Medic Archive
Thread: Give heal poision and disease to master medic.
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MagicalHAt
Fri Jul 16, 2004 9:26 pm
#1
Heal poision and disease should be at master medic due to the number of things they can be introduced by.
Doctors should get area cures and innoc's.
MasterNerfSlayer
Fri Jul 16, 2004 11:24 pm
#2
MagicalHAt wrote:
Heal poision and disease should be at master medic due to the number of things they can be introduced by.
Doctors should get area cures and innoc's.
hmmm no.
Just because it can be introduced by many things doesn't mean it should be easier to heal.Would you say that a master artisan should be able to make all weapons, just because everyone needs them?
It's all about the skill points, time expenditure and so forth. Going by your reasoning, we should be given everything the minute we enter the game.
MagicalHAt
Sat Jul 17, 2004 9:38 am
#3
Master medic is a total of 77 skill points.
For those 77 skill points I get a useless "Quick heal" The ability to heal bleeds. And drag incaped player which is bugged.
I also get certifed to use stim D's.
At Doctor I get
Buffs
Revive player
Stim pack F's
Flame Blanket
Cure poision
Cure disease
Now bump the Cure poision and disease down to master medic and replace them in doctor with
If they put in mind healing stims it will totally ruin all pvp.
Defense stackers wont be killable.
Innoculations "Resist to poison disease" This gives docs another way of making money.
Area cures. The doc has no range so it would be the area around the doc.
Those with master medic become more viable at pvp and pve those with doctor only become more needed.
Message Edited by MagicalHAt on 07-17-2004 09:39 AM
Obata
Sun Jul 18, 2004 2:48 am
#4
Master medics should not have healing abilities that surpass the combat abilities of a master marksman (for example). Let's not forget that medic is a starting profession. Puting poison and disease cures anywhere in the medic tree (even if it's in master) makes themtoo accessable. Medics are not intended to be great combat healers. It is intended to provide damage healing abilities sufficient to keep the medic and a small group of other players alive in low to moderate level combat. Higher level healing abilities need to stay in the elite healing professions.
Sovi-FFO
Mon Jul 19, 2004 3:03 am
#5
MagicalHAt wrote:
Master medic is a total of 77 skill points.
For those 77 skill points I get a useless "Quick heal" The ability to heal bleeds. And drag incaped player which is bugged.
I also get certifed to use stim D's.
At Doctor I get
Buffs
Revive player
Stim pack F's
Flame Blanket
Cure poision
Cure disease
Now bump the Cure poision and disease down to master medic and replace them in doctor with
If they put in mind healing stims it will totally ruin all pvp.
Defense stackers wont be killable.
Innoculations "Resist to poison disease" This gives docs another way of making money.
Area cures. The doc has no range so it would be the area around the doc.
Those with master medic become more viable at pvp and pve those with doctor only become more needed.
Message Edited by MagicalHAt on 07-17-2004 09:39 AM
No such thing as stim Fs bud..
Kyodor
Mon Jul 19, 2004 9:02 am
#6
hmmm no.
Just because it can be introduced by many things doesn't mean it should be easier to heal.Would you say that a master artisan should be able to make all weapons, just because everyone needs them?
It's all about the skill points, time expenditure and so forth. Going by your reasoning, we should be given everything the minute we enter the game.
My thinking exactly. Also, if you want to stop Poison and Disease that badly, just grab meditation line in TKA. If you don't have enough skill points, like MNS said - its not the profession's fault. Can't win 'em all.
My thinking exactly. Also, if you want to stop Poison and Disease that badly, just grab meditation line in TKA. If you don't have enough skill points, like MNS said - its not the profession's fault. Can't win 'em all.
Obata
Tue Jul 20, 2004 5:12 am
#7
Let's not get carried away trying to make a starting profession better by gicving it the skills of an elite profession.
MagicalHAt wrote:
Master medic is a total of 77 skill points.
For those 77 skill points I get a useless "Quick heal" The ability to heal bleeds. And drag incaped player which is bugged.
Bugged how?I use it all the time.
I also get certifed to use stim D's.
Let's not forget the /healdamage and /healwound commands and their /tend counterparts plus the ability to make A, B and C level stims and A and B level woundpacks.
At Doctor I get
Buffs
Revive player
Stim pack F's (I'll assume you mean E's, which can actually be used by master medics, or even with just Pharm 4)
Flame Blanket
Cure poision
Cure disease
Is this list supposed to look like too much for an elite healing profession?
Now bump the Cure poision and disease down to master medic and replace them in doctor with
If they put in mind healing stims it will totally ruin all pvp.
Defense stackers wont be killable.
Innoculations "Resist to poison disease" This gives docs another way of making money.
Area cures. The doc has no range so it would be the area around the doc.
Those with master medic become more viable at pvp and pve those with doctor only become more needed.
Message Edited by MagicalHAt on 07-17-2004 09:39 AM
kor-azor
Tue Jul 27, 2004 5:14 am
#8
its simple math you got medics an doctors of course docs will know how to do more.
and as stated its a basic.
and as stated its a basic.
kor-azor
Tue Jul 27, 2004 5:21 am
#9
also drag incap is not bugged .
to use it at its best tho you need a macro that jus repeats it run to player get to 23m
an start it up you can drag him forever then .
the thing about drag tho is it has to be hit over an over an they have to be grouped.
to use it at its best tho you need a macro that jus repeats it run to player get to 23m
an start it up you can drag him forever then .
the thing about drag tho is it has to be hit over an over an they have to be grouped.
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