Combat Medic Archive

Thread: Combat Medic... useless?

Alred
Sun Dec 14, 2003 3:38 pm
#1

I'm not talking about useless 100% of the time... they have their uses.


I'm talking about in combat groups where you have a few combat people and a doctor and everyone has novice medic. The doctor buffs everyone with 2k stats and everyone can use expert doctor stim Bs.


In the scenario above (and others that I haven't posted) the combat medic is useless. Everyone heals themselves and with the doctor buffs that's not very often. They can usualy kill any creature before they need a mind heal, and, if they DO need a mind heal, the wounds the combat medic gets from doing itcauses more downtime than if you just let the person incapacitate.


The combat medic can throw a poison on the creatures, but the combat profession bleeds do more damage than the poisons do (ever see a swordsman do a 2k to 3k mind bleed? I have.) Diseases are useless against monsters.


The combat medic can't even make their own components for ranged and area stims unless you want lesser powered ones. You have to find a doctor that can make you components that have had 10 experimentation points used on them.


I can't think of a single thing that the combat medic is good for other than griefing in PvP. I guess if you wanted to go solo, or you don't have a doctor to buff your group.


If anyone can tell me what use a combat medic is to a group, let me know. I want to be useful and it seems the only way is to drop combat medic and take another profession.

Yiner
Sun Dec 14, 2003 4:28 pm
#2

Ahh, its hard to say. AoE stims are great.Oh yea, and hey I heal your mind and I'll get a billion wounds.

BuB64882
Mon Dec 15, 2003 12:22 am
#3

As an aspiring CM, I love what I'm doing...But if I wanted to go out on a high level grouped adventure? I would want a doc anyday.




-Sereena Teal
Altitude25
Mon Dec 15, 2003 2:32 am
#4

Actually, you raise many valid points. The Combat Medic profession is basically useless except in PvP, and even then we get accused of greifing because we use poisons (I had a smuggler whine about my poison the other day and I responded, "okay, next time you use panic shot how about I start crying, too).


Honestly, if I had to do it over again I'd take Doctor. You get awesome heals, much better treatment of wounds, ability to cure poison and disease, ability to buff, plus the ability to rez, and all at a lower skill point cost at Combat Medic. Doctor is a much better class, which requires a smaller investment. Go figure.


I PvP a lot, so that's why I'm keeping Combat Medic for the time being, although I am really beginning to think that buffs and the ability to rez are more valuable to PvP than poisons are anyway. All I know is, CM needs some loving, seriously. We are a totally borked class. One more nerf and you'll see players dropping CM with a quickness.




Cicero Jaxon, Staff Sergeant of the Rebel Alliance
Master Gunfighter, Master Combat Medic
Ahazi Galaxy
Kaladyn
Mon Dec 15, 2003 4:28 am
#5

A combination I am working on now may be viable in PVP... Have not completed it so far though. I plan on stocking up ahead of time with plenty of very nice poisons before I start dropping the skill. After that I plan on dropping all but the support line (so I can still use those poisons effectively). I already have almost master doctor as well. For the real combat part of the build I plan on mastering swordsman. Toss a good 550+ mind poison then run in and smack them in the head. Maybe I can get it finished up before my subscription runs out in January...
Anyone use this combo successfully yet?

Rickard Aren'sun
ka12345
Mon Dec 15, 2003 4:42 am
#6

What rock have you guys been living under? I'm sure you can find some situations where a CM is not ideal, but for the most part it is too easy to be a badass CM.

You get a fire and forget area DOT w/ over 70m range and 30m radius (at master) that can tick 500-800 mind every 10 sec, and nobody in the game has defense against it (docs can cure it, but armor and defensive mods do nothing). It is also the only attack in the game whose strength does not get a 75% reduction in PvP.

I quit being a CM 2 months ago because PvP was too easy. Since then, y'all have gotten even better (mind heal, adv res comp fixed, new better resources). To maximize your potential, you just have to realize that your role is in a group. A single application of poison can inflict more damage on the opposing group than everyone else in your group combined, but you need allies to protect each other and clean up the bodies 20 sec after you throw the poison.

The strength of CM in their niche of group combat is completely imbalancing. Doctors can't keep up, and if there isn't a CM in both groups, then the fight is over before it begins.

For those of you feeling useless, you need to try harder at figuring out what your use is.

For those of you who realize how strong you are, you should start debating the most palatable nerf. Should CMs get a 75% dmg reduction in PvP? Should poison permanently stop ticking once the victim's pool hits 1 (I like this suggestion)? Should other classes get poison defense mods in their skill trees?

The only question you shouldn't be asking is if CMs are useless



_____________________________________________________________________
-Travolta (R.I.P.), Kif, Tasius, Clamps, Zergant

"It doesn't matter if you're black or white. The only color that really matters is green." -Peter Griffin
Master_P
Mon Dec 15, 2003 4:44 am
#7

im going for the same combo im thinking about master swordsman and 4-0-4-4 CM! what are you going for? if i should be a master CM i do it just to make ALOT of stims and poisens, and surender it to 4-0-4-4! or maby i should take 0-4-4-4 Swordsman and master CM? but i have to surender Scout and artisan skill and thats a BAAAD thing



MysticoN
Chimaera-Europa
12 Pts Master Doctor
Vendor: -2322 -892 (Valhall Mall)
Vendor: -5115, 2891 (HPI Mall)
www.MysticoN.tk (SWG pics)
Master Medic, Master Swordsman and Master Doctor.
eapers
Mon Dec 15, 2003 8:52 am
#8

For the last poster, don't try and halfass combat medic... you want that double range you get at master.



