Medicine


Aitchuu

 

Posted

I find that the Medicine Pool is now nearly redundant with all the game additions. Stimulant is half as powerful as just handing your teammate a Break Free. Aid Other is less effective than a Respite and interruptible. And Resuscitate? Now that all these temporary powers can do the same thing (not to mention having teammates swap inspirations around to trade in for a Wakie, or using the paragon store, etc.)! Only Aid Self seems worthwhile; and again, it is not as good as Respite. So this pool needs some serious revamping or replacing by 'The Inspiration Pool' – to give the user more options using Inspirations.

The Inspiration Pool
Inspire Other (auto) – Target a teammate within 60’ and then click an inspiration which is used on that teammate. Enhancements: Range
Group Inspiration (toggle) – While toggled, all teammates within 20’ gain the advantage of the inspiration. Enhancements: Endurance, Range, Recharge
Grant Inspiration (click) – You can grant a random tier 1 inspiration (includes team and dual inspirations) to any player. You must be level 14 and have 1 other Inspiration power. This power is interruptible and has a very long recharge time. Enhancement: Endurance, Interrupt, Recharge.
Charisma (toggle) – While toggled, any inspiration you play is treated as one tier higher in effectiveness. You must be level 14 and have 2 other Inspiration powers. Enhancement: Endurance, Recharge.

The (new) Medicine Pool
Stimulant – this power frees an ally from Sleep or Disorient effects, and provides protection from Regen, Recovery, and Recharge Debuff powers for 90 seconds. Enhancements: add Defense (to boost the protection amounts).
Field Medic – this power grants an ally Health and Endurance. It can be used on yourself (do not target a teammate) but the interrupt time is doubled when used this way. Enhancements: Add Modification.
Pain Killer – this power grants an ally Resistance to all types of damage and raises their Health maximum for 90 seconds. It can be used on yourself (do not target a teammate) but the interrupt time is doubled when used this way. You must be level 14 and have 1 other Medicine Power. Enhancements: Endurance, Heal, Interrupt, Resistance.
Triage* – you communicate the injuries of a fallen teammate while teleporting him/her to a hospital. The teammate is revived (in this case, with half Health and Endurance) and returned to the teleport booth. You then use your own beacon to Recall that teammate (which is a 15 second interruption/debt protection phase). Enhancements: Interrupt (debt protection remains 15 seconds though), Heal, Modification, Range

*This power essentially incorporates Recall Teammate with Resuscitate. As with any teleport power, it can be declined. If you are interrupted then your teammate must return by normal means. It may also be possible that the teammate is teleported out of your recall range.


Just call me "The Pool Guy" - cause I believe that power pools are the ultimate in powerset proliferation. Fewer powers to develop and available to all.
"ADVERBS - we define action!"
"ADVERSE - we are action!"

 

Posted

I agree the Medicine pool is not real helpful. I did take it on one of my Empathy Defenders, just so I could effectively have 2 rezzes. I haven't found that to be terribly useful.


 

Posted

I like the idea of an inspiration pool. However looking at balance: Group Inspiration would be massively overpowered. Charisma could be pushing it a bit too and the other 2 powers are pretty worthless.

I think all the meds pool needs to be better is reducing cast time significantly and maybe halving the interrupt time.