Medic Archive

Thread: Medic Profession after the CU [Update]

MasterNerfSlayer
Tue Apr 19, 2005 3:28 pm
#53






Inoga_Tarien wrote:





MasterNerfSlayer wrote:





Jagii wrote:
Ugh, it doesn't make sense. We all know how self-healing can (and will) be abused.

I still say they should keep /tendwound in novice medic. Low healing, long timer and/or big mind drain. It's good for the medic looking for experience, and good for wounded players that can't find a doctor. They've already made wounds such a small consideration in combat now...why make its healing any harder?

If the devs are simply looking for a way to give novice medics something to heal, I'll suggest what I've suggested before: something to temporarily bypass or lessen the effect of battle fatigue. Make it only useable in hospitals or camps, and both healer and healee need to be out of combat. Make it so that novice->master medics can ignore 40-60% of BF, while novice->master doctors can ignore 80-100%. Of course, none of this will matter if medics continue to be completely unable to heal wounds.

= Andrew
Chilastra.Palacek





It's going to be harder to abuse because you need to be in combat with a mob you will get xp for killing, and you only get the xp when you kill it, and it's based on how much healing you did vs how much fighting, so killing the mob yourself is going to lower the medical xp gained from the mob. Not to mention they bumped the xp requirements to be the same as combat professions now. You'll gain much faster xp healing in a group as far as we can all currently see.


I really think abuse of the tumbling magnitude is gone.





Well tumbling will be gone, but care to bet an unarmed medic will be beating up on nuub trash for medic exp now?






I bet they try it. I did. I got real frustrated real quick. You either kill the mob too quick and get stuff all med xp, or you spend the rest of the fight trying to heal till youget incapped. Then you get up andrepeat till you kill it.


All for about 80xp.


Tumbling was bad because it allowed you to get medical xp super fast withno risk. Bashing n00b mobs has a reasonanlerisk and little reward, and no reward at higher levels.





RETIRED DOCTOR & MEDIC CORRESPONDENT
Imperial Colonel Kiveryn [Commando / Carbineer] Starsider [Black Epsilon]
Imperial Leiutenant Kirrilee [Dark Jedi Knight] Starsider [Imperial Inquisition]

Unlocked April 1st, 2004

Gorrlynn
Fri Apr 22, 2005 7:20 pm
#54

I have been on tc3 as a combat medic and would just like to say that there is no real way to know how long u have to wait to use a stimpack again. It is easier and more convient and u know how long u have to wait if u use bact shot and bacta spray. Another thing that needs to be adjusted along with a whole lot of other stuff.
Firewalkerman
Wed May 04, 2005 6:52 am
#55

i support this theory 100%. Granted i have skills in 4 professions because i like my char to be somewhat self sufficient like me. So i don't like the idea of being forced to group every time to get medical xp and having to do it in combat because i like to engage in the combat myself and not be FORCED to be strictly medical when i do group. It prob sounds like i am condridicting myself here but occasionally i do like to group with a nOOb or some friends just for the fun of it. I want the ability to back to be able to get xp from healing myself and other players while not in combat. Just in case i log on one night and don't have enough time to go out with a group or I just want to be able to stay in town one night and provide a service to the combatants coming in from a hard fought battle.



Iqop Esen
Force Sensitive as of 6-16-05
Colonal of the Alliance against the Empire
PRE-NGE: TK Master, Master Pikeman, Novice Medic
POST-NGE:Master Jedi of Bria
Gertrudia Esen;PRE-NGE: Master Architect
POST-NGE:Master Structural Trader of Bria
Cornelius- Esen; Master Engineering Trader of Bria
Vupo Esen; Officer of Bria
Firewalkerman
Wed May 04, 2005 6:59 am
#56

I think it is good that the abuse of tumbling/healing is gone it was (like I said) being abused way too much. But please bring back the ability to heal in med ctrs for XP though.



Iqop Esen
Force Sensitive as of 6-16-05
Colonal of the Alliance against the Empire
PRE-NGE: TK Master, Master Pikeman, Novice Medic
POST-NGE:Master Jedi of Bria
Gertrudia Esen;PRE-NGE: Master Architect
POST-NGE:Master Structural Trader of Bria
Cornelius- Esen; Master Engineering Trader of Bria
Vupo Esen; Officer of Bria
David665
Wed Jun 01, 2005 10:28 am
#57