That said, a compitent combat med can keep his group up forever, simply because we don't have to run around. Here's the thing about the "doc scenerio:" People run around when they fight, and unless that doc is realy speedy on their feet, they aren't going to get to everyone in time. A combat medic can.



Secondly, ever try HEALING in pvp? it seems crazy, but with the ability to heal all three pools, you can keep a tka up against a whole city full of your attackers.







JOHNNY-JONES JACKSON

AFK
Khragon
Mon Dec 15, 2003 9:39 am
#9

Most CM's on my server who I knew are now TKA's. I love poisoning someone to watch them /gallop off and return 5 minutes later and laugh in my face.

The-Fluid-One
Mon Dec 15, 2003 11:28 am
#10

For the folks crying for nerf's to Combat Medics - please stop asking the Dev's to nerf a class to make up for your inept jealousy.


Combat Medics go down FAST and OFTEN. Learn to PVP - and you'll see how long CM's reallylast. And y'all crying nerf seem to forget that a very high percentage of players have TK meditation skill, which quickly negates both Posion and Disease. So a significant portion of players are effectively immune to CM only significant attack.


Go play your own class. If you don't like being a CM - change. If you don't like dying from a CM - adapt. But for gods sake - quit crying for the nerf stick to make up for your lack oftactical skills.




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The-Fluid-One
Mon Dec 15, 2003 11:30 am
#11

For the folks crying for nerf's to Combat Medics - please stop asking the Dev's to nerf a class to make up for your inept jealousy.


Combat Medics go down FAST and OFTEN. Learn to PVP - and you'll see how long CM's reallylast. And y'all crying nerf seem to forget that a very high percentage of players have TK meditation skill, which quickly negates both Posion and Disease. So a significant portion of players are effectively immune to CM only significant attack.


Go play your own class. If you don't like being a CM - change. If you don't like dying from a CM - adapt. But for gods sake - quit crying for the nerf stick to make up for your lack oftactical skills.




Clickies: Fluid's Custom Armor Guide LOOT Buyback & Custom Armor Prices

The-Fluid-One: Master Armorsmith / Master Smuggler
Skylla: Master Artisan / Master Merchant / Tailor

** 12pt & RIS Certified Master Craftsman **

Email or PM for: RIS, Custom layers/colors, Faction armor, BH Suits
Tatooine: Anchor Head Mall (-103 -4982) Dantooine: <coming soon>

Peracles
Mon Dec 15, 2003 11:35 am
#12

Yeah the TKA meditate skill that they get at NOVICE tka is total BS. Oh well.... /rant off


That being said, I find myself invaluable to groups. I am a master combat medic. I do 1/2... yes ONE HALF of all damage done in fights with 80%+ resistant mobs. I am talking about a group of 2 grauls + 1 rancor + 3 PCs. I can heal like a mofo. I can mind heal when things get dicey. I also have revive because I am partial doctor too. Ranged stims rule becuase when one of my groupmates gets bonked by a nightsister, I don't have to get aggro by throwing one of those bad boy ranged stim Es on him to get him up and moving.




Mordra Faile
Master Combat Medic - Doctor (0400) - Marksman (2434) - Scout (1020)
Alred
Mon Dec 15, 2003 8:12 pm
#13






ka12345 wrote:
What rock have you guys been living under? I'm sure you can find some situations where a CM is not ideal, but for the most part it is too easy to be a badass CM.

You get a fire and forget area DOT w/ over 70m range and 30m radius (at master) that can tick 500-800 mind every 10 sec, and nobody in the game has defense against it (docs can cure it, but armor and defensive mods do nothing). It is also the only attack in the game whose strength does not get a 75% reduction in PvP.

I quit being a CM 2 months ago because PvP was too easy. Since then, y'all have gotten even better (mind heal, adv res comp fixed, new better resources). To maximize your potential, you just have to realize that your role is in a group. A single application of poison can inflict more damage on the opposing group than everyone else in your group combined, but you need allies to protect each other and clean up the bodies 20 sec after you throw the poison.

The strength of CM in their niche of group combat is completely imbalancing. Doctors can't keep up, and if there isn't a CM in both groups, then the fight is over before it begins.

For those of you feeling useless, you need to try harder at figuring out what your use is.

For those of you who realize how strong you are, you should start debating the most palatable nerf. Should CMs get a 75% dmg reduction in PvP? Should poison permanently stop ticking once the victim's pool hits 1 (I like this suggestion)? Should other classes get poison defense mods in their skill trees?

The only question you shouldn't be asking is if CMs are useless





This is all fine and dandy in PvP, but what about PvE? If you are in a group where all combat people have novice medic (which most combat people take) to heal themselves full with one Stim-B, and they all have 2k doctor buffs, the combat medic isn't very effective.


When my PA goes out hunting, my combat medic just sits back gettingfree money. If I were to do a mind heal on someone, a scout would have to set up camp so I could get rid of my wounds. If I let the person incap they get up faster than my wounds would heal (not that the person ever incaps).

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