Doctor Archive
Thread: What is your experience with Stabilizers?
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MasterARP
Thu Jun 09, 2005 1:05 pm
#1
I hear these are somewhat buggy--can i get input from people with various templates
with and without the use of the enhancer
with and without the use of the enhancer
Tiphus
Thu Jun 09, 2005 2:02 pm
#2
I never use the enhancer. It always removes a state. I think this is weak though. It would be more worthwhile if it removed more than one state at a time. Either that or the timer should be shortened. Most states usually go away before I have time to remove them. I guess it helps a little. If A buddy was too dizzy to stand up I guess it's pretty useful provided he doesn't have a state on top of that one that has higher precedence. Does anyone know the state precedence order?
DvlMn
Thu Jun 09, 2005 4:56 pm
#3
It didn't work at all at first. It works now but like he said, no need to use enhancers. A. doesn't seem to make it work any better (multiple states, faster, etc.) and B. my stabilizer enhancer packs don't seem to lose stack size when I do use them.
Jagii
Fri Jun 10, 2005 9:39 am
#4
My character is a master medic. I have never been able to cure a state EVER with stabilizers.
= Andrew
Chilastra.Palacek
NJ62
Sat Jun 11, 2005 6:16 am
#5
I haven't had good experiences with stabilizers.
For one thing, you can't choose which state you heal. Maybe there's some wacky command that I don't know about, but if a teammate of mine is dizzy, well I want that dizzy gone first, before I cure anything else.
Another problem is the timer. I realize that the timer is designed so that we vary things up and we don't keep mashing the same ability over and over again, but... if my entire group is dizzy, what do you think I'm going to be doing over and over again? It maddens me when I have to use a big heal rather than a small heal because I *just* used the small heal so the big heal has come "back online" first. For a healer, I don't understand why it isn't a viable strategy to repeat an action, rather than alternating actions, particularly when there is one identifiable need (such as curing states) for the group.
Now, having said that, I have to take a global view in this regard: this makes squad leader a whole lot more useful. There is no way that I can clear states fast enough to do much good in a battle, whereas the SL can just shout something and they're all gone. My cure helps because the SL cannot cure dizzy while dizzy, so I can cure him, and then he can cure the entire group. However, I still think that the cure state ability is still underpowered, and giving it a little bit more functionality would not hurt the SL viability, because a group state removal is always better than a single state removal, regardless of the recharge timer.
For one thing, you can't choose which state you heal. Maybe there's some wacky command that I don't know about, but if a teammate of mine is dizzy, well I want that dizzy gone first, before I cure anything else.
Another problem is the timer. I realize that the timer is designed so that we vary things up and we don't keep mashing the same ability over and over again, but... if my entire group is dizzy, what do you think I'm going to be doing over and over again? It maddens me when I have to use a big heal rather than a small heal because I *just* used the small heal so the big heal has come "back online" first. For a healer, I don't understand why it isn't a viable strategy to repeat an action, rather than alternating actions, particularly when there is one identifiable need (such as curing states) for the group.
Now, having said that, I have to take a global view in this regard: this makes squad leader a whole lot more useful. There is no way that I can clear states fast enough to do much good in a battle, whereas the SL can just shout something and they're all gone. My cure helps because the SL cannot cure dizzy while dizzy, so I can cure him, and then he can cure the entire group. However, I still think that the cure state ability is still underpowered, and giving it a little bit more functionality would not hurt the SL viability, because a group state removal is always better than a single state removal, regardless of the recharge timer.
TenshiHanaKinu
Sat Jun 11, 2005 1:33 pm
#6
I don't use it too often because as a Pistoleer I can remove my own states (blind, dizzy, stun), but I do use it on things like Intimidate, and it works very well.
I rarely have to / get to use it on others, too busy damage healing.
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