Medic Archive
Thread: Mind Damage: A Serious Problem For Medics
vortexala wrote:
P__Day wrote:
There is a focus on mind, simply because of the difficulty of healing it, if the damn combat medic could stop chugging poison packs for a second it wouldnt be a problem, since they can heal mind.
You do realize that /healmind causes wounds to the Combat Medics Mind/Focus/Willpower, right? And that, eventually, the Combat Medic will end up crippling himself by using that ability, right?
If it's such a great ability, why don't you go CM and heal everyones mind?
P__Day wrote:
vortexala wrote:
P__Day wrote:
There is a focus on mind, simply because of the difficulty of healing it, if the damn combat medic could stop chugging poison packs for a second it wouldnt be a problem, since they can heal mind.
You do realize that /healmind causes wounds to the Combat Medics Mind/Focus/Willpower, right? And that, eventually, the Combat Medic will end up crippling himself by using that ability, right?
If it's such a great ability, why don't you go CM and heal everyones mind?
As far as i remember it causes 40 or 60 wounds to both mind secodaries, so with human PvP secondaries 1100 on both, a mind buff 2200, 2 brandys 3000. you can do alot of /healmind with those type of secondaries. There is no denying that 90% of the people who play combat medics wouldnt know an Area stim if it hit them in the head.
And there is an easy way to prove it, have a look at your forum, How do i make poisons more powerful, spider venom, rancor bile, how to maximize potency. I dont see any threads on how to make stims more powerful, how to use /mindheal most effectivly. I know there are good combat medics out there who actually heal others, but the majority of combat medics are unbuffed, and unarmored Gtef attackers, who do nothing but throw poison and desease packs, get killed clone and come back to throw more of that crap. No other prof is still a treat after they get killed, and are no longer buffs, combat medics are.
And with a Name that indicates that you do some healing, i would expect to see more stims and less poison/desease
As for me going Combat medic, i was thinking about it for my alt, but i decided to actually heal someone so i went Doc/entertainer
You're not seeing the whole picture. Yes it causes about 40 wounds to all three mind stats the first time it's used. That's not all though, it also causes battlefatigue. The BF means that the next time it's used it will cause even more wounds, and more wounds means even more BF. If the CM is wearing armor (and he's dead if he isn't), he can avoid some of the secondary wounds, but will be down to one point of willpower and focus very quickly.Every skill a CM has uses mind. Without high focus, we just end up killing ourselves.
This thread was about mind damage. Texxie pointed out the negative aspects of /healmind,and you decided to make this another anti-CM thread. I find that sad.
Obata wrote:
P__Day wrote:
vortexala wrote:
P__Day wrote:
There is a focus on mind, simply because of the difficulty of healing it, if the damn combat medic could stop chugging poison packs for a second it wouldnt be a problem, since they can heal mind.
You do realize that /healmind causes wounds to the Combat Medics Mind/Focus/Willpower, right? And that, eventually, the Combat Medic will end up crippling himself by using that ability, right?
If it's such a great ability, why don't you go CM and heal everyones mind?
As far as i remember it causes 40 or 60 wounds to both mind secodaries, so with human PvP secondaries 1100 on both, a mind buff 2200, 2 brandys 3000. you can do alot of /healmind with those type of secondaries. There is no denying that 90% of the people who play combat medics wouldnt know an Area stim if it hit them in the head.
And there is an easy way to prove it, have a look at your forum, How do i make poisons more powerful, spider venom, rancor bile, how to maximize potency. I dont see any threads on how to make stims more powerful, how to use /mindheal most effectivly. I know there are good combat medics out there who actually heal others, but the majority of combat medics are unbuffed, and unarmored Gtef attackers, who do nothing but throw poison and desease packs, get killed clone and come back to throw more of that crap. No other prof is still a treat after they get killed, and are no longer buffs, combat medics are.
And with a Name that indicates that you do some healing, i would expect to see more stims and less poison/desease
As for me going Combat medic, i was thinking about it for my alt, but i decided to actually heal someone so i went Doc/entertainer
You're not seeing the whole picture. Yes it causes about 40 wounds to all three mind stats the first time it's used. That's not all though, it also causes battlefatigue. The BF means that the next time it's used it will cause even more wounds, and more wounds means even more BF. If the CM is wearing armor (and he's dead if he isn't), he can avoid some of the secondary wounds, but will be down to one point of willpower and focus very quickly.Every skill a CM has uses mind. Without high focus, we just end up killing ourselves.
This thread was about mind damage. Texxie pointed out the negative aspects of /healmind,and you decided to make this another anti-CM thread. I find that sad.
P__Day wrote:
This was about Mind healing, and the fact that combat medics can heal mind, and if they used it more often, then mind damage wouldnt be such a big problem.
And maybe its just on my server, that the combat medics show up unarmored and unbuffed to PvP.
Elenora wrote:
being a medic i have no idea what pool head shot shots pull from, but if say headshots pull heavy from the mind pool, wouldnt it be just as easy to kill the other guy using head shot since he would be draining his own mind pool thus making it easier to be kill?
if it doesnt pull from mind pool, maybe it should be fixed to pull from mind pool...
Riflemans head shots do, if fact, one rifleman motto is that "I bet I can kill myself before you can" With max stats migrated to mind, I can get off 8 shots from a T21 before I am out of mind........ eyeshot from BH on the other hand mainly pulls from the heallth pool, which makes it easy for them to sttim away. currently only humans with 1100 focus that are musician buffed can spam rifleman shots......but that means that there Health and Action are a lot smaller than most peoples...... The real prob is that a 3/2/4/0 medic can heal himself completely until his stims run out. hence why you never see rifleman using there most damaging attack, Starfeshot 2, which is the mother off all attacks in PvE.
Or the simple solution:
Wait for combat balance