Doctor Archive
Thread: Need a lil explanation if anyone knows...
DarthXanthic wrote:
Because if Doctors could heal mind; a master doctor/combat class would be pretty much unbeatable.
That would be the case only if doctors could heal their own minds. The CM /healmind command does not work if the CM has himself targeted, he can only use it on others. There was alot of discussion on this board when it was announced that CMs would get the ability to heal minds. At the time, the CM profession was somewhat lacking in abilities, especially compared to doctors. The unhealable mind pool is still a problem, but the combat revamp will supposedly address it. Area stims are fine just like they are. Combat medics have to invest skill points in the ranged support line of marksman and for it, they get ranged abilities, including AOE effects.Even without area heals, doctors are MUCH more effective as overall healers than CMs are (state cures, poison and disease cures, revive, etc.).
If Docs were able to heal mind WOOT ,, I would never die .. I would be GOD..
*evil grin*
Emmers wrote:
I do not mean nor meant to imply a doc should be able to heal their own mind.
I'm just curious as to why the CM got the mind heal and the Doctor didn't.
^^ the guy up there explained I guess, but still seems all in all silly to throw it to the CM's for use as they have quite a few abilities.
Area Dizzy/Intimidate/Stun/Blind seems a better thing to give CM. I guess I look at CM as the Anti Doctor a bit(or "evil doctor"). In being able to do infect/disease.
CMs can cure... damage, although it costs mind wounds to the CM if they cure mind
Docs can cure... damage (except mind), dizzy, stun, intimidate, blindness, poison, disease and can res.
As for other abilities...CMs can poison and disease, and get terrain negotiation. They cannot craft anything that is sellable to anybody besides other CMs, other than what mester medics can craft. In fact, they cannot fully experiment on the components used in their own healing stims. They need doctors to do that for them.
Docs, however, get increased wound healing capabilities (Pip can cure 900+wounds every 18 seconds or so), buffs, and can fully experiment on crafted items that can be useful to peole outside of the Doctor profession.
We are each entitled to our own opinion, but considering that a master CM requires 29 more skill points than a master Doctor, I think that the combat medics are getting the short end of the stick. When range, line of sight, TEF and mind damage are fixed, we will see an incredible drop off in the amount of CMs running around...because they have so few abilities for the skill points they get.
Please let me know if I missed any of the many abilities that the combat medics get.
Escoh wrote:If Docs were able to heal mind WOOT ,, I would never die .. I would be GOD..
*evil grin*
Um we can I have a small stock of "damage stims" which heal mind also