healer. It ends up, Combat Medics are more useful than doctors, due to instant distance healing, which allows you to heal group members around an enemy, almost as fast wound healing, mind healing, and a few other perks.
Doctors get Rez and like Cure Poison&Disease, which they must have kits before they can do... Why not make a tend poison and tend disease skill somewhere in the tree, so that those of us whom dont wish to macro our way into fame, can do this.Doctors should be able to heal mind, and mind wounds, maybe not with stims, and maybe with a certain rarer resource to make the mind kits, but it only makes sense a MASTER of Biology would know how to heal all wounds, of all types... and be able to do it with ease. At the very least, they should be able to heal MIND DAMAGE, if not Mind wounds. I see no point in staying a doctor if you wish to do anything with your character, the only good part of having a doctor is rez.
Disease and Poison can be avoided 90% of the time, and IF it cant, you can just chill with it until you find someone to fix it. Doctors need to have some sort of immense purpose in a group that no other person can offer... Enhances are okay... but they wear off in no time, and they're not all that great. I've only ever heard of people using them before PvP and when they need to wear composite armor.