Medic Archive
Thread: Conserning healing in combat
1: The lack of ready-to-heal-again messages when using stim-packs is frustrating in combat, often resulting in massive "you cannot perform this action for another 2 seconds"-spam across the screen. How about implementing a message system similar to the one of wound-treatment that informs you when you are able to perform healing again?
2: The ability to queue healing would also be nice, its a constant puzzle to me, why targeting somebody with a stim isent made to show up in the combat-queue, other combat actions are listed ie, bodyshot, kneel, prone, attack new target, why cant healing show too?
Please post any comments or suggestions, perhaps we can work out something for the future Medic/Combat-Medic/Doctor correspondants to look into.
Thanks, Jubes.
A ready to heal again message would be nice, but for now you can make a macro that does one for you. ie. /healdamage;/pause 10;/emote ready to heal
Healing does queue. It just doesn't show an action icon for it. I have a /healdamage self macro set up on my hotbar for when I'm soloing. I can spam /legshot2, /legshot2, /healdamage self, /legshot2, /legshot2, /healdamage self, and the /healdamge self goes off every time after the two leg shotseven though it doesn't show an action icon for it.
In my opinion healing in combat is bugged so bad I'm considering dropping the skill. I won't be using any special attacks and I'll be tapping the /healdamage self macro I have set up and I don't do anything. I just stand there and they Mob just keeps hitting me. I tap it some more and still nothing happens. I then fall down incapped and get about 50 messages saying "you can not heal damage while incapacitated'.
I have died more times waiting for a heal. I've also seen many group members go down because I couldn't heal for some reason. I'm a master medic, and I won't be doing any special attacks. A group member will start taking damage and I try to heal him and nothing happens. 20-30 seconds later they are out of health and/or action and they go down.
Healing while in combat mode is a tricky thing to do. It all comes down to learning the timing. I have yet to lose someone in combat due to poor timing. Mind wounds YES! <grin> but not to poorly times heals.
Don't Use Specials and learn the timing you need while in fight mode. If your patient in the field needs Healiing NOW you are6 seconds too late. You MUST develope the talent for anticipating your heals. Best to waste a charge on a Stim (not a big deal) and heal LESS damage due to a "fast" heal, then watch your patient die because of a 'slow" heal.
Also, learn to recognize situations when it is prudent to do NOTHING but stand by and heal. It only takes me like 3 seconds at most between stim use if I am not in combat mode. The longer you play and the more effort you take in recognizing when to fight and heal and when to exclusively heal the better a Combat Medic/Field Surgeon or Medic you will become
My 2 Credits
What the heck is wrong with these boards...ok here you go.
Put your /peace hotkey next to your heal hotkeys. If you have a special queue, just /peace and it will drop the queue and allow you to heal immediately. My usual routine: /assist the fighter for target. Select that target and do some specials (specials don't work unless you have the monster targeted). When the fighter needs a heal, 1) Target him 2) Peace and 3) Heal. After he's healed, I reselect the monster and start the routine over. It goes even faster if I close all inventory/skill/etc. windows and use one hand with the mouse to select people in a large group after hitting the alt key to get into select mode, since my groups are usually pretty well trained to stay within 6m of me during a fight and I shouldn't need to be running around a lot.
During really heavy fights, I don't shoot at all - partly to save/regen mind, and also to keep myself from getting aggro'd and killed since I need to be alive for the group to live. If I ever get around to grinding the crafting I need to make rez packs, I will probably do this even more since mid-fight DB due to mind incap is a problem now. 90% of the time I am up and shooting, though.
(there is a button on the bottom of the move list).
A good feel for timing is key.. You get it after a little while... even without a "you can heal more damage now" spam... I'm actually for less spam than more. It makes it hard for me to see.
If anyone is ever taking so much damage that you actually have a risk of losing him/her very fast... You are not prepared to fight what you are fighting. Get more buffs.
Many people in SWG fight things that are really too hard for them, and muscle through the fights... it works, but it ups the chance of getting dead a lot too (not saying killing rats until master specialist is good either).
Basically, my rule of thumb is... If it can kill you in less than 5 swings, it is too hard. 5 swings is about the time it takes to heal 2 other people , basically, your groups should be able to handle/juggle 3 mobs of this type if something goes bad and you get adds.
If your medic can't heal 3 people without 1 of them dying (or 2 people if the medic is also shooting), you are fighting too high... and if you ever get more than 1, your group is toast.
Frantic Stim C use, is a good indication of overfighting as well.
Combat medics get a little more time because they can heal at a distance, a good CM can heal 1 more person than a doc, because of less moving around to heal.
Last I checked, area heals were still busted. In concept these destroy my rule, because a CM could indeed heal 5-6 people fighting 5-6 mobs as long as they were relatively close together... but if they aren't working, it doesn't help anyone.