Medic Archive
Thread: Novice to Master(enter feedback)
Actually I would have to disagree. Assuming the problem you are stating is that "Medics need more abilities spread throughout their tree because too many people take medic just touse stims."I think the problem is more related to the fact that anovice medic can use a stim B. Not that I really view it as a problem, but for sake of this argument it is more so a problem then needing to add additional functionality back into the Medic profession.
However, I do think your idea has merit in general terms of being a good idea. Giving medics a gimped version of heal poison/disease or better, a gimped version of healing states (this would not be overly powerful for a medic, where poison/disease probably would). Then giving doctors a brief inoculation for keeping poison/disease from being as potent is a good idea IMHO.
I also agree that something needs to happen with Stim Bs. Here is a link as to why stim Bs are useable at novice medic. This was never really fixed and I'm not sure that it really ever was.
link is here
Sad thing is, there is only one thing that really differentiates a novice medic from a master besides a moderate boos in the stims they can use. That is the first aid skill. Since combat bleeds have been nerfed and doc buff become more popular, when is the last time anybody sweated getting rid of a bleed?
Pip,
Yup, I remember those days in beta where the "lower" schematics were taken away from you as you advanced up the OC tree, and how people DELIBERATELY did not learn the skills. Back then, too, /medicalforage actually worked, because you only needed, what, 1 organic and 1 inorganic (or was it three) of any type to make a stim-A? Perhaps it was three identical resources to make a woundpack A.
Once the game went live, the resource requirements increased, rendering /medicalforage utterly and completely useless, and unless you had artisan skills or had someone giving you resoureces, you couldn't craft the meds you needed to bootstrap yourself to get med XP.
Then there was the infamous /healdamage exploit in the cantinas, but I digress..
get a friend to tumble macro for you and heal them when their life is low.
for crafting do becs
for doc crafting abecs
I'm just getting into Medic. I'm coming from being a Master Scout/Shock Trooper. And I think your complaints about the Medic profession are the same as most of the starting professions. A lot of people are Novice Artisan just so they can survey. A lot of people are Novice Scout just so they can harvest meat/hide/bone. And a lot of people are Novice Medic so they can self-heal. But almost no one gets to have all three. I think the ability to use a Stim B is pretty balanced with the ability to harvest or survey.
And none of the starting professions are worthwhile by themselves. It takes a Master Marksman three minutes to kill something an elite combat profession can kill in 15 seconds. Starting professions are worthless by design.