Combat Medic Archive
Thread: How can some of you even think that CM is not too strong?
Overpowered simply means that u can throw things further then the best rifle can fire .... i have known it ... there are no combat medics out there they are all jedi with force throw ![]()
Thebiglizard wrote:
and btw how do you know there is one if you cannot see it
The devs said there was one. Been several posts about it in the doctors forums in the past few weeks. That is how I know they are planning to make it visible in the next publish. You know the one with droid enhancements and wookiee armor.
Getoc wrote:
Overpowered simply means that u can throw things further then the best rifle can fire .... i have known it ... there are no combat medics out there they are all jedi with force throw
/report the person who did it. It is an exploit/bug
Thebiglizard wrote:
I am a bit disapointed. I was tired of dying to disease/poison, so I went doctor. Then I discovered that most poisons aren't healable till the 6th or 7th try, and by that time I am pretty much dead. But my question to you is this: How is a profession that hits an unhealable mind pool with unhealable attacks, with damage so high you are lucky to survive 2 ticks, and has 8/10's of the PVP population with this proff, NOT overpowered? Come on, seriously. 1 player that can take out 30 people no problem? Not overpowered, you say? ok. I am aware that Publish 8 is going to have a mind pool stim... I am VERY pleased with that, but I wonder, will you guys still be uber? What if the mind stim takes health cost or action cost, then won't you just use a 1000 damage health poison? hmmmm. think about it
Cradossk
tkm/doc, what an original template
I am a master CM/Master Doc I can totaly clear 4 people and myself in 30 seconds . I use the best resources in my cures and that will more than offset even the spider venum poisons every time. I have never failed with a good cure at cureing a poison... Ever. I clear at leaste 20 poisons a night (this is an average that includes nights where I don't cure at all) Any group going out without at least 1/5 being able to cure poison/disease will have a hard time. But then again going to tat and fighting against commandos isn't a good idea either without docs.
Here is what your docs need to do. (and options for if they are CMs as well)
#1 watch for the poisons
#2 Cure self first (poison)
#2.5 Cure self first (disease)
#3 cure strongest PvPers second (poison/disease)
(#4 /healmind the players you cure)
They would have to have a 1000 a tick poison to incap most players before your docs cure the poisons. I have rarely gotten poisoned where I couldn't cure myself before it ticked because I pay attention to this.
So what is so overpowered about a 75 DPS weapon? The fact that it hits all at once instead of spread out? 75 * 8 = 600 a tick (about average for even great comonents) I know you are tired of hearing these numbers and you will come back with ... "Some guy hit me with 1000 a tick poison and i incapped." This was a venum enhanced pack and those packs will be gone soon as they get used up as the drop and spawn rate have been drasticly cut. And the power of the loots was nerfed as well (and a good thing too in my opinion.)
We are stuck in one place and if your PvP group isn't watching to see who is throwing the poisons you need to be trained in tactics a little better. My group singles out the Docs and CMs first and then go after everyone else after they are dead. We rarely incap from poisons+disease because we watch for it. That is the reason to bring the docs with you. We use tactics and do not just zergrush the front line. Back to not being able to move. It takes a disease+poison to incapp someone. So watch to see who trew that poison and start chasing them 8 seconds later they will try to throw again and will be "rooted" for 4 seconds giving you pleanty of time to put them within range and kill them. Or you could hold back and let yourDOCs and CMs fix you up. Point being if you are not smart enough to get healed then I agree with you you are going to be going down fast. But if you let yourself get healed you will fight some more.
Tell your CMs to heal your mind up at times. I know I do, and it saves the battles many times because the other side thinks that the CMs are a trump card if they throw poisons. I can heal 1000+ mind damage with a single /healmind. You know what it is worth the 20 some odd wounds that I take to keep up my fighters. With Muon, Brandy, buffs and milk I can keep up and running even with 500-600 mind wounds.
Realy I know not everyone isa CM/DOC and I copy and pasted this from another thread. Everything here is mine though as I wrote it earlier. the thread is at http://forums.station.sony.com/swg/board/message?board.id=combat_medic&message.id=27962if you want to go read it.
So you are aware that it is being fixed? And you are still complaining?
No I will use a combination of one health, one action, and one mind on you.
DoctorGriggs wrote:
FYI guys as of the last patch our cure packs all have effectiveness ratings on them when you /exam them
Thanks for the info. I don't even look. I knew it would be in by publish 8 didn't know it went in at 7 instead. I guess the guy has less to complain about than he thought.