Combat Medic Archive
Thread: Should CMs have their own set of components based on CM experimentation?
I would hate for the components to be split up as well...but there is no reason why a CM should be dependent on a doctor for anything other than Stim Es and wound packs and other doctor made meds.
fact is Doctor is not a prereq for CM and by making components all based on doc/medic crafting, the game is either 1) forcing you to accept inferior packs from the get go as a CM or 2) making u spend 25 points in the doctor tree to make the best components and there for the best CM packs possible.
If the game is going to split one advanced medical profession and not the other, the isolated profession needs its own line of components...the fact is CM has zero skills that improve on medic level skills, but the doctor tree 1/2 built on the skills aquired in medic.
So either split both join both or allow CMs to completely independent of the medic tree...fact is in many ways we already are, just finish the job...
do master chemists and Toxicologists get 20 experiment points then?
that would be cool!!!
the ultimate medicine maker....
Should a Rangers camp making skill not increase since it does not increase for the Bounty Hunter*?
I recognize the Combat Medic is broken (oh how it makes me cry), and I see now that the components for making poisons/disease should be in the CM tree. They are totally useless to a Doctor.
Does it suck for a CM that he has to either suffer with having sub-standard components, pick up the Doctor crafting tree, or purchase well experimented components from a Doctor? yes. But the strength of a combat medic shouldn't be in making fiddly little components. It should be in good overall products and a valued place in combat (which really isn't there).
What the CM profession needs to make it a better profession isn't better medicine. Its better combat ability. Poison that functions, disease that matters, area effect that works, and additional combat support abilities along what Elenora suggested in the putting the combat back into combat medic thread.
The CM is an ample healer. When/if area effect gets fixed they will be even better, but they are lousy in combat which is what half of the title is about.
I don't subscribe to the belief that the remaining points after making combat medic should go toward an elite ranged weapon profession either. If I wanted to be a hybrid ranged weapon healer I could simply get novice medic, buy awsome 300+ point stimpack Bs, and specialize in whichever weapon I wished. Thats probably the more profitable option as well, but I want to be a combat medic darn it, so that what I'm doing.
*Bounty Hunter used in the example because they are the other profession that has to master scout just as the combat medic and the doctor must both master medic.
This has somewhat frustrated me as well. I think the simplest solution is to only have one skill for all three medical professions - "Medicine Assembly". Combat Medic would do like Doctor does and resume at Novice CM and grant an additional point per level from there.
I also like the idea of moving the Combat Medic specific schematics to the Novice CM block. This only makes sense because we are the only ones who use them. May also eliminate any confusion for new budding medics wondering when they get to use those items or what they are for.
And while we are on the subject of Combat Medic Skill, where is our terrain negotiation bonus than the Combat Medic Support line implies? I see we get +10 at Master CM but nothing else along the way. I was hoping for something minimal per skill block like +5 per block or something.
Minaros wrote:
This has somewhat frustrated me as well. I think the simplest solution is to only have one skill for all three medical professions - "Medicine Assembly". Combat Medic would do like Doctor does and resume at Novice CM and grant an additional point per level from there.
Only problem is that it would lead to 15 experiment points for a master doc/CM template...
Is it really a problem, Elenora? It does take a decent amount of points to focus Doc and CM so it seems there is something of a tradeoff there. I could even see someone making a kind of Pharmacist Template taking crafting in both lines with merchant skills to make the best of the best in med/AoEs/DoTs.
Then again I don't think there is any other precedent for any other crafting class to have 15 experimentation points to work with.
Zarlor wrote:
Then again I don't think there is any other precedent for any other crafting class to have 15 experimentation points to work with.
Would be totally unfair of use to have 15 since technically we arent even a pure crafting class and upper lvl crafting class only get 10 (12 if they are human no?) at the most
Elenora you brought up a good point about the 15 experimentation points.
Maybe then each medical profession should have 10 experimentation points specific to that profession? I am not certain but do any other crafting classes require sub-assemblies from a lower profession? Example: do Weaponsmiths have to use Artisan profession to make the stock of a gun, but Weaponsmith to assemble it all together? As it is now all our sub-assemblies are given to us in the Medic profession and use Medicine Assembly skill. Then we have combat Medicine assembly skill to put all the sub-assemblies together. Is it like this for other crafters?