Combat Medic Archive
Thread: Combat Medic Needs Some Kind of Defence Bonus: Here is Why:
how hard is it to shoot someone for 1 hp
combat medic is already game breaking overpowered with AoE disease.. you might actualyl sound a bit more convincing to ask for removal or ranged combat as a pre-req not asking for defense mods! lol
Gallion wrote:
My build was MD/MCM with pistol 4 from marksman.
In PvP, I am the first target of the enemy because I could rez, disease, and heal. I could not hold my own in combat against a combat profession and accepted that. What is unacceptable is that there is NO WAY for my teammates to defened me. They could not stand in front and obscure line of sight for the enemy, they could only attempt to take them out before I went down (which was rare because by the time I noticed I was being eyeshot, I was history).
In PvE, in the exciting wilderness of Dathomir or Endor, I had to be right oup on a teammate often in order to heal them because of line of sight. This often put me right next to the monster which didn't appreciate me healing its target, and would chomp on me.
You talk about how you could just use those 81 points to get another combat profession to have defenses, but the way I see it, might as well just be master medic or MD, and use the points for CM to do something else. just not worth it anymore, and that really makes me sad.
Ok...
Why did you choose that template? What did you want to gain from it?You had to know that in "gimping" yourself on combat ability, that you were making yourself vulnerable in combat, no? You can't take a non-combat template, and Master CM/Doctor/Pistol 4 is a non-combat template, and expect it to hold up in.. combat.
The way I see it, you could have dropped one of the lines of Doctor and picked up Pistoleer 3/0/0/0 and got dodge bonuses, or 0/0/3/0 for state defenses. Were you wearing armor? What kind?
What skills did you get from that template that you felt were worth sacrificing more combat skill for?
My poisons did not chage because of a new resource so don'tspeculate to make yourviewpoints seem to have merit. The patch that made the sub components actually use the proper qualities in the required resources. I guess you want to ignore that don't you?
I'm not ignoring anything, I'm just responding to what you say. And if you mean decay resistance when you say "use the proper qualities in the required resources", then you must have gotten some pretty uber resources, as decay resistance has always been very low for all the resources used in CM med crafting on my server, and has even been an issue on most other servers... look at the top 5 issues for CM in October.
My poisons jumped at least 36% in potency and all ended up with over 115% so they almost NEVER got resisted.
This was a good thing... a result of the DEV's finally fixing our advanced resilance compound to that is would actually LOAD. We got a fix, not an extra special bonus (though any fix could be looked at as extra special with SWG).
Effectivness jumped by 30 points so they did MORE damage.
oooo! That would mean 60 more points of damage every 10 seconds as a master CM... 6 extra damage points per second...Don't chubas hit you for around 90 every 2.5 seconds? And again, this was a FIX to our profession by making our effectivness rating 100 instead of 90 as master CM's.
Range started at 37 meters and charges went up. All thatusing the same resources I used the day before the patch. Why did you forget about that?
Your very lucky you have resources with that high of a quality. But soon it won't matter, since range is getting nerfed (didn't happen to poisons this last patch due to some kind bug, but take a look at your ranged stims... they are even worse!) And I didn't forget about the range thing... it was never an issue, duah. Range has to do with yoru dispersal mechanisim, which didn't change in the patch, and I've always had 33-37 ranged poisons without even putting any expermentation points into the range of the grenade, pre patch and post patch.
Now please provide some proof of poisons getting nerfed outside the change to ALL dots except fire. Every professions gets nerfed and if that is the only one you get, consider yourself blessed.
Our poisons are DOT's like Bleeds... but bleeds are just a little thing other classes use to annoy their enemies with, and many don't even bother to use them at all. Combat Medic DOT's on the other hand are our MAIN WEAPON... so you can't say that since all dots (except fire) got nerfed with the +1 HAM cap, so theCombat Medic class can't complain. We CAN complain, because that nerf wasn't a nerf to the pistoleer, rifleman, or bounty hunter, because it's not their main form of attack and causing damage like it is for the combat medic. That would be like saying the DEV's are going to nerf the fireDOT damage in half that Bounty Hunters use because it caused too much griefing (same reason the +1 HAM DOT nerf hit). BUT they are cutting ALL fire DOT's in half... Don't you think the COMMANDO would get just a little pissed off about that? Not the best example, but it's the same exact thing.
As for your example of needing dodge or mitigations because you consider yourself a combat class.
I NEVER mentioned anything about wanting any kind of mitigation. And yes, I consider myself, a combat medic, a combat class. If we were a support class, we'd be called the "Support Medic" or "Ranged Doctor" or "Advanced cantina experience grinder". Take away the marksman requirments and all 114 of our poison and disease schematics and then we are a "support class" and can no longer be considered a fighting class. And I won't even ask for any defensive bonuses at that point, as we would be ranged doctors without all their cool abilities.
