Combat Medic Archive
Thread: How many of you plan to drop Combat Medic if 1hp poison goes live?
I'm not quitting CM over this, I'm quitting CM because I need the skill points to do creature handler...
...just so I can continue doing 3000 credit missions. Go figure, a bunch of idiot dupers get millions of credits, and explot the Endor hunting missions, and we all suffer for it.
bah bah bah, CM...I'll miss you. ![]()
Poisons were fun, area heals were fun -- but in the end, my desire for constant combat took over my urges!
I know you have to be near the top of the posion skill tree to get the good posion but you don't need to Master all the skills, that is the point I was making. You can get all the healing and posion advantages of CM without spending the entire 169 skill points. This is tru eof many professions and the dabbling resulting is what creates the UBER characters that cause the inbalance. It is just like the eyshot "problem", so many pistoleers would take four BH skill boxes just to get eyeshot and the pistol offensive MODs and then leave the remaining skill boxes (which are effectively useless) to gain other advatages from other professions.
As for how much damage eyeshot does in 8 seconds you are simply wrong. Eyeshot in PvP is only deadly if someone has a very low mind pool (thier own decision and fault) or if they are not wearing an armor helmet (again, thier own fault). Even so a BH is a super dedicated skill point consuming combat specific profession so it seems that it should me able to dish out alot of damage quickly, where I confront you CMs is that you seem to want to be able to dish out damage like a BH but all the while have the healing power of a Doctor and your ranged healing as well without any fair trade off. You can't have your cake and eat it to. If you want healing power then you have to give up damage inflicting power.
I haven't been a CM but I played several hours a day with someone who was one so I know what a CM can do and I know how deadly the poison can be. As for mindshot and the other DOT effects they should all suffer the same 75% reduction that the rest of PvP damage takes and it is a sign of the lack of foresight by the DEVs that they didn't think of that when they issued the 75% reduction.
I realize I let you guys have it pretty hard and for that I apologize, it just burns me up when I hear each and every profession claiming they should be UBER powerful when they have so many more skil points to play with and do not have to make the same commitment of time and energy should they choose to try for Master. The 1HP thing is stupid, it really is - simply applying the 75% reduction across the board to all effects would make the most sense and fixing all the bugs and broken systems first would even make more sense.
And for the record on eof my long standing suggestions with BH is to re-establish it with the power the 217 skill points would suggest it have (as king of the pre-dabbled combat class) and not allow training other combat Novices if you train novice BH so that dabblers cannot take that power without the commitment. Pistoleer, CM, Carbineer, Rifleman, TKA, Smuggler, and the rest are thier for those who want to create thier own combo but BH should be exclusive for those training it all the way up should it include the all around power that the skill points and SW lore indicates it should have.
^ Realize that is a non CM issue but wanted to include so you know my perspective.
Well, that's part of the reason we are COMBAT medics. We should have enough combat skills to do at least 1 point of damage. I mean, c'mon, thevery firstsecond of the game you have a CDEF pistol that will do over +1 damage.
I will deal with the changes, like a man. Like aCOMBAT medic. Not aWHINER medic.
Having said that I will add that it makes a little more sense (if this is just being used to give us combat xp) that a poison should classify as combat damage the same as one handed, weapon hits, unarmed, etc.
If they could just change the classification of damage tomake poison and disease damage contribute to Combat XP it seems it would negate the need for this change.
I'm not disagreeing with you, but while running there is a much higher % chance that a rifleman will miss their mark.
Kavedawg wrote:
since everyone is stuck on mind damage, what is the damage done by the bleeds that riflemen can do?
- mindshot 1 = 1000 per tick = 250 per tick with 75% reduction
- mindshot 2 = 1400 per tick= 350 per tick with 75% reduction
- both stackable in 3 seconds
- can be done while running
And those gosh darn Entertainers! who do they think they are AFK macroing. They need to be nerfed cause it isn't fair!! *sniff* *sniff*
So few skill points? 169. So few skill points? Do you have a clue or should somebody buy you one? Hmm, Commandos also spend 169 points and get their ridiculous flame attacks. BH's spend, is it 142, points currently to get their ridiculous eye shot,217 points if they want to be faster and more accurate with it. Oh, and you can drop points into pistoleer to make it even faster and more accurate if you choose. Wish I could pick up another prof that'd make my 'ridiculous' poison even better.
