Medic Archive

Thread: defense for the medic

Devil_Tiger
Thu Feb 10, 2005 3:01 pm
#14

A dancer should receive defensive bonuses due to the fact they are supposed to be nimble enough to perform dances. Musicians shouldn't recieve these bonuses since playing an insturment (in game) doesn't require you to move about and possibly fall on your arse. As for a medic receiving a defensive bonus, they shouldn't. They are more like nurses and ER technicians. CMs should receive better defensive bonuses since technically they are supposed to be combat medics (like RL military medics/corpsman). I'm a master pikeman/master medic, had master pike long before I went medic. I tank, I heal, I tank some more.
st90
Fri Feb 11, 2005 9:45 am
#15



hamhamthe3rd wrote:
how about a defensive mod for the master medic, i mean the master dancer/musician has some. i guess some would say that healing damage is a defensive mod in itself but they forget that if you are healing damage then you are taking damage - mind damage. you have to keep alive a group of people at the risk of burning out your mind, effectively killing yourself, then you could at least be afforded some useless defensive mod.





When the CURB is implimented a new ham system will be introduced to deal with 'effectively killing yourself' by using your special actions. So long as you are hanging back from the fight and not taking combat damage your mind abilities pool should regenerate fast enough to keep you healing.

http://forums.station.sony.com/swg/board/message?board.id=in_concept&message.id=15154

The address is a discussion of the HAM revamp. I think it will address some of your concerns. But IMO I agree with your fellow players. As a medic out in the field wanting to heal combatants (Thank you. You guys are life savers.) You should have some combat skills. Your not likely to be up close and personal as a medic, so I would recommend a few lnes of Carbines. (Rifles tend to draw on the mind pool you want as much as that as possible for healing.)

Kessa -Infinity-

Exploring the Galaxy One Inch at a time.
MasterNerfSlayer
Sat Feb 12, 2005 5:09 am
#16

I seem to recall dancer defense mods being added as a joke.




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Meretseger
Sat Feb 12, 2005 8:11 pm
#17

Another detail is that both Dancer and Musician are Elite Professions, so this request is properly ment to be sent to the Doctor forum, not to medic, been a standard class profession..




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vortexala
Sun Feb 13, 2005 12:02 am
#18






MasterNerfSlayer wrote:

I seem to recall dancer defense mods being added as a joke.





Added as 'flavor' during beta...for some reason it simply stuck/was overlooked.


As for Medics getting Defense. Nope. It truly isn't a Combat Profession. It can be combat support(as well as Medical Crafting and Minor Wound Treatment), but it is NOT a Combat Profession. And, in my eyes, it's lack of defense is atrade off for self-healing ability.







~Texxie Xetrov~
Retired Mayor of Vesania, Corellia, Chilastra
Retired Combat Medic Correspondent(Feb 04 - Dec 04)

"A Day without sunlight is like.... night."
A CU Alpha Testers Disclaimer: This CU Alpha Test Contained neither Alpha nor Testing.
Play at your own risk, but don't blame us...
Bisola
Sun Feb 13, 2005 12:13 am
#19



MasterNerfSlayer wrote:


hamhamthe3rd wrote:
i seem to remember reading that they want to remove receiving xp from healing outside of combat, thus putting the medic into combat aka harms way. if you are a medic and want to level you will need to be in combat, unless what i read is wrong.



What you read is wrong.





Yeah big QFE there. Though I do find it ironic that one gets "healing xp" from tossing poisons and diseases (more of a CM issue).



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Obata
Sun Feb 13, 2005 12:25 am
#20






Bisola wrote:

Yeah big QFE there. Though I do find it ironic that one gets "healing xp" from tossing poisons and diseases (more of a CM issue).





It's actually called "Medicine" XP. As long as the noncrafting CM lines require medicine XP, it's exactly what poisons and diseases should give.



Obata Lightingflier (Deceased): Master Doctor, Master Combat Medic - Wanderhome
Opos Odet (Deceased): Master Artisan, Master Merchant, Master Musician - Wanderhome
Bisola
Sun Feb 13, 2005 12:31 am
#21



Obata wrote:


Bisola wrote:

Yeah big QFE there. Though I do find it ironic that one gets "healing xp" from tossing poisons and diseases (more of a CM issue).


It's actually called "Medicine" XP. As long as the noncrafting CM lines require medicine XP, it's exactly what poisons and diseases should give.





Hehe I know. But medics are supposed to heal people, and when is the last time you saw a poison help someone regen their HAM?



ooooooooooooooooooooo Bisola Kwati
ooooooooooooooooooooo
ooooooooooooooooooooo

ooooooooooooooooooooo Elder Medic
ooooooooooooooooooooo
ooooooooooooooooooooo +
ooooooooooooooooooooo
ooooooooooooooooooooo
Elder Mon Calamari

Obata
Sun Feb 13, 2005 3:55 am
#22






Bisola wrote:





Obata wrote:





Bisola wrote:

Yeah big QFE there. Though I do find it ironic that one gets "healing xp" from tossing poisons and diseases (more of a CM issue).





It's actually called "Medicine" XP. As long as the noncrafting CM lines require medicine XP, it's exactly what poisons and diseases should give.







Hehe I know. But medics are supposed to heal people, and when is the last time you saw a poison help someone regen their HAM?





