Combat Medic Archive
Thread: Are CM still good for killing uber mobs and creatures?
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eapers
Sat Aug 14, 2004 4:11 pm
#3
Combat medic is exactly the same in PvE, except that you now have a 1/20 miss chance (I assume, have not tested)
Kharrissa
Sun Aug 15, 2004 9:05 am
#4
"were they ever good for that?"
CM has never been a part of the top PvE templates.
Just my humble opinion, of course.
Brainplay
Mon Aug 16, 2004 3:03 am
#5
With buffs, great armor, synthsteak, and a fast bike you can still solo Krayts and the Giant Dune Kimogila although the last GDK took me approx. 47m. Tried to do the Peko Peko Albatross not too long ago...forgot how fast they fly and their posture down attack. Needless to say it was ugly.
Most stuff in the DWB cant be poisoned the rest require anywhere from 2-3 full applications and 45m+ of your time. Although the ones you can poison also like to shoot for alot of damage and bring their own gank squads. You have a time limit in the corvette so once again its useless there. The nighsister caves are indoors so when the up/down axis cloud hits 15+ Elders be prepared pray to your god as you die a horrible but quick death. Of course they too require 2-3 full stacked applications without any other sort of damage being used.
You can take down ancient and mutant rancors fairly easily as long as you kite them on your bike for 10min....or you can just spam your "specials" and kill them in 1min.
Poison in PvE has never really been a huge bonus.
somerandomuser
Mon Aug 16, 2004 4:13 am
#6
area poisons are quite handy for leveling up some professions..
i jsut gave up carbineer so i could pick up TK so i could be a bit more 'liberal' with mindheal..
in the process of training unarmed i'd grab buffs.. a solo group on dant.. and hit some quenker missions with my uncertified speed sliced VK..
agro 5 of them.. apply area poison.. spin attack.. sure you miss out on some XP.. but it certainly gives the impression of progress that you don't get missing 5/6 attacks..
and before you get the spin attack.. toss some single poison on your single pulls.. then spam unarmedhit1.. once again gives the impression you're actually acomplishing something
on another note.. poisons are still great for pulling.. you can area poison something.. everything in the area of effect takes damage.. but only the one mob you applied poison to directly comes charging you..
kill that thing.. repeat on the rest.. each time you get back to that lair/base/whatever everythign has a bit less life than it did last time
i jsut gave up carbineer so i could pick up TK so i could be a bit more 'liberal' with mindheal..
in the process of training unarmed i'd grab buffs.. a solo group on dant.. and hit some quenker missions with my uncertified speed sliced VK..
agro 5 of them.. apply area poison.. spin attack.. sure you miss out on some XP.. but it certainly gives the impression of progress that you don't get missing 5/6 attacks..
and before you get the spin attack.. toss some single poison on your single pulls.. then spam unarmedhit1.. once again gives the impression you're actually acomplishing something
on another note.. poisons are still great for pulling.. you can area poison something.. everything in the area of effect takes damage.. but only the one mob you applied poison to directly comes charging you..
kill that thing.. repeat on the rest.. each time you get back to that lair/base/whatever everythign has a bit less life than it did last time
Tristarn
Mon Aug 16, 2004 6:19 am
#7
somerandomuser wrote:
area poisons are quite handy for leveling up some professions..
i jsut gave up carbineer so i could pick up TK so i could be a bit more 'liberal' with mindheal..
in the process of training unarmed i'd grab buffs.. a solo group on dant.. and hit some quenker missions with my uncertified speed sliced VK..
agro 5 of them.. apply area poison.. spin attack.. sure you miss out on some XP.. but it certainly gives the impression of progress that you don't get missing 5/6 attacks..
and before you get the spin attack.. toss some single poison on your single pulls.. then spam unarmedhit1.. once again gives the impression you're actually acomplishing something
on another note.. poisons are still great for pulling.. you can area poison something.. everything in the area of effect takes damage.. but only the one mob you applied poison to directly comes charging you..
kill that thing.. repeat on the rest.. each time you get back to that lair/base/whatever everythign has a bit less life than it did last time
The pulling was nerfed too. We have to be so close to throw an area poison that we aggro the whole group before we can even throw 1 poison. I could care less about the PVP stuff, I just want the 64 meters.
DoctorGriggs
Mon Aug 16, 2004 6:39 am
#8
Guys, I am master doc and master CM with pistols 4 and I take on mobs at much higher difficulty than myself. Stack the health poisons, healthshot1, and bodyshot and even bigger mobs will fall.
No, I won't be taking on Nightsisters anytime soon, but I rare well against many things in the game
No, I won't be taking on Nightsisters anytime soon, but I rare well against many things in the game
Frackk
Mon Aug 16, 2004 11:34 am
#9
Well first of all let me state that we are NOT exactly the same as we were before the last nerf/patch in PvE. Not even close! They screwed with us BAD. My same poisons I use in hunting PvE are being resisted 30 to 90% of the time now... and if I actually took the time to write it all down and calculate the resists I'm positive that it would be over 50%.
Now I could live with the range nerf and the hard cap timer from the earlier nerf/patch but this is CRAP! It doesn't matter what I fight I am being resisted tons more than before. This is all PVE and it's creatures that are resisting! It's C-R-A-P!
Now since I got that off my chest, as a CM I can fight many of the harder creatures and NPCs in the game very effectively because of my template. I'm a MCM and 4/3/0/1 in CH which gives me a very good tank to pull with and take aggro. I use my role as a COMBAT MEDIC by poisoning and healing equally. My pets can pull quickly and efficiently and I can keep them healed. For example, I was lucky enough to find a Peko Peko Albatross spawn the other night and by using my Graul pet I was able to take it down pretty easily, although it took about 10 to 15 minutes. I attribute the time factor to the fact that it RESISTED my poisons so much more than they did pre-patch!
DoctorGriggs
Mon Aug 16, 2004 11:58 am
#10
Sounds like the potency of your packs is poor. I was doing some PvE with my health poisons and diseases and they were hardly being resisted at all.
Pahdbacca
Mon Aug 16, 2004 1:27 pm
#11
vortexala wrote:
I've got 103 Potency poisons currently that I use in PvE. I'm not seeing any change in resist rates at all...
I had 1 resist with similar poisons out of about 25 tosses. I can live with that.
somerandomuser
Mon Aug 16, 2004 2:34 pm
#12
The pulling was nerfed too. We have to be so close to throw an area poison that we aggro the whole group before we can even throw 1 poison. I could care less about the PVP stuff, I just want the 64 meters.
heh i use my homemade crappy stuff.. range is around 33m and i don't usually have problems single pulling..
*shrug..
Frackk
Mon Aug 16, 2004 2:54 pm
#13
Potency 102 to 105
Pulling isn't really a problem for me with a good pet, but the range issue is still a big one. Heal range has taken a significant hit.
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