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  • Combat Medic Suggestion

    As per the discussion thread elsewhere:

    Combat Medic:

    I would suggest adding a "toggle" for the healing kicker. You could even tie it to defensive casting, so that when the combat medic is in "Defensive Casting" mode, the kicker applies.

    If this isn't feasable, then a secondary fix would be to have the kicker also useable when healing one's self.

    Its a bit rough having to chug an invis potion every time I heal someone because I draw the agro of all the baddies around. If im in a large group, this isn't so big of a problem, but it can be hard to find groups of even 3 late at night.

    This is low priority, esspecially given that it probably effects other clerics a lot less than it does mine; but since its a suggstion thread, there you go!

  • #2
    An alternate suggestion might be to increase the durability of the healed target without the aggro drop. Say, a stacking +2 sacred AC bonus for 5 rounds. This would not only prevent the sanctuary issues, but allow for damage prevention and give Combat Medics something interesting and tactical to do. Spam those low heals on your tank to keep him from getting a faceful of ogre mace!
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    • #3
      Well what I would "truly" love to see is 1 or 2 rounds of force push as the kicker.

      On Sea of Dragons, there is a spell that creates a 5' immovable circle forcefield centered on the recipient of the spell (they can leave the circle, but the forcefield doesn't move). Any enemy within or entering makes a save or else they are repelled back just out of melee range. I "believe" it also acts like entropic shield, occasionally deflecting arrows. IG, the enemy is knocked back, pauses for just a sec and tries to run back in only to be repelled again until they pass their save or the spell ends. RP wise, you could consider it a short burst of Sanctuary energy which makes hostile targets unable to approach the protected PC unless they pass thier save.

      This would accomplish clearing some space for the recipient of the healing spell without breaking agro or endangering the healer. They'd still be vulnerable to archers, but I could live with that.

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      • #4
        I think it would be easier to just have the Medic affected by Sanctuary. Also makes sense.
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        • #5
          Originally posted by cmosier View Post
          I think it would be easier to just have the Medic affected by Sanctuary. Also makes sense.
          But that doesn't actually solve the problem. A Combat Medic shouldn't be less effective at healing than a Cleric in any way, and that's exactly what a forced Sanctuary effect on allies accomplishes. It restricts when and where a Combat Medic can heal without restricting what a Cleric can do.

          But true, it would help mitigate the problem.
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          • #6
            Originally posted by YakaryBovine View Post
            But that doesn't actually solve the problem. A Combat Medic shouldn't be less effective at healing than a Cleric in any way, and that's exactly what a forced Sanctuary effect on allies accomplishes. It restricts when and where a Combat Medic can heal without restricting what a Cleric can do.
            Alternatively, fix Sanctuary so that it stops affecting party-members.
            [edit]amnit. . . not I just have to go off and locate the damned NSS for it :P

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            • #7
              Surprised "Regeneration +X" (Vigor) isn't a kicker. When healing can't be completed on the spot, or you expect the damage to worsen that'd be a very practical addition to the base healing.

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              • #8
                Originally posted by RedHorizon View Post
                Surprised "Regeneration +X" (Vigor) isn't a kicker. When healing can't be completed on the spot, or you expect the damage to worsen that'd be a very practical addition to the base healing.
                Thats a decent point: my Medic usually has a ton of Heal-over-time spells simply to deal with the problem in the OP. Unless the kicker is fixed, I don't think Vigor and Regeneration should apply extra stuff. Many of the regen spells heal significantly more than a similar leveled Cure, making them better in protracted fights, and if required for instantaneous health because someone will die otherwise, you can convert to a Cure and give them a sanctuary effect while the regen gives them a tiny bit more HP and space to use a potion.

                Doesn't solve the problem of the Medic being targeted, but then my medic can cast invisibility and has never had a problem with the kicker. Not sure how other player's medics have managed the aggro problem.

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                Also part of Frazer Fabrications are:
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                AKA: Artifax Grade B Exigo Corporation Syndicated Associate VP, Professor, Quartermaster of the Schild Whurest-ExiCorp Joint-Operations Facility, and 'Annoying Mechanist'
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                Crafting changes are a dead-horse topic, but feel free to ask me about crafting: If I can't answer it, I bet I can direct you to someone who can.
                To those who are interested in making or have crafting-oriented characters, please check out the Fabricator's Collective and how to get FC-certified.
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                Unfortunate truths:
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                • #9
                  Originally posted by RedHorizon View Post
                  Surprised "Regeneration +X" (Vigor) isn't a kicker. When healing can't be completed on the spot, or you expect the damage to worsen that'd be a very practical addition to the base healing.

                  "Doc, I there's no time!"
                  "Fine! It'll knit on the way."
                  I think they mean adding some small amount of temporary regen instead of/in addition to the the class sanctuary effect. I kind of like the idea, would just need some balancing. Could be tough to script, though.

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                  • #10
                    I think the medikit should be brought back, but only the combat medics can use it, maybe even restrict it to lvl 3-5 combat medic. It's kinda pointless for a combat medic to have high skills in heal, but can't use it in combat. This might also solve the problem of unwanted sanctuary heals.
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                    • #11
                      Originally posted by Handsomeman View Post
                      I think the medikit should be brought back, but only the combat medics can use it, maybe even restrict it to lvl 3-5 combat medic. It's kinda pointless for a combat medic to have high skills in heal, but can't use it in combat. This might also solve the problem of unwanted sanctuary heals.
                      That would actually be pretty cool. Or have an ability that consumes a bandage and grants a certain percentage of it's normal full healing value? Then you could easily have the ability tiered.