You know, call me wierd, but I liked crafting my own meds when I had medic on my main. I have an alt that is master medic / 4444 CM, and I think they should still have to craft their meds and other items. I've for the most part adapted to the CU and have worked out my combat strategies, and I still think having medic/doc/cm that used to take crafted items only an ability on a timer now is stupid, and I will never like it.
MR-X666
Sun Jun 05, 2005 1:21 pm
#58


ok im and CL80 master BH and Master Rifleman and i want to lvl my self to combat medicbut i dont get SHI'T of XP for healing my self what sud i do? o yes last night i got total 1 stinking XP for killing one target omg




Ign: MR-X

Server: Farstar
After5CST
Sun Jun 05, 2005 2:28 pm
#59






MR-X666 wrote:


ok im and CL80 master BH and Master Rifleman and i want to lvl my self to combat medicbut i dont get SHI'T of XP for healing my self what sud i do? o yes last night i got total 1 stinking XP for killing one target omg







Group up, go hunting level 80+ enemies with allies. When combat starts, DON'T FIGHT. Just follow your group, and heal whoever gets hurt ( including yourself ) with /bactaShot. You should get medical XP quickly ( about 6K per foe ) enough to fill in whatever medic skill boxes you wish.


The reason you're not getting squat for medical XP is that your experience for defeating combat foes is divided between your medical skills and your weapon skills, based on points of damage given / healed. So if you heal yourself for 50hp, but deal out 4950hp of damage in a fight against a particular foe, you're going to get 1% of the experience awarded as medical XP, and 99% of the experience awarded as combat/weapon XP.


Conversely, if you don't fight, you may only heal 50hp of damage in a fight, but since you're not doing any combat, it's still 100% of your damage dealt/healed, so you'll get 100% of the award as medical XP.


I'm a TKM/Master Doc, and on a recent trip to the Jedi village I only healed party members, and didn't use any TKA abilities. Over the course of a single raid ( about 45 mins ), I capped out 1.2M Medical XP just from helping my fellow party members.

Granted, that's far better than normal ( I had a superb group, that stuck together and made it easy to keep them healed ), but it taught me the lesson of how to lump all that XP into one category ( as opposed to my normal three of Unarmed, Combat, and Medical ).

MR-X666
Mon Jun 06, 2005 7:42 am
#60

Thnx now i get lots hoho



Ign: MR-X

Server: Farstar
Firewalkerman
Tue Jun 07, 2005 12:41 am
#61

That is what i have been doing with both CH and Medic. I group with friends and use my CH skills all the time but at the same time heal when people need it. I'm working on getting glowie and I have already capped my Rifles and combat and scout xp so that is all i work on unless my group absolutely needs me to fight. since im CL65 Master Rifleman and carry a sliced T-21 so if i have to help them fight something we can knock down a traget fairly quick.


My point is: the groups i join are usually very good and don't need healing all the time so I get CH xp 95% of the time but when they do need healing i am there to do that also and it splits my xp between the 2.


Another tip: if some as a similar template (CH and Medic) you can heal on person that is attacking one mob andhve your pet attacking a different mob. Walla!!!! Full xp in both professions when the creaures dies. BTW make sure you have a very good group that can handle something like this before suggesting it.





Iqop Esen
Force Sensitive as of 6-16-05
Colonal of the Alliance against the Empire
PRE-NGE: TK Master, Master Pikeman, Novice Medic
POST-NGE:Master Jedi of Bria
Gertrudia Esen;PRE-NGE: Master Architect
POST-NGE:Master Structural Trader of Bria
Cornelius- Esen; Master Engineering Trader of Bria
Vupo Esen; Officer of Bria
Duckforce
Thu Jun 23, 2005 1:17 am
#62

This is what happens for new players :


I'm a new player and just started the other day. Read some of the medic guides out there and started to throw myself into the class.


Now i find that none of those guides can be used any more. No one updates them, and no one let's you know that the medic class is soooooo changed.


Been trying for hours to do stuff that's not in the game any more.


Died once, and had 200 "black rot"

No healers around in the med center, i'ma medic... spent 2 hours searching on the net for how to cure that which i'm told i could...

Finally find that i can't anymore, because they removed it...

Now i was also forced to spend over 3 hours in the med center doing nothing... because it only heals 10 black rot every 10 minutes sitting on a bed in medcenter.

All because no one are there anymore to help, and because i obviously need to be a doctor now to do it.


So this seriously hurts newbies.... very seriously... so much that i cannot see myself playing the medic i wanted...

and why don't a medic get xp for producing medical supplies?


i havea few words that sums this up


This sucks!!!!!



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Through nerfing, they gain whines.
Through whines, you gain gankings.
Gankings, leads to sploits.
Sploits leads to banning.
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