Guide to the Medicine pool v1.0


AgentSnow

 

Posted

The medicine pool can be very useful to have. I chose to take it on my characters to augment my defensive capabilities – sort of a backup healer role.

First, some background on me. I have used the medicine pool extensively. I currently have a level 50 Force Field Defender and a level 30 Force Field Controller who both took the medicine pool. I also plan to take it for my Warshade as part of his build. I will be talking about the medicine pool from my own experience using it.

Now before I get into the individual power descriptions, there is one thing that I want to mention since it applies to all powers in the set. Every power in the medicine pool is interruptible. This means that any enemy effect, not just limited to damage, will prevent you from using a medicine pool power. This includes caltrops, quicksand, circle of thorns crystals (even the helpful ones), any regular damage, inside the jello (Hamidon), anchor powers like Snow Storm or Lingering Radiation, etc. Fortunately, the range of the powers is now far enough that you can usually stand just outside of any of these effects and still heal/buff your teammates inside.

Aid Other: This is a good, short range single target heal. The base heal amount is quite high – on par with Heal Other from the Empathy powerset. The base recharge is 10 seconds, as opposed to the 4 seconds that Empathy and Storm have. Although range was increased in Issue 4, it is still quite short. You will need to be fairly close to the person that you are healing. Endurance cost for the power is low. Activation time is also low. If you have the slots for it, I recommend using 3 Heal, 1 Recharge Reduction, and 1 Interrupt Reduction.

Stimulant: This is an ally buff that provides resistance from Sleep, Hold, Disorient, and Immobilize. This is the same power as Clear Mind from the Empathy powerset, only with shorter range, longer recharge, and higher endurance cost. And, as with all medicine pool powers, its interruptible. Stimulant is best used before a battle rather then during one. I have less experience with this power since I did not take it with either of my bubblers. They both have Dispersion Bubble which already provides AOE status protection.

Aid Self: Its a self version of Aid Other with a 20 second recharge and a higher endurance cost. There is one very nice thing about this power - Unlike the inherent power Rest, Aid Self can be used while inside Personal Force Field or while using Phase Shift. You must have either Aid Other or Stimulant before you can get Aid Self.

Resuscitate: This is a revival power for a single defeated ally. It will completely restore health, but not any endurance. It has a fairly high endurance cost of 37.5 which is equal to the Dark Defender rez, Howling Twilight. Its base recharge time is three minutes. You must have any two of the first three powers in the set before you can get Resuscitate. If you are going to get this power, I highly recommend getting Recall Friend from the Teleportation pool as well. With both powers, if a battle gets too tough and you are able to find somewhere safe, you can teleport your team to you and revive any fallen teammates with little risk. I recommend putting one recharge reduction enhancement in Resuscitate.



Frequently Asked Questions:

Q: Can I get the healing badges from the Medicine pool powers?
A: Yes, but it will take a long time. Only Aid Other and Resuscitate count for the badges.

Q: W00T! I just picked up Aid Other from the medicine pool. I’m a healer now, right?
A: No you aren’t. In a medium or large team, you will probably not be able to keep up with the healing needs of the team. You are more of a backup healer


 

Posted

Just wanted to add a few things from my experiences on my blaster and FF defender:

1) Aid Other is also a low-mag mez breaker.
2) The duration of Stimulant is very short, so short that it is of little value before a fight. I use it as a pre-battle buff rarely, and then only on the defender or controller.
3) I highly recommend an Interrupt Reduction in the first slot, even if you only have 1 slot in the power.

I'll have to test to see about the heal values. For a very simple comparison, Aid Self with no Heal enhancements on a lvl 40 blaster heals for 181, or roughly +20%.


 

Posted

Thanks for the feedback. To address your points:

1) All healing powers, including Aid Other, will wake someone up from sleep, which is the most common form of enemy mez. They do not provide any sleep resistance though, and are ineffective with any other mez effect.

2)Stimulant duration starts out very short, but increases as you gain levels. This is somewhat similar to flight speed increase by level gain. I have not extensively tested this yet.

3)Slotting is a personal choice. If I only had one slot in Aid Other, I would use a heal enhancement. The interrupt time of the power is fairly short as it is and while its worth putting an interrupt reducer in eventually, it wouldn't be my first choice.

4) Keep in mind that Defenders get about a 20% boost on the effectiveness of all buffs, including heals. I plan to check specific heal numbers eventually once I get some more time.

I tried to edit my original post to include some of this, but it won't let me. I guess this will all go into the next version of the guide then.


 

Posted

Great guide!