                      Frazer Mfg. is a department of Frazer Fabrications, focused on the construction of high-end custom-crafted equipment and gear.
                      Also part of Frazer Fabrications are:
                      Frazer Armories - focused on resale of prefabricated arms and armorments;
                      Frazer Merchantile - specialising in economic analysis and scaleable logistics; and
                      Frazer Laboratories - the leading independent R&D for sundrite theory, arcane and mechanical engineering


                      James Frazer: Anthropological Gearhead, Techsmith, Arcanaphysisist, Renown Proprietor
                      AKA: Artifax Grade B Exigo Corporation Syndicated Associate VP, Professor, Quartermaster of the Schild Whurest-ExiCorp Joint-Operations Facility, and 'Annoying Mechanist'
                      Theme: Stil Alive

                      Grid vs. Squeegle, not Good vs. Evil

                      Distances and travel-times for the Sunderian Peninsula:Free Version 1.0

                      Crafting changes are a dead-horse topic, but feel free to ask me about crafting: If I can't answer it, I bet I can direct you to someone who can.
                      To those who are interested in making or have crafting-oriented characters, please check out the Fabricator's Collective and how to get FC-certified.
                      crafting tutorial.

                      Unfortunate truths:
                      Intention: [DM > Crafting > Faction Store > Drop > Regular Store]
                      Reality: [DM > Faction Store > Drop > Regular Store> Crafting]

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                      • #12
                        Thats all cool. My main focus at the moment is not drawing full agro every time I try to heal someone. And I "do" want to be able to use my cure spells. Ilmater doesn't get invisablity and my invis potions come from player donation due to Abby's poverty vow.

                        It doesn't seem like a class whose sole focus is healing in combat should have such a massive disadvantage when doing so over a standard cleric. The sanctuary effect "is" wonderful and already ive seen it save lives of my charges, however there's got to be something to protect the healer from getting bum-rushed immediatly after every cure spell I cast. Ive gotten killed twice now from this, and have started withholding healing spells out of fear that ill get killed, forcing my charges to have to rely on their potions more. This kind of defeats the purpose of bringing a combat healer.

                        I think either Sanctuary should affect both the caster and the recipient, or else the effect needs to be changed to a force-push type effect to knock foes back from the person healed without breaking agro.

                        Eventually ill get extended Ethereal Jaunt and it won't matter, but it does seem the PrC shouldn't require a high level work-around, or carrying a ton of expensive short-duration invis potions to be effective at combat healing.

                        Concerning Healing Kits, If any change were made, Id want keep the same bandages are they are, but allow the combat medic's work to carry into combat if they take a feat. It could be called: "Field Medic" or something like that.. but honestly just having my cure spells in combat is good enough for me.

                        Reguardless if fixed or not, I LOVE that this class exists. Love for healers.

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                        • #13
                          Having now seen this sanctuary kicker in effect, I've got to say I don't see how it could be considered a positive effect, unless you are a party of all tanks with one healer.

                          In a mixed party it means the aggro switches immediately from the tank to the Ranger/Rogue/Wizard or the healer themselves and gets them killed or badly injured.

                          I agree it needs a toggle or replacing with something more useful like L suggests, force push (speaking of which, if that can be done a Repulsion or Repel Undead spell could also be done which would be sweet!)
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                          • #14
                            Yes ive got more experiance now with it, and I have a few more issues to note.

                            1) As thaelis said, if I heal the warriors, even if im invisable, agro switches to the other squishy members in the group endangering them. So I almost have to refrain from healing the tank completely for fear of getting myself or my other support members killed.

                            2) this is a biggy. I was healing our archer after an agro switch (after healing the warrior). The Sanctuary took affect, but while the monster did not fail his save... "I" DID. that ment for 2 rounds the archer was getting wailed on, and I could NOT heal him because I couldn't get through my own sanctuary effect. No matter how good my will save, there's always a 1 in 20 chance ill roll a 1. So this is pretty significant danger.

                            I really think now that the Sanctuary effect is more a hinderance than a help, and that I would be a better healer as a straight cleric. I can't tell you how much that hurts to say as ive been dreaming of a healer PrC for a while. I hope this can be fixed.

                            The Force Push idea would accomplish the same thing, giving the wounded room to breath by repelling baddies who failed their save, but it would "not" break agro and endanger the rest of the group. So, force push effect has my vote for whatever its worth.

                            Being able to toggle it on and off would be #2. It would be immensly useful for saving the lives of squishy support members with the sanctuary effect, but turning it off for the tank. That would really help the healer control the battlfield a bit better, rather than mucking it up.

                            edit: Thaelis, on Sea of Dragons, they do have a repel undead and vermin spell that works the same way, though it travels with you. Wheras Force Push is a 5' around the recipient that doesn't move but lasts a while.

                            2nd edit: Im willing to build a beautiful area for the server to see this change go in for you scripters out there! I would LOVE to see this class be more workable.

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                            • #15
                              Unfortunately, since its a class that not many take levels in and there's already a ton of work for the staff its probably gonna go on the back-burner mate. Maybe a nice DM could help you deactivate the ability or remove the Healing kicker feat/ability as a temporary solution though
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