Combat Medic Archive

Thread: Doctor or Combat Medic?

Czar243
Thu Jul 24, 2003 2:22 pm
#1

I'm very sorry to ask such a broad question, but I cant really seem to find alot of information on the boards on this. Could SOMEONE please tell me the difference between combat medic/Doctor? Im tring to decide which route I want to take with my character, and im really cant seem to find enough information about either... From looking at basic skill trees, and reading thru the boards, I have seen that..

Doctors get big heals/cures and can even bring patients back when they die (seems bugged atm).

Combat medics get ranged heals (im assuming less powerful than doc's), Heal over times, (Which seem to be bugged), and ability to use disease/poison on enemies.

What other basic differences am I missing that you see?

Also, I was planning on doing either carbine or pistol, all the way up to the special trees (Pistoleer, carbiner) What would you suggest? I see pretty nice argument for pistol because you get bonuses to moving while firing, and I assume I would be moving around a group very often throwing out heals of one sort or another. Carbiner would be nice because of a few special attacks, and higher damage. (when they fix the ham issue, or course)

I'm not asking you to make my decision for me, but I would be very interested in hearing what YOU did, and why.

Thanks,

Decipio Dustwalker



________________
Decipio
Czar243
Thu Jul 24, 2003 2:27 pm
#2

Oh, and doctors have the ability (somewhere) to buff stats for extended periods, and CM get no buffs.... Sorry, forgot that one



________________
Decipio
Czar243
Thu Jul 24, 2003 2:40 pm
#3

(Posted on the Doctor boards, just wanted to make sure I hoepfully get input from you guys also)

I'm very sorry to ask such a broad question, but I cant really seem to find alot of information on the boards on this. Could SOMEONE please tell me the difference between combat medic/Doctor? Im tring to decide which route I want to take with my character, and im really cant seem to find enough information about either... From looking at basic skill trees, and reading thru the boards, I have seen that..

Doctors get big heals/cures and can even bring patients back when they die (seems bugged atm).

Combat medics get ranged heals (im assuming less powerful than doc's), Heal over times, (Which seem to be bugged), and ability to use disease/poison on enemies.

What other basic differences am I missing that you see?

Also, I was planning on doing either carbine or pistol, all the way up to the special trees (Pistoleer, carbiner) What would you suggest? I see pretty nice argument for pistol because you get bonuses to moving while firing, and I assume I would be moving around a group very often throwing out heals of one sort or another. Carbiner would be nice because of a few special attacks, and higher damage. (when they fix the ham issue, or course)

I'm not asking you to make my decision for me, but I would be very interested in hearing what YOU did, and why.

Thanks,

Decipio Dustwalker



________________
Decipio
Elenora
Thu Jul 24, 2003 2:52 pm
#4

Hmm there are a ton of threads here on this topic as well as on the doc and medic boards...i recommend u search through them...that being said...very simply


Doctors are the best WOUND healers in game. No one can heal wounds faster than a master doc. They get to revive dead players, cure poisons and diseases as well as cure different states like stun or intimidate. They also get the ability to buff the H and A stats of players. The are limited to normstim and thus have no access to ranged heals.


CM are the the cream of the damage healing crop. They excel in healing damage from close with stim or at range with ranged stims. They also have the ability to use AOE heal bombs which are area heals. Offensively, CMs can use poisons and disease of all types. They have inflict wounds to all stats using diseases or inflict pool damage to any pool using poisons. These also come in single or AOE packs. In addition to these skills, since CM are required to master ranger support line, they get a variety of special attacks that can help with crowd control such as warning shot which makes a mob run away from you.



Hope this helps




--------------------------------------------------------------------------
Elenora Kaadara Naboo Ahazi
Master Combat Medic/Master Surgeon/Master Chemist
Elenora's Drugs - Better lives through better medicines
cetacean13
Thu Jul 24, 2003 3:04 pm
#5

While I've chosen to go with the Doctor/Cm path, if i only had to choose one, I would select Doctor. Once you're with an experienced group of players, they know to run within 3m of the doctor if they need healing.


Once they are working properly, people will want doctor buffs, especially for their regen stats. Revive is another critical skill. If they aren't going to give Doctors or CM's the ability to heal the mind pool, at least you'll be able to bring them back to life once they are incapacitated.


Right now the CM class is bugged. Some of those bugs are going to be fixed very soon, but you still have a very underpowered Poison/Disease line. Disease in my opinion is completely pointless, as it only causes wounds to your enemy. I'd prefer this to be a weak direct damage line instead of a wound causing line...or at least something that would negate an enemy's regeneration for a period of time. The only awesome skill that combat medics have is area heals when that is working. Ranged heals are nice, but not vital.


My advice is try both and untrain the one you don't like. I just don't see Combat Medic as providing enough bang for the skill points compared to Doctor.


Muad'dib -- Gorath

Elenora
Thu Jul 24, 2003 3:12 pm
#6

i have to disagree with the comment ranged heals are nice but not vital...


in massive pvp, if u are in line of sight(LOS) u will probably die...Pvp is so fast and spread out that normal stims really can handle the load....


I know in PvP if i see a doctor..and u know who they are cuz of the happy happy stim heart..they are the first one dead


Ranged stims are not LOS, so u can hide behind walls and in buildings and heal...hehehe


now that is vital for pvp lol...




