Combat Medic Archive
Thread: Combat Medic... useless?
Oh boo hoo ![]()
First of all look at the name of the profession... C.O.M.B.A.T. Medic. That means you fight, not only heal. Just about every other CM I know has some sort of other combat profession stuck under their belts. I, personally, am climbing up the Pistoleer tree and am having a wonderful time of it. Not only do I get to kick a$$ with my Health Shot 2 (bleeds) and Body Shot 2, but I get to help out my guild mates by healing when they need it and I know they appreciate it! And if there is a Doc in the group then HEY! that just means when I get killed, or incapped (from healing so fast my mind gets drained so much just a couple of hits to the head takes me out) then I know I can get rez'd up and get back in the action.
So quit your crying, enjoy the game, and have fun!
T'yr-Elan -Master Combat Medic-
moto:Poison your a$$...heal friends, Disease your a$$...heal self, Kick your a$$...watch you die!
ACombat Medic can throw an area poison into a group of players and cause mass distruction. What happens when a Combat Medic throws an area poison into a group of NPCs? Every time I try this, most of them resist the poison and only one or two end up poisoned. Then, the combat people in the group finish off the NPCs before the poison ticks twice.
A Combat Medic can throw ranged normal or area stims. If everyone has doctor buffs, their regeneration more than makes up for the damage they take making those ranged stims useless. Also, everyone (I group with) has novice medic and they can all heal themselves. They alsoget their stims from master Doctors because Combat Medics don't get the full 10 experimentation points for normal stims, or even Combat Medic only stims for that matter.
A Combat Medic can use any kind of combat skill they choose, but then they aren't being Combat Medics, they're being Pistoleers, Riflemen, etc...
Combat Medics get terrain negotiation, but now that vehicles and mounts are out, I don't run anywhere any more. Scouts also get terrain negotiation, so it's not even a Combat Medic exclusive.
Right now all Iuse myComat Medic for ishunting solo. When my PA forms a group I end up taking my Smuggler since he offers more to my group than my Combat Medic. I really want my Combat Medic to be useful in our group, but our group is well-rounded and there just is nouse for one. Combat Medics need a skill (other than poison and 120 wound inducing mind heal) that can be used effectively in a group.
Maybe they can get some kind of buff that increases the combat effectiveness of the entire group or something like that. They just need some kind of skill that stands out from the rest of the classes.
Alred wrote:
ACombat Medic can throw an area poison into a group of players and cause mass distruction. What happens when a Combat Medic throws an area poison into a group of NPCs? Every time I try this, most of them resist the poison and only one or two end up poisoned. Then, the combat people in the group finish off the NPCs before the poison ticks twice.
A Combat Medic can throw ranged normal or area stims. If everyone has doctor buffs, their regeneration more than makes up for the damage they take making those ranged stims useless. Also, everyone (I group with) has novice medic and they can all heal themselves. They alsoget their stims from master Doctors because Combat Medics don't get the full 10 experimentation points for normal stims, or even Combat Medic only stims for that matter.
A Combat Medic can use any kind of combat skill they choose, but then they aren't being Combat Medics, they're being Pistoleers, Riflemen, etc...
Combat Medics get terrain negotiation, but now that vehicles and mounts are out, I don't run anywhere any more. Scouts also get terrain negotiation, so it's not even a Combat Medic exclusive.
Right now all Iuse myComat Medic for ishunting solo. When my PA forms a group I end up taking my Smuggler since he offers more to my group than my Combat Medic. I really want my Combat Medic to be useful in our group, but our group is well-rounded and there just is nouse for one. Combat Medics need a skill (other than poison and 120 wound inducing mind heal) that can be used effectively in a group.
Maybe they can get some kind of buff that increases the combat effectiveness of the entire group or something like that. They just need some kind of skill that stands out from the rest of the classes.
First I agree with you in pve.... we suck... Except for area stims and the like our poisons and diseases are relatively worthless in pve... except for us to grind more medical xp... PVE is great for medical xp grinding ![]()
I too run with a group where everyone can stim themselves. But what your forgetting is for everyone to do that they will need to use they're mind pool to do it. And for many of them they can be far more effective if they aren't having to worry about healing themselves or depleting they're mind pools so fast doing it.
I personally think our terrain negotiation is more usefull in the field for running for our lives after throwing our poisons..... Everyone has to get off they're mounts and bikes sooner or later. I've lost a number of battles as a TKA/Commando simply because a little hill in our player city slowed me to a crawl.
AE heals don't hurt either. And having a good set of ranged heals can save the day too. After seeing how cool my character was several other members of my guild started picking up CM skills. We typically will have two CMs of various skill in large groupings now.
If you start getting bored grab a faction pet and start soloing faction missions. Its possible to do them without the pet, but I prefer to have a decoy to detract all the head shots.
I'm sure if you look there would be a Krayt Dragon group that would love to have you.
Alred wrote:
ACombat Medic can throw an area poison into a group of players and cause mass distruction. What happens when a Combat Medic throws an area poison into a group of NPCs? Every time I try this, most of them resist the poison and only one or two end up poisoned. Then, the combat people in the group finish off the NPCs before the poison ticks twice.
Make higher potency poisons that don't get resisted as much. Ever since I started using ARCs that yeaild a base 126 potency I seldom get a resist in PVP or PVE.
