Teras Kasi Archive
Thread: Move Wound Healing to TKM
As far as me being a power gamer - I killed my wookie off who WAS A TKM; I had to relearn TKM quickly and did it with my human. While being a wookie, it took me many weeks of off and on playing to get that title.
Seeing as how you can get the ability to heal all health and action type wounds for yourself AND others AND use stim Bs for only 15 skill points and 100 credits, I don't see this as a big deal.
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Daota
healing our wounds with meditation is cool, but by no means does this give us anything close to the full value of medic/doc skills. simply having novice medic and some good stim b's will give you tremendous battle advantages that meditation alone cannot give you. dropping a heal on oneself or others in combat is arguably much, much more valuable than being able to go meditate your wounds away after the fighting is over. i understand that its a nice perk, and that it makes those who dont have it a little jealous, but it is by no means damaging the medical professions.
and it takes more than 14pts to get the ability. if you just went for that it would require 49pts. or you could just pick up novice medic for 15pts and do it yourself anyway, with the ability to stim yourself in combat.
PoodooPlethora wrote:
Keep it the same. Just add the ability to fly at TKM.
YEA!!!! This is the only post I agree with. The rest it fine.
Wow... done it twice.. hats off to you.
Chabian wrote:
I find that it's the Non-TKM's that have such an issue with wound healing being moved.
I don't have anything against dabbling, I just have an issue with this certain Skill.
As far as me being a power gamer - I killed my wookie off who WAS A TKM; I had to relearn TKM quickly and did it with my human. While being a wookie, it took me many weeks of off and on playing to get that title.
:Tak