--------------------------------------------------------------------------
Elenora Kaadara Naboo Ahazi
Master Combat Medic/Master Surgeon/Master Chemist
Elenora's Drugs - Better lives through better medicines
Vargyr-Medic
Thu Jul 24, 2003 3:53 pm
#7

My current working model is carbineer/combat medic/doc. Its working VERY well for me. Doc buffs, although many dont think there worth the effort, really kick ass, especially when coupled with the combat abilities of a CM. Im concentrating on doc right now because combat medic is 80% broken but eventually ill master that and doc with extra in carbineer, then ill work on scout, cause hey your just not a swg player without creature handling =Op



Creature Handler, the Druid of SWG
Fossi1
Thu Jul 24, 2003 3:57 pm
#8

Right now I would choose doctor over combat medic hands down. I've mastered combat medic now, and I am kicking myself. Ranged heals are the only thing combat medics have going for them right now. Poisons and diseases are very close to worthless. Area effects aren't working, and 2 of the 3 advanced components needed for poisons/diseases to be more power are not craftable and didn't even get a mention on the recent in devolpment blurb.


On the doctor side. The health, action, and quickness buffs are all very nice, have and have a long duration. Resurrection is always good. The super sized medpacks aren't really worth it my opinion as players just don't have that many wounds. 6m is a pretty good range to work with though as long as your paying attention, and people die extremely fast in the later stages when ranged stim packs will do you no good.

Elenora
Thu Jul 24, 2003 4:05 pm
#9

buff freeze HAM about 95% of the time...i havent buffed ne1 in weeks



--------------------------------------------------------------------------
Elenora Kaadara Naboo Ahazi
Master Combat Medic/Master Surgeon/Master Chemist
Elenora's Drugs - Better lives through better medicines
Czar243
Thu Jul 24, 2003 6:04 pm
#10

hah, kinda funny about the CH line.

I started this game as a BE/CH... Then I noticed about 2 out of 4 people were CH... I quit training with 2 boxes in each of my CH abilities, I have not yet got myself to untrain them, I really am somewhat attatched to my lil plains hunter pet. hehe.

ANYWAY.. Thanks, I really want to work up carbiner, I have a upper level FWG now, and novice pistoleer, and I still dont seem to do much damage. I bodyshot2 for 400+ every now and again, but I bodyshot for 120 more often. Would be nice to get a upper level carbine and be able to use specials one day =)

Thanks for the advice!



________________
Decipio
JokerAce
Thu Jul 24, 2003 7:48 pm
#11



Vargyr-Medic wrote:
My current working model is carbineer/combat medic/doc. Its working VERY well for me. Doc buffs, although many dont think there worth the effort, really kick ass, especially when coupled with the combat abilities of a CM. Im concentrating on doc right now because combat medic is 80% broken but eventually ill master that and doc with extra in carbineer, then ill work on scout, cause hey your just not a swg player without creature handling =Op




Avrgyr my only question is HOW? I am currently Doc (wound treat line to 4, wound speed 2, med craft 2, med use 1) CH (forget line naems but have lvl 1 skil for group & play abilities) & Novice pistoleer & also I have artisan (survey 3). Right now I have 3 skill pts left. Even if I drop all of the artisan pts (survey 1-3 & novice artisan) that would only add 27 pts. So 6 pts for Novice CM (whic is worhtless I wasted 270K XP gettign 1/2 up 2 CM lines and realized that CM is to broken to be worthless, but for this discussion lets say they fix CM) all 4 first lvl skills is another 20 leaving 4 pts (ie (1) aecond lvl skill in CH, CM or Med use 2 in doc). I really don't see haveing only the 1st lvl skills on CM making a person a very productive CM.

So with the Plan I just described I would be stopping my Doc skills short of being able to make Rezz kits (I can use them with wound 4 tho), short of healing disease and be a VERY weak CM, aslo I would lose any abilities to survey for components to crsft medical supplies. With this set up I would have all the classes you described (CM/DOC/CH/Pistoleer), but not really be productive in any of them. So do you know something I don't (and if you do please tell me , I am not being sarcastic here) or did I just miss somethign very obvious.

P.S. Oh I also have the Combat Range Support line but I could not drop that as it is required for CM.



- I support Pre-CU servers! I did NOT buy a FPS game! Your voice counts!


"everything this group of devs does is easy, pleasy, and cheesy."-kkelly9 (so depressingly true )

JokerAce
Thu Jul 24, 2003 7:51 pm
#12

Need an edit button on these forums...

This line "realized that CM is to broken to be worthless, but for this discussion lets say they fix CM" should read "realized that CM is to broken to be worthwhile at this time, but for this discussion lets say they fix CM"



- I support Pre-CU servers! I did NOT buy a FPS game! Your voice counts!


"everything this group of devs does is easy, pleasy, and cheesy."-kkelly9 (so depressingly true )

Phomeister
Thu Jul 24, 2003 11:45 pm
#13

Doctor by far.. All my groupmates could all be dead and i'd still be alive and kicking in a battle.. Buffing myself for tons and healing myself whenever i want.. having maxed out mind.. I kick butt and icantake a lickinand keep on tickin.
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