Doctor Archive
Thread: Out heal stim D's?
Jedi Healer can outheal that in one shot, as far as I know.
But you should not be comparing heal per shot, but heal over time. A doc can alternate between 700+ and 300+ power heals about every 5 to 10 seconds, and the one using the stimpack has a 60 second reuse timer. So if you look at it from that point of view, a doc has a far better damage healing output than the one using the Stim-D.
I think we have fallen into the trap of believing SOE double-speak if we just accept that we can heal better if you consider our healing over time. Even considering that it's still pretty low and not FAR more than a stim. The mention of stims on a re-use timer does indicate to me that they're referring to a given heal not healing over time. Especially considering that in combat you can't count on multiple heals over time to a given player to be able to heal them. You have other players to take care of as well as yourself, so having to devote all your attention to just one player doesn't work.
Of course the actual CU bears little resemblance to the CU design docs we were given so we really don't know what is intended and I'm afraid the devs don't either since they never had the chance to really test and balance it before pushing it out. Now that it's out on live and so many variables have been introduced due to the poor conversion process it's going to be very hard to sort out how anything should work.
Snigo wrote:I think we have fallen into the trap of believing SOE double-speak if we just accept that we can heal better if you consider our healing over time. Even considering that it's still pretty low and not FAR more than a stim. The mention of stims on a re-use timer does indicate to me that they're referring to a given heal not healing over time. Especially considering that in combat you can't count on multiple heals over time to a given player to be able to heal them. You have other players to take care of as well as yourself, so having to devote all your attention to just one player doesn't work.
Of course the actual CU bears little resemblance to the CU design docs we were given so we really don't know what is intended and I'm afraid the devs don't either since they never had the chance to really test and balance it before pushing it out. Now that it's out on live and so many variables have been introduced due to the poor conversion process it's going to be very hard to sort out how anything should work.
Actually the important issue is.
The Stim-D is ONE SHOT in healing that much, once executed the player can perform OTHER actions.
But the doctor has to spend his NEXT 4-5 actions. Out healing the Stim-D thus takes up more of your characters time than the stim-D.
Strahm wrote:
From what I was understanding is that the Bacta Shot was yielding a higher heal than a Stim D. With Jedi, Defeder/Healer combo they are matching Ds with thier Force Healing and making them unbeatable at higher levels. For BH's there are a bit of us doing the BH MC Doc novice template (as im doing). Is Doc Novice Bacta Shot doing more than a D? If not, then im respeccing the points into Pistoleer.
For dabblers, I've found CM 4000 to be more efficient in healing, and the same skill points as novice doc with ranged combat prof ... but thats just me ... I would have rathered added doc to my template but for pure healing cm+enhancers+stim d's just can't compare to simply novice doc for healing
(my combat char though I'm not a jedi killer is mbh/mpistols/4000 cm)
If someone tells me that novice doc can outheal 4000 cm I'd consider it but I just don't see how its possible
novice doc gets 45 healing efficiency and 4000 gets 65, plus you don't get any advanced heals with the doc dabbler version :/
TenshiHanaKinu wrote:
I can out-heal a Stim D with a single Bacta Shot.![]()
Me too - at least the converted Stim-Es with only 600 power
Toss Enhancer for CM. ![]()
However Toss is on a 15 second timer so if you look at it over time, a Doctor still heals more.