A Combat Medic can throw ranged normal or area stims. If everyone has doctor buffs, their regeneration more than makes up for the damage they take making those ranged stims useless. Also, everyone (I group with) has novice medic and they can all heal themselves. They alsoget their stims from master Doctors because Combat Medics don't get the full 10 experimentation points for normal stims, or even Combat Medic only stims for that matter.
I use AE stims like mad and will land my heals faster than a Doc can. Groups I am in find this more useful than stimming themselves as they are using their mind pool.
A Combat Medic can use any kind of combat skill they choose, but then they aren't being Combat Medics, they're being Pistoleers, Riflemen, etc...
My combat skills are in pistoleer for the bleeds and the defense mods. Ranged damage mitigation works well to protect me from most damage and if someone gets close to me I pistol whip to knock them down and move away from the melee.
Combat Medics get terrain negotiation, but now that vehicles and mounts are out, I don't run anywhere any more. Scouts also get terrain negotiation, so it's not even a Combat Medic exclusive.
Terrain Negotiation has always been primarily a Scout skill. Devs gave TN to us as a bonus.
Right now all Iuse myComat Medic for ishunting solo. When my PA forms a group I end up taking my Smuggler since he offers more to my group than my Combat Medic. I really want my Combat Medic to be useful in our group, but our group is well-rounded and there just is nouse for one. Combat Medics need a skill (other than poison and 120 wound inducing mind heal) that can be used effectively in a group.
I have been in all out PVP battles where we saw enemy players rushing toward us. I target a player in the cluster and start tossing AE Action/Mind poison and disease. Add to this the damage done to their health pools and if they ever make it to our group they are half dead or half blackened.
Maybe they can get some kind of buff that increases the combat effectiveness of the entire group or something like that. They just need some kind of skill that stands out from the rest of the classes.
AE dots make us stand out. Melee buffs fall into the SL line of abilities.
Personally some changes I'd like to see:
Support tree should be based on Combat XP not Medical XP.
Inherent personal resistance to disease and poison based on the combat tree. Master CMs should be near immune to all but the nastiest poisons and diseases. We work with the stuff on a daily basis. It stands to reason we would at least build up a resistance over time.
If they want to nerf our range then increase the damage or add state effects like dizzy.
Give CMs ability to drag at 30m like a Master Doc. In reality I feel it should be longer range than Docs but being even with them should be a start imho.
Give Medics the ability to cure poison at Master Medic.
Give Docs Cure disease at the 2nd box in speed.
Give Docs a Group Only-Cure poison at 4th box in speed.
Give Docs a Group Only-Cure disease at Master Doc.
NoodleSlayer wrote:
I honestly have to disagree, I think we are at our strongest in PvE, if you are stocked with a good set of poisons, and especially against critters that have exorbant amounts of health points a poison or two really can help the battle.
AE heals don't hurt either. And having a good set of ranged heals can save the day too. After seeing how cool my character was several other members of my guild started picking up CM skills. We typically will have two CMs of various skill in large groupings now.
If you start getting bored grab a faction pet and start soloing faction missions. Its possible to do them without the pet, but I prefer to have a decoy to detract all the head shots.
I'm sure if you look there would be a Krayt Dragon group that would love to have you.
You must be fighting worrts....
I'm not talking about the healing aspect mind you... that's great all around...
But poisoning a 8k HAM critter and waiting for that 200 - 400 tick to do it's thing.... you call that usefull?
A pistoleer with a CDEF and stopping shot could outdmg my poisons.....
KnightHawk420 wrote:
But poisoning a 8k HAM critter and waiting for that 200 - 400 tick to do it's thing.... you call that usefull?
I've soloed multiple 10k HAM mobs, lay on an AE poison, then stack on individual single poisons, add in some bleeds and mobs go down pretty quick. Lay on warning shots and suppresion shots too. Once the poisons and bleeds are on the mobs I target one and blast him to he ll. by the time the first one is dead the others are at 20% life or less. Of course my poisons do 400 a tic AE and 600+ single so ..../shrug make better poisons.
A pistoleer with a CDEF and stopping shot could outdmg my poisons.....
A pistoleer can do faster damage to a single mob than my poisons will work. But put that pistoleer in a situation with multiple mobs and you will see the difference.
Come to Kauri, I'll make you a believer....
Gnuut wrote:
KnightHawk420 wrote:But poisoning a 8k HAM critter and waiting for that 200 - 400 tick to do it's thing.... you call that usefull?
I've soloed multiple 10k HAM mobs, lay on an AE poison, then stack on individual single poisons, add in some bleeds and mobs go down pretty quick. Lay on warning shots and suppresion shots too. Once the poisons and bleeds are on the mobs I target one and blast him to he ll. by the time the first one is dead the others are at 20% life or less. Of course my poisons do 400 a tic AE and 600+ single so ..../shrug make better poisons.
A pistoleer with a CDEF and stopping shot could outdmg my poisons.....
A pistoleer can do faster damage to a single mob than my poisons will work. But put that pistoleer in a situation with multiple mobs and you will see the difference.Come to Kauri, I'll make you a believer....
yeah, the pistoleer might not get incapped since they can dodge
Gallion wrote:
yeah, the pistoleer might not get incapped since they can dodge
Pistoleers don't get any dodge unless they invest in Tactics tree, so far I seem to do fine without it. I play a Zabrak with maxed mind stats andI keep Muon and Fishak hotkeyed in case of emergencies. I wear a composite chest, mabari boots and gloves and keep a comp helm around for PVP. Not too often that I get incapped in PVE. Overall, don't discount a CMs poison. Until you have maxed the damage possible then you haven't seen the true power of a CM.