Ok fine have them, but you better give in return. If you want to be equal in combat skills to other combat professions you better make poisons and diseases: get reduced by armor, get reduced by special effectinvess of armor, miss, be mitigated by ranged mitigations, get reduced by melee defence or ranged defence and have their potency reduced by 75% in pvp.
I never said I want to be equal in combat skill to other combat professions... stop making **edit** up. Your loosing what little creditability you have. Poisons and disease do miss, not very often if you craft them right as a master combat medic, but you obviously don't remember using any A OR B poisons as a non-master... There are plenty of items you can wear as clothing (Belts, robes, shirts, etc.) that give +bonuses to poison and disease resistances. And I would be fine with any of thoes other conditions you mentioned, because I would have them too and they whould just cancel each other out, and I would have my other defensive bonuses in return... But you are an idiot for saying you think their potency should be reduced by 75%in PvP. As you said, your uber 115% potency poisons that are never resisted, would never stick after that reduction. Your uber poisons would end up having a potency of only 28.75 LOL. Noob Poison-A's have at least 50 potency, and they only stick 25% of the time.
Until some of that happens don't ask for something else, becuase you cannot have your cake and eat it to.
The problem is that I don't have either... And if you read my origional post as to why I think CM's should get some kind of defensive bonus, we wouldn't be argueing about this other crap you brought up.
Another alternative would be to give combat classes some of your abilities like poison or healing if you want mitigations, dodges and such. Are you up for that change?
Um, the reason that sounds soo stupid is because that would mean we would be giving away ALL of our abilities. (Minus disease, but I'll give that away for free right now, worthless piece of crap skill) Don't even act like your soo stupid as to believe that swapping the combat medic's ability to do ranged heals or throw poisons is an equal swap for a few points of dodge, or a few points of ranged defence. (Though I wouldn't be suprised if you did believe that).
If you want to say that combat medic is a one trick pony, I will fully agree with you. However that is not what you are whining about.
I'm "whining" about our poisons being nerfed in range and in the ability to not be able to incapacitate. I'm "whining" because this forces us into an even more hard core fighting situation,making us even more of a COMBAT class, but without the actuall COMBAT skills.
And as my last irrational statement, I say give commandos ranged healing ability, and nerf their flame throwers so they do the same amount of damage over time as our poisons (oh, and they have to craft them themselves, and will only be good for about 38 shots)... and of course their flame throwers aren't allowed to incapacitate anyone eaither. Then you will have almost two identical classes from 2 small changes. Same skill points too. I'll gladly make that swap with every class.
Well, honestly, I dont see how you can view our class as a "combat class". The argument about the name is old and tired. I mean seriously if you want to look at names, what are the the name of the trees? Healing Distance, healing speed, crafting, and support. Oh yeah definately a combat class. As to scematics, so what if we have more poisons than anything, how many more types of heals do you want? One last point, why would a combat class take master medic as a requirement?
The fact that I will beatanyone in a 1 on 1 pvp except a rifleman shows how powerful we are. We dont need poisons to incap, as that even strengthens the class beyond anything reasonable. We are stronger than ever in group pvp with poisons that dont resist period. I honestly dont think I have seen one resist since they made the ARC work.
As to defenses, I am undecided in whether we should get them or not. While the point about we are ment to be on the field dodging bullets is a good one, I would say without a doubt CMs are the biggest tide turners of any battle and will definately see furthur nerfs in the future.
Sleksheea wrote:
I'm "whining" about our poisons being nerfed in range and in the ability to not be able to incapacitate. I'm "whining" because this forces us into an even more hard core fighting situation,making us even more of a COMBAT class, but without the actuall COMBAT skills.
To answer your questions quickly.
No profession should be able to attack every other profession outside 64/65 meters, melee attacks aside. Attacking outside the 64 meter range cap was a mistake or bug, take your pick. Why you seem to think that only combat medics should live outside the balance of identical combat restriction for all other professions is greedy. So yes, all professions should share the same melee and projectile combat restrictions.
As for the schematic changes that you did and still ignore, again you show bias and one sidedness by ingoring the most significant IMPROVEMENT (read that word again) to combat medicines. The schematic changes eliminated things like conductivity requirements in schematics for such resources like fiberplast which had none. Yes decay has always been there, but there were required resouces that used qulaitiesthat none of the resources involved could offer. Those were removed and poison/diseases got much stronger because of it. You gloss over that and cry nerf when the only nerf is combat medicines must follow the same range restrictions as everyone else and they no longer incap. Poisons are still perhaps the most deadly weapon in the game in certain situations despite their low dps. They are also very lacking in others which is why I consider combat medicine a one trick pony that only shines in the right cirumstances. The profession is the deadliest on some areas and near useless in others.
