Combat Medic Archive
Thread: Well now that LOS is resolved...
We can get back to other class problems...
besides the obvious bugs like 13 CDRM in ranged Es and messed up CM med use on AOE diseases and non loading advanced resilence compound
lets get to down to it...
Support line needs to be worked on...we need to see something here... more TN, combat bonuses,special moves are all possibilities...i think combat defense bonuses are now needed even more since LOS was attached to dots...
PvE viability for CMs needs looking at...we totally suck at PvE...some of this cou ld be remedied by attacking combat related items to support line.
CM components for dots need to be removed from med/doc and added to CM crafting.
DOT stat differences between servers need to also be looked at. While some variation is expected due to differences between servers, some of the difference are so large between servers that its almost unfair.
Mind damage is still a huge issue in combat...
Timers on heals and dots needs to be more accurate..You must wiat 4 secs followed by 6 secs of you must wait messages is not acceptable even more now since we will be required to know exactly when we can throw a dot....something akin to the you may heal wounds again message is needed...
AOE stims missing faction pets and not aoe healing if cast on the self needs to be resolved...
I hope when the fixed the LOS issue they also fixed the poisons so they get the 75% damage reduction in PvP like everyone else, except CH pets <Shrugs>
Get posioned DOT for -386 mind per tick is way over powered.
a Bounty Hunter only dealing 200 damage every 2 secs to a knocked down target should give up and go become entertainer.
200 damage per second sounds about right.
Gimptacular wrote:
Elenora, I disagree that in pve combat medics suck. I think of them more as the main healer. Doctors in a group/raid buff/rez and supplementary heal, but they'll never be as good as a couple of AoE Cs.
The combat medic has little more use.. aside from range than a master medic does. .that's alot of skill points for just ranged heals...
As with the LoS nerf PvP..
Lemmie get this right.. so .. we're fighting.. BH's.. riflemen.. both with instant knockdowns.. at 64m (or dizzy)
Creature handlers with 2 + creatures..
Add this to myself being a rebel with AT-ST's.
Sooo.. to recap.
I'm supposed to run up to this a guy in pvp.
approx 30m range. Dodging shots.. and ignoring that gurreck attached to my rear.
Poison the target. (which gets resisted a fair bit)...
Heal..
5 secs left.. 2 sec left.. 1 secs left.. You must wait to do that. You must wait.. you must wait.. <thud> (incapped)
Assuming I do manage to pull off a disease.. he runs into the closes bunch of mobs. or gets his buddy to duel and death blow him ..
Hrms.. sounds like a good movie to me..
This is exactly what I found out w/ the new LOS. I walk out from behind a building and BAM you are knockdown from 56m away froma rebel, so Not only can I not perform any Heals or special attacks, or even /burst, for a small amount of time I have to run all the way up to him within 30m and Try to land a poison on him, what do you know Poison C (yes im a master CM) Resisted, but by the time I get the message that it was resisted I'm already dead. Good Job SONY!!!! This new update YUCK
Oh but we can climb mountains now!
Hydrotricithline wrote:
I'm supposed to run up to this a guy in pvp.
approx 30m range. Dodging shots.. and ignoring that gurreck attached to my rear.
Poison the target. (which gets resisted a fair bit)...
CM's were never supposed to be combat chars, they are combat support. If you want to do PvP alone get carbineer or pistoleer or rifleman and train in some actual offensive combat instead of just a support role. No one said a CM can only use poison to kill did they? As for thewe looseBh'sargument, what do you expect? They spent more skill points, are dedicated to offensive doctrine, and are supposedly masters of the 1 on 1. You can't really expect a support class to take out the supposed 1 on 1 class with out atleast having some real combat skills. Carbineer really is the best bet for a CM you get the ranged AoE knockdowns which will let you run up and poison the group you nailed and then go back to hiding.
I see the statement, we are not a combat class, but a combat support class fairly often. I think that is a misconception, but I don't have a direct line to the devs so I don't know. Fortunately, neither do the people making those statements, so I guess it is open for interpretation.
According to Prima:
"Able to dole out life with one hand and death with the other"
"...Patching up the wounded is not all that the Combat Medic can do, however; the discipline also requires a high level of ranged weapons skills."
"...the most insidous and deadly ability in the Combat Medic's reperoire is the concocton and use of poisons."
I also think, originally, they wanted Combat Medics to master both Medic and Marksman, but changed to only the ranged support line. This leads me to believe they envisioned a much more combat oriented role than people attribute to CM.
Regardless, no one has a direct line to the Devs, so this stuff is open to interpretation, but even in the "Real World", Medics are shooters first and medics second. At least in the combat units.
-Zekiel
I disagree. I do not feel the LOS issue is resolved one bit. If anything it has brought up more issues and questions than ever before. Being completely baffled by Sony and there complete half-ass’d attempts to notify the customer of changes to come; here are just a few that come to mind atm.
Will resist rates be lowered due to the fact risk rate to apply has increased?
Will range be increased now that LOS is required?
Will we get a + to defense/posture changes to allow us to get close enough in battle to apply our dots with out getting killed before?
Will we get a plus to burst run as well as terrain negotiation, again to allow us to survive long enough to apply dots and flee?
I guess really any kind of feedback or response from the devs would be appreciated heh.