In case you weren't aware, 169 for CM's and Commando's is second only to BH. So go ahead and 'get started' on how few skill points we have to spend for it, lol.
Sorry if I'm somewhat ridiculing you, but i'm long past having tolerance for whining BH "That guy beat me and he's not a bounty hunter, whaaa" garbage. You're gonna get beat some times. It'll happen. To EVERYONE (yes, golly gee, even us CM's get beat. and often). Class envy is such a sad thing, why not try and get your profession made better rather than get everyone else nerfed so your fragile ego can feel 'uber' again.
lol kave. cmon man, you and i both know it doesnt matter how much damage you do if you can do a mind aoe dot attack at 80m
so what have we learned here? we have learned that with the 75% reduction our very best posion that anyone has ever made will do less damage than /mindshot1
HAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA!!!!!!!!!!!!
/em gasps for breath
HAHAHAHAHHAHAHAHHAHAHAHAHAHHAHAHAHAHAHAHAHA!!!!!!!!!!!!!
Well, went onto SWGCraft and pulled up the schematic for an fwg5.........
FWG5 Single poison pack C
43 metal 52 reactive gas
30 iron32 liquid petrochem
26 steel 28 aluminum
15 ferrous metal 24 radioactive
11 innert petrochem 12 innert petrochem
5 copper 20 fungi
4 gemstone 8 non-ferrous metal
3 ore
For a grand total of.....147 resources needed to create a FWG% pistol versus 176 to make a single disposable pack of single poison C.....in addition the FWG5 needs 3 compnents, none of which are multiples, where the poison needs 3 different components, 2 of which need an identical copy for a total of 5 components.
to Pahdbacca:
your point?
cms can make theyre own weapons, pistoleer cant.
Tranced wrote:
to Pahdbacca:
your point?
cms can make theyre own weapons, pistoleer cant.
No specific point, besides giving the trolls something to eat.
Hmmmmm. Ok, I will guess I'll explain why I posted this. There seems to be a general misunderstanding about what Combat Medics do and how they do it, especially by the non-CM's. My point in the above post is that CMs don't run by and /tendpoison in PvP or PvE. My point is that CMs don't walk out 10m from the shuttleport or thier house, survey, say 'Ooohhh, that will work', sample 10 units of resources, and make thier own weapons. My point is that on Flurry, my guild weaponsmith sells 208 max dmg FWG5s with a speed of 1.8s for 6k credits. This pistol as a condition of 800+. With a weapon repair tool and some trategeic maintainence that pistol will last the pistoller several weeks, even using powerups and after getting the weapons sliced. However, it takes even more resources to make my poison C that lasts for what? 28ish applications? I would have thought that a retired master weaponsmith would have noticed something like that.
My point is that all the crybaby trollers that come into these threads because they got hit my poison once upon a time in PvP seem to have the impression that they have it so tough and combat medics have it so easy. For example, I wonder how long it takes a flamethrower specialist to run missions to earn the credits to buy a new flamethrower? I know that when I used to be a novice pistoleer, it didn't take me long to get the cash for an FWG5. Try climbing that doctor crafting tree....Now make an enhance pack D. Ooohhhh good job, you enhanced your health by 800. Now, try scrounging the univers for the eye of dallyrake and toenail of bantha that will allow you to make and enhance pack that will raise health several thousand points. Just about as hard as making an optimum poison.
Master combat medics are the only players that can effectively use area poison Cs. Dabblers can still use area poison Cs, but they will not be anywhere nearly as effective. Sooo, dabbling may be effective in commando, or in doctor, but for PvP, you have to be a master of you are going to be a combat medic. That means having sub-optimal skill points available for combat skills. Yeah, bounty hunters don't have too many skill points left for other skills, but how many of them need survey skills to but thier LLC? How may Pistoleers would buy thier own FWG5s if they had to buy 10 a week to do combat?
Those are some of my points. More observant readers that were not combat medics would read my other post and get maybe a little understanding of what it takes to be a master Combat Medic. Somebody looking to troll would probably not wait the few nanoseconds to allow a couple of neurons to fire.