Giving the same XP for healing as for poison/disease is unavoidable. The CM skill tree is not divided in poisoning, diseasing and healing lines. Range, speed and effectiveness are gained for both heals and DoT attacks at the same time. So, even if there were a Combat Medicine Experience, it would have to be gained both by healing with ranged/area stims, and by apply poison/disease. The devs have also explained to us that CM DoTs are coded the same as heals. This may be why they called it Medicine Experience instead of Medical Healing Experience.



Obata Lightingflier (Deceased): Master Doctor, Master Combat Medic - Wanderhome
Opos Odet (Deceased): Master Artisan, Master Merchant, Master Musician - Wanderhome
Pahdbacca
Sun Feb 13, 2005 2:48 pm
#23






Obata wrote:



We're talking about a starting profession here. If you want to heal in the field, that's great. You have 173 skill points left after mastering medic. Use them in combat professions that grant defenses. That's one of my favorite aspects of SWG. It's not class based, or even profession based, it's skill based. Our characters aren't defined by only the skills we have in medic. We can use our points in whatever way we see fit.

Message Edited by Obata on 02-10-2005 03:37 PM





QFE





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CalArsou
Sun Feb 13, 2005 5:57 pm
#24



vortexala wrote:


MasterNerfSlayer wrote:
I seem to recall dancer defense mods being added as a joke.


Added as 'flavor' during beta...for some reason it simply stuck/was overlooked.

As for Medics getting Defense. Nope. It truly isn't a Combat Profession. It can be combat support(as well as Medical Crafting and Minor Wound Treatment), but it is NOT a Combat Profession. And, in my eyes, it's lack of defense is a trade off for self-healing ability.







Well a Master Dancer is probably pretty flexible .



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hamhamthe3rd
Sun Feb 13, 2005 10:52 pm
#25






Obata wrote:






hamhamthe3rd wrote:

what do you mean non-combat? if you mean hes not a combatant then that is one thing, but the medic must be in harms way. the smuggler is not a combat profession but he may find himself in harms way so his defense is that he is given abilities that may help him get away or survive. i dont want added abilities for the medic just added survival for when he must place himself on the field. i think theres great reason his abilities work on the field and not just healing, drag incapped for example. his abilities are also most needed on the field. the medic doesnt live in combat but hes certainly no stranger to it.






We're talking about a starting profession here. If you want to heal in the field, that's great. You have 173 skill points left after mastering medic. Use them in combat professions that grant defenses. That's one of my favorite aspects of SWG. It's not class based, or even profession based, it's skill based. Our characters aren't defined by only the skills we have in medic. We can use our points in whatever way we see fit.

Message Edited by Obata on 02-10-2005 03:37 PM






a lot of ppl are missing the point here. the medic HAS to be apart of the battle to gain experience effectively come the changes to be made. when specials are placed on a timer and no longer damage the tumbler for example, where is the medic going to find his exp? thats right on the field. i suppose he could group with some peoplethen sit outside the combatand wait for people to walk over to him for healing but that doesnt change the facthe mustengage in the same dangers of combat as a combat profession. his role is different, yes but the dangers are the same. no im not saying he should be as effective as the frontrunners but he should have some.


as for having leftover skill points to use, thats a non-issue. medics arent the only ones missing defensive mods that i think should have some. rangers get "rescue" but they are no better against creatures attacks. squad leader has no defense mods of his own. bounty huntersand cms are lacking but they do have some.


vortexala
Sun Feb 13, 2005 11:16 pm
#26






hamhamthe3rd wrote:



a lot of ppl are missing the point here. the medic HAS to be apart of the battle to gain experience effectively come the changes to be made. when specials are placed on a timer and no longer damage the tumbler for example, where is the medic going to find his exp? thats right on the field. i suppose he could group with some peoplethen sit outside the combatand wait for people to walk over to him for healing but that doesnt change the facthe mustengage in the same dangers of combat as a combat profession. his role is different, yes but the dangers are the same. no im not saying he should be as effective as the frontrunners but he should have some.


No, actually, a Medic doesn't have to be involved in Combat to gain experience. He can sit at a Medcenter and simply heal the wounded who wander in. Good XP with no Combat required. If they want to get XP faster, then yes they'll need to go out with a Combat group and support that group.


Compare Medic toMarksman and Brawler.Their(Marksman and Brawler)defenses help them last longer in a fight, but if they DO get damaged they're screwed and have no way to heal themselves. Now the Medic, who has no defense, CAN heal himself. So while the Marksman and the Brawler can last a bit with their defense, and take the opponent out using their offensive specials, the Medic can simply stim away any damage he takes quickly and easily as well as heal the Marksman and Brawler and keep them alive longer.


A Medics defense is two-fold: his ability to heal himself AND a good group of combatants.


A Medic doesn't need much more then that...


as for having leftover skill points to use, thats a non-issue. medics arent the only ones missing defensive mods that i think should have some. rangers get "rescue" but they are no better against creatures attacks. squad leader has no defense mods of his own. bounty huntersand cms are lacking but they do have some.


You're comparing Medic which is a novice profession to Rangers, SL, BH and CMs which are all Elite profs. Apples and oranges there...










~Texxie Xetrov~
Retired Mayor of Vesania, Corellia, Chilastra
Retired Combat Medic Correspondent(Feb 04 - Dec 04)

"A Day without sunlight is like.... night."
A CU Alpha Testers Disclaimer: This CU Alpha Test Contained neither Alpha nor Testing.
Play at your own risk, but don't blame us...
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