To close, I read your orinigal post about why you think combat medics deserve the perks of other combat classes and you fail to convince me. It isn't just because you litter your post by calling anyone who disagrees with you a retard, noob or some other childish comment (which really makes your credibility weak), but because you offer little for anyone to agree with you. When all you do is whine about the negatives that have happened to your chosen profession while you obviously ignore the positive, you are not being objective or insightful. I simply called you to task.
Love,
daymeeuhn wrote:
Once again Id like to point out the word SUPPORT in RANGED SUPPORT. lol. Thats not Ranged COMBAT abilities.
I'd also like to point out that ranged SUPPORT requires COMBAT experience, which you get in COMBAT, not by SUPPORTING people. You need a weapon (or your fists), andneed to be in COMBAT to gain COMBAT experience.
COMBATMedics gain COMBAT experience for healing people in COMBAT, they don't get SUPPORT experience.
After that, I have to say I admire Sleksheea's ability to argue until getting blue in the face, all in pretty colors.
It simply boils down to this, a number of us, including myself, saw this profession as one that could take down enemies, at considerable, as a sort of alternate type of combat, while at the same time having a considerable healing ability.
Its because we have the considerable healing ability that poisons don't get damages anywhere close to practically any other form of combat, however it was possible to kill with them, and often by surprise when they ticked. Maybe it would have been better if it ticked every other second instead of every eight seconds, then you'd get a more accurate representation of the level of damage a poison does.
It is because we have this ability to do damage inherent to our class that the class is a combat class. The is it a Combat Class argument is really silly when you think about it because combat boils down to one thing, the ability to do damage.
Do Artisans do damage? No. Are they a combat class? No.
Do Commandos do damage? Yes. Are they a combat class? Yes.
Do Doctors do damage? No. Are they a combat class? No.
I could continue like this adnaseum, the point is that despite the fact that Combat Medic not only does damage but requires Combat Experience to obtain and the word Combat in the title there's still legions of the whiners who can't stand getting killed by someone who had to spend several hours just collecting the materials to make the poison they were killed with and the people that intend to turn Combat Medic into a pure support class.
Here's some news, its not a pure support class, its a hybrid combat-support-crafting profession, the only of its kind in the entire game, and as such it needs some special treatment.
Because every single Combat Medic ability is on the Mind stat, which unlike Health and Action can not be healed by yourself, wearing armor that encumbers the Mind Secondaries becomes even more restrictive, especially in prolonged combat where the use of /healMind might be necessary.
It is because of this that career medics in general need more defense. If a medic is to be of any use in PvP they need to be made harder to take out. Right now Combat Medics in specific are the first target in PvP which makes them even more vulnerable.
A 'defense' ability doesn't necessarily have to be in the form of skill mods. You could possibly give marskmen and/or brawlers the ability to 'gaurd' a Master Medic to absorb shots for them, and maybe impart some of their own defensive bonuses. This would give a good incentive for medics to group and would give a group an effective tool to help keep their medics alive.
NoodleSlayer wrote:
Do Artisans do damage? No. Are they a combat class? No.
Do Commandos do damage? Yes. Are they a combat class? Yes.
Do Doctors do damage? No. Are they a combat class? No.
Do squad leader do damage?No. Are they a combat class? Yes.
There is more to combat than doing damage.
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Um, combat medic needs 30,550 points of combat exp. Guess what, Master Bounty Hunter has the same requirement... 30,550. And guess what, if that combat medic goes master pistoleer as his 2ndary profession, then he has 445,550 combat exp... and 3,675,000 points of pistol exp. Master BH only has 1,200,000 points of pistol exp in his tree... yet MBH can kick a pistoleer's arse using only a pistol... the pistoleer's specialty.
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BH also needs 40k Combat Xp for Novice Bounty Hunter.
Plus I beg to differ about a MBH being able to kick a Master Pistoleer's ass with just a pistol.
Pistol vs Pistol I can OWN any Bounty Hunter, without using my Smuggler specials.
Throw in my smuggler specials and I have been defeated 1 time in the last 2 weeks and that was from a Master TKA, Blademaster (Master Fencer) and Master Brawler template.
Now this isn't about Pistoleers' vs BH's or anything, but I wanted to clear that up.
Combat Medic could have a couple defense bonus's thats not bad at all, I agree with that....not as much as a pure combat class, just maybe some + to Melee and Ranged Defense.