How to sum up all the CU changes... good challange, I'll give it a shot.
First: You really don't need meds at all to start with. All Doc and CM abilities can be used with some effectiveness at their base level. Buff "Enhancers" only extend the duration, not the strength, of the buffs. A change from 40 minutes to 45 minutes with one of these so-called enhancers is all you'll see as of now. As far as I can tell, no one knows if this is a bug or if it's supposed to be that way. Plan for it to stay that way though...
There are 4 buffs that I like to use constantly for me and my group. A health/hit-point buff (medic 4000 is just as good as MD for that one, 30 minute duration), an action regen, a mind regen, and a speed enhancement. The usefulness of the secondaries are somewhat questionable, but I like them. Seems like my action and minddrop quicker when I don't keep the buffs up; I haven't done scientific research to support this feeling, however.
Stims are somewhat useful to get nicely crafted post-CU ones. The ones they converted are about 60% of what is make-able post-CU, and stims can only be used once per minute. So any character can use them, but with only 1 healper battle, they're not that helpful except as an escape or emergencyhealth boost.I've heard that the enhancers for CM poisons and fire actually do help strength-wise, but check the CM forums for that info.
All med crafting is in the medic 0004 tree and one of the BE trees, CM crafting is now med crafting too. I think BE still requires a Scout tree, so point-cost wise it's tough to swallow in a healer-combat template. I dropped med crafting altogether. Anyone want to buy some great med resources, an 11pt crafting suit and some awesome subcomponents? Didn't think so.
For healing your group in combat, use all the different healing commands, many of them are on different timers for re-use, some slower than others. They balanced healing based on us using the different heals, so just using 1 main heal will not be effective. Look through your cntl-a abilities list and see what you can do. Bacta Infusion is a heal-over-time; you've probably seen similar in the fantasy games. It took me quite a while to figure out how to heal wounds. It's a Doc only ability now, look for the icon in your ability list.
Join a group and start healing them to determine what is going to work for you. I'd suggest respecing out of either CM or MD and the med crafting line and picking up an EliteCombat Prof to go with it. Healers get lots and lots of aggro, so you may find thecombat skills, especially defenses, valuable.
Pretty much you'll have to relearn the game, you only have a few days left to respec to whatever you want, so try to plan and arrange some extra game time before Wednesday of next week.
Good luck and welcome back!
(edited to remove a rumor. On the Test Center, yesterday's update said: "Wounds to stats other than HEALTH will automatically be healed upon logging in." Someone incorrectlythought Health would autoheal too.)
Message Edited by Rodian-Bob on 05-21-2005 11:37 AM
-Bob is Robii D'Luminatii
~NOT a Jedi: Drifting away into The Great Dark~
Assassin & former Mayor of Perdition/Grendin Waste, Lok: Ahazi