Combat Medic Archive
Thread: Stop the complaints already.
fyreblayd28 wrote:
You know I for one am glad that these new packs are coming out for doctor's. Everyone is upset that one combat medic will no longer be responsible for killing about 5 or 6 people at a time. You know what I m quite happy about that. You say you are useless I say you are not. Try throwing those poisons at mobs and worry less about being the number 1 killer in PvP. That is why this is happening.
As a MCM we can throw and have stacked a total of 6 different mind dot's between our diseases and poisons. Mind is the number one stat you go after in PvP and everyone knows it. When you are have over 1k tick damage at a time I sure do say something is wrong. I have not seen even one other profession do this since the 75% reduction and you want to be the head honcho. Well welcome to real PvP now.
For those saying I have no use. Oh I forgot that all npc and creatures are all buffed by our docs as well. You are still needed since NPC's can switch weapons and use thier speacial attacks. You are still usefull against creatures. You just have to play smarter not harder but hey you are a medical class you do not have to use your brain for anything do you? Those extra points you have.....Use them in the elites from marksman class. You already spent the 15 points for novice and have the whole ranged tree. If you tell me you do not have the points I will laugh in your face. I have a master doctor who has all but the crafting tree of CM but I will get that done. I will also have rifles 1-4. Now that tells me that if you wanted to be a good MCM and still fight you could do the following. Take just the skills you need for MCM then choose rifles, carbines, or pistols. You could become a master rifleman, caribineer, or pistoleer with master combat medic. What do you know a class that can fight and at the same time heal and throw poisons and diseases. If you still want to do PvP take up rifleman as they target just the mind. When mastered they fire near the speed cap. I say near because the only way to hit the cap is to actually master marksman and you would not have the points for that.
But please stop the complaints. You are a COMBAT medic and are upset that you might actually have to spend some of those other points in a ranged COMBAT profession. As a ranged healer it makes sense to me to stay back from the battle and used ranged weapons and ranged healing. Do not go hand to hand cause if your group does need you, you will be too busy in the fight.
have you poisoned mobs? it is not all that helpful. when CM is dead, some other profession will be the number one killer in pvp. and this is not a 75% reduction in damage. it is a 95% reduction in hitting to begin with, FOLLOWED by a reduction in damage, WITH AN ADDITIONAL bonus that the damage can be remedied before it actually occurs at a healing rate four times that which the damage can even be attempted. That makes the weapon essentially useless for pvp, and it was already pretty weak for pve.
and actually, there is not that much complaining, but more suggesting that this is too much, and will crush the profession. as it stands, that seems accurate. i believe that the hope is that by stating these things, some constructive changes might take place, rather than breaking another profession.
but some folks think fewer and fewer professions is a good thing.
Ternque01 wrote:
Yea, I think the doctor area cures are exactly what we need. Considering lag and battlefied chaos it makes the doctor's job of actually curing under these conditions reasonable feasible. Targeting individual players to cure them is a giant pain in high lag and chaotic conditions. Area cures are fine.
I however think that the innoculation strengths on test center are a little high. I think the BEST innoculations should protect 70-80% of the time against the BEST potency poisons.
As far as the complaints.... now doctors will finally be the effective "counter" to poisons/diseases that CM's have been claiming them to be for the past six months. Doctors were very ineffective at curing, it's amazing how CM's claimed they were.
Also, CM's could learn a few tactics as well. They will have to choose which poisons to use and when depending on if an enemy force has innoculations... or doctors.. They might have to choose to throw the less effective, but more potent poisons at those with innoculations... or maybe throw the high damaging, low potency stuff on enemy teams without the innocs/docs.
at current levels, the innoculations render poisons useless. no, it is worse than that. the poisons do not work, AND the animation lets the enemy catch you! lol
the most effective tactic with this change would be to become a doc instead. i have been both. healing in combat without ranged is not really that hard. the only bugger is the mind damage, but let's face it, others deal out plenty of that, too. so drop MCM, keep the mind tree, and go master doc. it has been detailed elsewhere that this is a pretty serious imporvement on CM compared to this change. Not pretty, but it works.
OR they could actually FIX problems instead of making new problems to counter the old problems.
nah!
Gnuut wrote:
CMs are not upset that we won't devastate raids. The majority of us didn't care for that anyway and suggested many alternatives. However Poison and Disease in it's current form don't cut it for the points we invest. You say "Well at least you have your healing skills to fall back on.." The healing skills while they may sound great to you are not worth the points to the experienced CM. That is why we are complaining.
The healing skill will be worth their (skillpoint) weight in gold when doc buffs and armors and nerfed that is one thing for sure Gnuut. As far as the mind wounds you get from using healmind.... I'll recommend the age-old advice you have been giving to those who complain about CM time and time and time again - get entertainer buffs, use brandy, use canape, use muon, use other mind foods, and to heal those mind wounds during battle have an entertainer in the background to heal them during battle downtimes. Your mind wounds will never exceed 1099 for most species and with great foods, buffs, and spices that leaves 2400-2800 mind you can still maintain.
I see why you are complaining, but use the counters and wait for the armor and doc buff nerfs. I had to wait 6 months for CM to start being balanced.