One other tip for any */Eng blasters out there who are considering the medicine pool...note that Power Boost doubles the effectiveness of your heals, making Aid Other and Aid Self a lot more effective.

On my eng/eng blaster I've got three slots on Aid Other and only the one slot on Aid Self, and it works pretty well for me. I'm still mostly a "backup healer" but the heals are definitely noticeable.

Of course, my main is an empath, so it felt wrong not to have some kind of heal.

And one point on Resuscitate...it's also interruptible, but has a somewhat slow animation which makes it a little tricky to use in combat. It's doable, but you need a few quiet seconds. If you want to try it as a combat rez, I'd definitely recommend slotting it with an endurance breaker (37.5 is a lot of endurance in the middle of a fight), and possibly an interrupt time reducer.

By the way, it's great fun being able to rez people as a blaster...you get some very surprised teammates!


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Posted

In I5, they are adding new mez protection to the Aid self and Aid Other powers, making the medicine pool more attractive to blasters than ever.


 

Posted

just to give an idea of numbers:

as a level 40 defender, with 3 heal SO's (white, even) I heal 472 points with aid self.

I have 4 heal SO's in aid other and do 555 points with that.

Also, my own observations:

If you have a good tank, you will be able to run around healing without much fear of interruption.

Prioritise your healing targets as in a hairy fight, you won't save everyone with medicine. Work with other healers by taking personal responsibility for one or two key team members. I look after my tanker friends as if they go down, it tends to go badly from there.

Any defender set except Empathy benefits greatly from taking this pool, as do many controller sets. Increases your team capability and with Aid Other makes for much better soloing.

Characters with Hover can be very versatile with this. Since the range increase, you can just about reach targets below you and be out of range of ground AoE's like caltrops and quicksand.


 

Posted

Good intro to the med. pool! Some more detail on Aid Self:

Slotted with 2 interrupt reducers, you can fire it off between "ticks" of DoT (damage over time, like fire). Just hit Aid Self when a damage number appears on your toon, and it will complete before the next tick.

Aid Self now offers protection from low-magnitude disorient. This is invaluable for squishies facing Trolls, Tsoo ancestral spirits, brawling Crey and Family... you get the idea. Fire it off before every fight! Just watch out for hammer Freaks; their rapid-fire disorients often break through.

I recommend slotting 2 interrupt, 2 heal, 1 endurance, and 1 recharge.


 

Posted

Also the Med PP is pretty usefull for Traps MM's your only heal is a stationary Regen booster, good but not for fast combat, and Aid Other and the Rez are great to have, why use your resummon in combat when you only lost one minion, rez him , slap Aid and Stim on him, also using Aid other is great for Soldiers seeing as the Medic cannot heal himself but can heal you and other Minions. And with I7 comming healing your Minions is like healing your self


 

Posted

[ QUOTE ]
Resuscitate: This is a revival power for a single defeated ally. It will completely restore health, but not any endurance.

[/ QUOTE ]

I was surprised to see that this power takes Heal enhancements. If they get all their health back, then what do heal enhancements do for it?


 

Posted

Medicine pool has worked great for me in the past. A friend and I made identical Fire/Fire blasters that made good use of stimulant on a regular basis in our duo missions. With our damage output we only needed the mez protection for a few seconds, but for those few seconds we REALLY needed it.


 

Posted

[ QUOTE ]
2) The duration of Stimulant is very short, so short that it is of little value before a fight. I use it as a pre-battle buff rarely, and then only on the defender or controller.

[/ QUOTE ]

Actually, if you have a blaster who teams a lot, this is not a bad choice. On my archery/dev, I had a spare power pick fairly early and took Stimulant. I then use it on toggle debuff defenders/controllers (rad, dark, storm) who may be leading off a fight as they are getting in position to debuff. I want to give a couple of seconds for the melees in the group to get aggro, and the debuffs to get in place anyway, so the timing works out well to use Stimulant just before the fight when I'm not doing anything anyway.

It also doesn't need any extra slotting, so that saves slots for other core powers I'm using. I put one Interrupt Reduction in, just in case I need it in a fight.

If it wears off during the fight, usually enough baddies are down by then that its not a huge problem. But it makes the start of the fight much safer, since one mezz will shut down the toggle debuffs just as I'm in the process of grabbing aggro with an AoE, so it seems to improve my survivability a lot.

In addition to the fact that it gives the support character a strong reason to keep you alive. . .


 

Posted

I have always been one for healing others. Even on my Scrapper or Blaster I want to heal when I see teammates needing it. I kept going back to my healer so much she made it to lvl 50 first. I now have medicine pool on all my toons and I luv it.