Medic Archive

Thread: Mind Damage: A Serious Problem For Medics

P__Day
Sun Sep 05, 2004 6:57 pm
#131






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
Sobetan
Mon Sep 06, 2004 5:12 pm
#132

best solution:

get rid of all HAM bars except for health and just turn it into an HP bar.



Sobetan is back?

-yes im still a wookiee.
EvilSockPuppet
Mon Sep 06, 2004 9:20 pm
#133

It's pretty easy to save your mind, all you gotta do is get an image designer to pump all your stat points into mind. Then get a music and dancer buff. After that, buy canapes with 33 filling, use 3. Then buy good brandy, and use 2. If your mind still isn't high enough, then use muon gold. Your mind will be so high, that it'll never come down..... until the canapes and muon run out.





A human can stat migrate all his mind stats to 1100. Dancer and musicians double that, bringing it up to 2200 for all stats. Muon raises all mind stats 500, making your mind 2700. 2 good brandies with 425, will raise your mind to 3550. Then 3 canapes at 650 stats, will raise your secondary stats to 5500. Throw in a power boost and you can get 4050 mind and 5500 focus and willpower.


Even if your not a human, or you cant afford to buy the best brandy, you can still get your mind stats high, besides combat medics have a mind heal. Sure it may add wounds, but thats nothing compared to the lifes you will save healing minds.
EvilSockPuppet
Mon Sep 06, 2004 9:33 pm
#134

Continuation of the last post, there is no way to kill someone in pvp. People will get huge mind buffs like this, and then throw on 90% armor with 26% stun, and a PSG to stop even more stun and energy damage, plus with disease and poison resist buffs, the only dots that work well are fire and bleeding (which a doc can heal all 4 of those). If there was a mind heal, people would be even more invunerable. I think they need to lower the stats on armor a lot before they make a mind heal. You guys are getting your priorities mixed up. If the devs added a mind heal, even a somewhat crap one, then people could just heal all their stats, and it would be a war to see who could give the other more wounds. The devs are supposedly gonna lower armor stats in the Combat Balace (PUB 12 I think) but until then, don't complain about a mind heal, because that would just make pvp'ers sit around and wait until eachothers canapes and muon ran out, or try and wound eachother to death.
Obata
Tue Sep 07, 2004 2:29 am
#135






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 Lightingflier (Deceased): Master Doctor, Master Combat Medic - Wanderhome
Opos Odet (Deceased): Master Artisan, Master Merchant, Master Musician - Wanderhome
P__Day
Tue Sep 07, 2004 4:57 am
#136






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.







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.
Obata
Tue Sep 07, 2004 1:32 pm
#137






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.






Our whole point was that using it more often is impractical. The wounds we take compound themselves. Every time a CM uses /healmind he takes more wounds than he did the time before and suffers more battle fatigue. With the random nature of the heal, it's not uncommon for a CM to need to use it twice to get a player's mind back up to full. Yes, it is a usefull ability, but it's one that has to be used with descretion. I honestly don't see a real solution to the mind damage problem coming our way any time before the combat revamp.



Obata Lightingflier (Deceased): Master Doctor, Master Combat Medic - Wanderhome
Opos Odet (Deceased): Master Artisan, Master Merchant, Master Musician - Wanderhome
Cpl_Fisher
Sun Sep 12, 2004 5:05 am
#138






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.



Member of the Rock alliance.
CO of DD 214
Member of EC-p8r militia
"Have faith in God, but believe in antimatter"
Bounty Hunters kill for credits, Commando's kill for the hell of it!
KelvereseAysen
Sun Sep 12, 2004 1:31 pm
#139

I was always against the fact that there are 3 stat pools, and the one that takes the most use/abuse CAN'T be healed in any way, shape, or form without the use of the Force.


I hope... *PRAY* that the combat balance adjusts the HAM bars to something that works better.
Kyodor
Fri Sep 24, 2004 10:40 am
#140

This would step on the toes of CM's Heal Mind ability's usefulness. The insane power of some DoT lances beating CM poisons, the limited importance of ranged heals, leave CM's with only Heal Mind as semi - useful (because it causes wounds) ability.

Or the simple solution:

Wait for combat balance



Logic
Grammar
Ratification

Got Coherence?

Page 11 of 11