How do poison and disease not cut it for you?
Gnuut wrote:
When a doctor with 2xxx skill can cure the nastiest AE poisons a Master CM tosses with a level A cure pack then that is unbalanced and doesn't cut it.
Not quite the stark, standout reason I was looking for but fine I throw you a bone there. You are talking about loot-enhanced cure packs though.
You do fail to mention that a 2xxx can't do anything against diseases at all or that their cure rate is very slow.
For a minute there i thought you were dissapointed about the power of poisons and diseases. To be sure, it would be nice if a player had to hit the poison a few times as a 2xxx doc to cure a nasty poison instead of using loot-enchanced cure packs... especially agains a spider-venom enhanced poison that would be sure to tick once before he could get it off.
Seems these medically enhanced cures/poisons are mucking it up for us all eh?
Ternque01 wrote:
Not quite the stark, standout reason I was looking for but fine I throw you a bone there. You are talking about loot-enhanced cure packs though.
You do fail to mention that a 2xxx can't do anything against diseases at all or that their cure rate is very slow.
For a minute there i thought you were dissapointed about the power of poisons and diseases. To be sure, it would be nice if a player had to hit the poison a few times as a 2xxx doc to cure a nasty poison instead of using loot-enchanced cure packs... especially agains a spider-venom enhanced poison that would be sure to tick once before he could get it off.
Seems these medically enhanced cures/poisons are mucking it up for us all eh?
No you are quite wrong here. With Doctors ability to use Havla and the currently screwed up Heal delay issue a 2xxx Doctor can effectively cure the nastiest AE poison without using Loot components. As far as not being able to cure disease I think he was trying to make a point that a player with little investment in the counter-profession can counter a Master. That is not balance.
yebach wrote:
Ternque01 wrote:
Not quite the stark, standout reason I was looking for but fine I throw you a bone there. You are talking about loot-enhanced cure packs though.
You do fail to mention that a 2xxx can't do anything against diseases at all or that their cure rate is very slow.
For a minute there i thought you were dissapointed about the power of poisons and diseases. To be sure, it would be nice if a player had to hit the poison a few times as a 2xxx doc to cure a nasty poison instead of using loot-enchanced cure packs... especially agains a spider-venom enhanced poison that would be sure to tick once before he could get it off.
Seems these medically enhanced cures/poisons are mucking it up for us all eh?
No you are quite wrong here. With Doctors ability to use Havla and the currently screwed up Heal delay issue a 2xxx Doctor can effectively cure the nastiest AE poison without using Loot components. As far as not being able to cure disease I think he was trying to make a point that a player with little investment in the counter-profession can counter a Master. That is not balance.
Ternque01 wrote:
yebach wrote:
Ternque01 wrote:
Not quite the stark, standout reason I was looking for but fine I throw you a bone there. You are talking about loot-enhanced cure packs though.
You do fail to mention that a 2xxx can't do anything against diseases at all or that their cure rate is very slow.
For a minute there i thought you were dissapointed about the power of poisons and diseases. To be sure, it would be nice if a player had to hit the poison a few times as a 2xxx doc to cure a nasty poison instead of using loot-enchanced cure packs... especially agains a spider-venom enhanced poison that would be sure to tick once before he could get it off.
Seems these medically enhanced cures/poisons are mucking it up for us all eh?
No you are quite wrong here. With Doctors ability to use Havla and the currently screwed up Heal delay issue a 2xxx Doctor can effectively cure the nastiest AE poison without using Loot components. As far as not being able to cure disease I think he was trying to make a point that a player with little investment in the counter-profession can counter a Master. That is not balance.
Are you saying that a non-loot-enhanced Cure Pack A can one-shot the nastiest poison you guys have? This 2xxx doc can't counter diseases whatsoever. What good are poison cures if you don't have any hitpoints due to wounds? A 2xxx doctor can slow how fast a CM can kill them, but in the end... A non 4xxx doctor would be victim to a CM at a much slower rate... makes sense.
Gnuut was also talking about AE poisons. If the CM was smart he would hit the 2xxx doc with a single poison. Can a 2xxx doctor one-hit your nastiest single poisons with Cure Pack A's?
Also, I'm quite aware that what poisons you CM's call "nasty" are hardly ever that when you make comparissons and arguments on this board as a whole. Let's start talking some numbers here then i'll ask my CM friends about them for verification.
If a 2xxx doctor cannot one-hit truly nasty single poisons then I'd have to say this argument has little weight. 2xxx docs invest the skillpoints and invest in the food, they should be more effective given the care they give. Furthermore if they cannot cure diseases they aren't really effective are they?
no, they are right. 2xxx can stave off our nastiest witout breaking a sweat. the disease ticks much more slowly, and has less power overall, so by the time it has its effect, the battle is pretty much over. and even if the cure poison misses, with havla, you can spam it once every second until it hits. the first poison tick takes 10 seconds. you have a pretty much certain chance of curing it with 0-1 ticks if you have your macro running.
Gnuut wrote:
When a doctor with 2xxx skill can cure the nastiest AE poisons a Master CM tosses with a level A cure pack then that is unbalanced and doesn't cut it.
Message Edited by vortexala on 07-31-2004 11:41 AM