Medic Archive

Thread: defense for the medic

hamhamthe3rd
Sun Nov 21, 2004 1:47 pm
#1

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 affordedsome useless defensive mod.
MasterNerfSlayer
Mon Nov 22, 2004 5:29 pm
#2






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 affordedsome useless defensive mod.





A medic's role is not to be in combat, it is to heal the sick. If you want to be a medic that heals while in combat, then you are going beyond what the medic profession is about. There are a number of ways to make a character that suits your game style. One is to take up Combat Medic. There other is to take up a combat profession.


Ahh the beauty of a skill based system...




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

hamhamthe3rd
Tue Nov 23, 2004 2:00 am
#3

you say a medics role is not to be in combat, then whats the reason dancers get the mod? combat medics dont have much defense neither now that i think of it.


sometimes combat comes to the medic, not the other way around. medics arent like chefs whereas a **chefs** career will never lead him into combat situations. those that are thrusted into combat should have some mod attached to their own defense, even if its meaningless in the end.


i dont want the medic to be a tank. i know if he wants to last longer on the battlefield, whenever that battlefield may spring up,he shouldnt be just a medic. i do feel if any noncombat class is to have mods based on defense it should be him.
jassi007
Thu Nov 25, 2004 1:55 am
#4

Your asking why the devs did things as they did when they assigned the mods to proffessions? Silly rabbit. One must not question these things, for down that road lies madness. Really, there is no logical reason why musician gets defenses. Also chew on some other nonsensical tidbits, why do carbineers who are supposed to be the medium speed/damage ranged profession get +60 speed, and rifleman, who are supposed to be the slow speed/high damage profession get +90 speed? You will see alot of this silliness cleared up whenever the mythical Combat Upgrade takes place,....we hope.

Medics and doctors should first concern themselves with the welfare of others when out in the field. Then worry about combat. If you really want defense, look into a defensive minded profession. Fencer is a very high defense profesion.



Jassi Cowin
Master Doctor/ Master Swordsman
Officially Klaws biznitch.
"I don't do hawtpants"
CalArsou
Mon Nov 29, 2004 4:52 am
#5



jassi007 wrote:
Your asking why the devs did things as they did when they assigned the mods to proffessions? Silly rabbit. One must not question these things, for down that road lies madness. Really, there is no logical reason why musician gets defenses. Also chew on some other nonsensical tidbits, why do carbineers who are supposed to be the medium speed/damage ranged profession get +60 speed, and rifleman, who are supposed to be the slow speed/high damage profession get +90 speed? You will see alot of this silliness cleared up whenever the mythical Combat Upgrade takes place,....we hope.




That's the sad jist of it really. A MCM only has +6 Melee (one less then M Dancer) and +10 Ranged Defense, all from the Ranged Support tree. You do get +50 Terrain Negotiation (you run up any hill at full speed) and +10 Burst Run Eff but that's more for running from the fight then staying in it. While getting defenses from Medic may not work well (since you're only being trained to heal as a Medic) CM on the other hand should at least get some more Melee and Ranged Defense at Novice and Master (or in the ever useless, except for Heal Mind, Speed tree).

Still, it comes down to the fact more that Dancer shouldn't have Melee and Ranged D then Medic should.



Aen'ene Escaa
g Master Medic // Royal Security Forces Ace

Auctions 101: directions, do's, and don'ts all rolled into one HERE!


hamhamthe3rd
Tue Nov 30, 2004 4:18 pm
#6

i seem to rememberreading 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.
MasterNerfSlayer
Wed Dec 01, 2004 4:38 am
#7






hamhamthe3rd wrote:

i seem to rememberreading 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.




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

hamhamthe3rd
Thu Feb 10, 2005 2:32 am
#8

im so happy this forum moves slow enough that i can just manually search for my threads


anyway, with the "special bar" being put in place and no more "killing yourself" to do specials, that includes tumbling i would imagine, do you still think medics dont deserve or need defense mods?
Obata
Thu Feb 10, 2005 2:46 am
#9






hamhamthe3rd wrote:

im so happy this forum moves slow enough that i can just manually search for my threads


anyway, with the "special bar" being put in place and no more "killing yourself" to do specials, that includes tumbling i would imagine, do you still think medics dont deserve or need defense mods?






I don't. Medic is a completely non-combat starting profession. It is, and should remain, 100% about healing. You bring up that dancers and musicians have defenses. I have no idea why that was added and I don't think it's a fitting justification for adding defenses to medic. If you want to talk about adding defenses to CM, then that's different.



Obata Lightingflier (Deceased): Master Doctor, Master Combat Medic - Wanderhome
Opos Odet (Deceased): Master Artisan, Master Merchant, Master Musician - Wanderhome
hamhamthe3rd
Thu Feb 10, 2005 3:05 am
#10

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.
Obata
Thu Feb 10, 2005 3:30 am
#11






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



Obata Lightingflier (Deceased): Master Doctor, Master Combat Medic - Wanderhome
Opos Odet (Deceased): Master Artisan, Master Merchant, Master Musician - Wanderhome
CasualMaker
Thu Feb 10, 2005 7:20 am
#12



Obata wrote:
I don't. Medic is a completely non-combat starting profession. It is, and should remain, 100% about healing. You bring up that dancers and musicians have defenses. I have no idea why that was added and I don't think it's a fitting justification for adding defenses to medic. If you want to talk about adding defenses to CM, then that's different.



First Aid
Drag Incap
The first is arguably an EMT ability (though combat is the only place it's used much in SWG), but the latter is certainly a battlefield medic ability. The Medic profession covers a lot of things, from medical manufacture to major healing to emergency treatment. Claiming that it is completely non-combat is disingenuous at best.



Fooled me once
Fooled me twice
R.I.P. Tortia Quinn
MyT_Chicken
Thu Feb 10, 2005 8:30 am
#13

Very interesting thread, but I must agree with the everyone here. Medic definantly doesn't need Def Mods. The only class I see that should have more is, as has been said, CM.




h Egri p
§ If you don't know; you'll find out soon enough! §

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