First Aid Profession

I know it’s been talked about till blue in the face but maybe they will bring it back. It doesn’t take much work to figure out how to make it useful

It’s like their “fix” for bandages. It was just another nerf and they are still useless and only made for leveling tailoring. They could have easily just made bandages scale by saying they heal a percentage of you hps and they would be useful to low hp people and high hp people because it works based on your hp pool. Your first aid skill could raise the percentage amount, especially since it would be based off your first aid for that expansion. So for BfA the first tier of bandages could have healed you for 15-25% depending on first aid skill and the second tier could have healed for 25-35% based off first aid skill.

Basic game could be the same thing and only work up to level 60. Then the next tier bandages only work up to the max for that expansion. It wasn’t really hard to think of a fix for bandages that would have made them useful. And they could have even given a chance at max first aid level when using a bandage to remove poison or other kinds of dots.

Linen bandage could have done 1-5% (skill level 1-15) 1-5 orange level, 6-10 yellow, 11-15 green
Heavy Linen bandage 5-10% (skill level 16-30) 16-20 orange, 21-25 yellow, 26-30 green
Wool bandage 10-15% (skill level 31-45) 31-35 orange, 36-40 yellow, 41-45 green
Heavy Wool bandage 15-20% (skill level 46-60) 46-50 orange, 51-55 yellow, 56-60 green
Silk bandage 20-25% (skill level 61-75) 61-65 orange, 66-70 yellow, 71-75 green
Heavy Silk bandage 25-30% (skill level 76-90) 76-80 orange, 81-85 yellow, 86, 90 green
Mageweave bandage 30-35% (skill level 91-105) 91-95 orange, 96-100 yellow. 101-105 green
Heavy Mageweave bandage 35-40% (skill level 106-120) 106-110 orange, 111-115 yellow, 115-120 green
Runecloth bandage 40-45% (skill level 121-135) 121-125 orange, 126-130 yellow, 131-135 green
Heavy Runecloth bandage 45-50% and with max skill for that expansion small chance to cure poisons per tick. (skill level 136-150) 136-140 orange, 141-145 yellow, 146-150 green

Then do the same for the next expansion and break up the percentages depending on how many types of bandages they have for that expansion.

I like the idea of first aid, but I don’t like the above ideas. Having an monstrous number of bandage types also hurt first aid.

I would rather have skill points determine how well you can heal, how often you can heal and who you can heal with any bandage. And how many bandages you could craft.

The xpac bandage would determine the level range it affects, who could use it, and what materials are used to create it.

For example, a BfA bandage could only be created and used by characters with BfA first aid skill and could heal anyone 120 or below, and a Legion bandage could only be created and used by someone with Legion First Aid and could heal anyone 110 or below.

Your xpac skill determines

  1. when you create bandages, how many bandages you get.
  2. Who you could heal with your bandage. You can heal yourself with skill 1. Heal pets with Skill 50. Other characters in party at skill 75. Anyone at skill 100.
  3. How effective your heals are. Like a skill roll with a crit heal doing double healing. Normal heal could be 15% health over 6 seconds. Crit would be 30% health.
  4. CD on bandage would be reduced from 30 seconds at skill 1 to 10 seconds at skill 100.
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They NEED to bring back First Aid. I found it useful to have on characters that couldn’t heal themselves (mage/hunter, for example.) Yes hunters get a self-heal and a heal for pets and Draenei characters get a racial HoT but when Naaru is down or the hunter isn’t high enough for the self heal, those bandages come in handy for both yourself and/or the pet.
Please bring back First Aid.

Every class should have some form of self-heal for leveling, with natural regeneration healing you extremely fast when out of combat in the lower levels. Mages can make their own food, but I thought they also had talents to absorb / heal damage taken as well.

I wonder if some of a classes self-healing is also tied to the playstyle of the class. Hunters have their own tanks and should never be taking damage. Mages are a kiting class and have slows, freezes, and blinks to keep them out of range of mobs.

Also, bandages were not removed from the game, only the first aid profession. You can still buy them off of the AH if you are one of the small majority of the playerbase that use them. If more players had used the profession beyond achievements, I am sure Blizzard would have not removed the profession from the game.

Except hunters have a melee spec and one ranged spec that can work without a pet. Kind of like saying that DK’s or warlocks don’t need bandages because one of their specs relies on a pet.

You could also make the argument that rogues don’t need bandages because they have escape and evasion abilities.

I would avoid a discussion on what classes need bandages and just acknowledge they are useful for many classes as cheap, out of combat, healing when other sources are either more expensive or on Cooldown.

Sorry, wasn’t trying to imply certain classes don’t need bandages, but rather the self-healing abilities of the class (during Cata when I believe all classes were assigned self-healing abilities) might be based on how the class is played. It was meant purely as an idea to ponder rather than “this is how it is”.

For instance, rogues have a self-heal finishing move because they are a melee class meant to go toe-to-toe with mobs. Hunters have self-heals for their pets, but lackluster self-heals for themselves because their pets are intended to take the blunt of the damage. Even as melee they have a pet for tanking, and while I love the idea of a MM as a lone wolf for raiding, I imagine it has some kiting abilities when solo, even though it is a much less efficient way of leveling compared to the other specs.

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