Combat Medic Archive
Thread: Combat Medics Enhance PVP Strategy in SWG
Jacquelyn wrote:
It is obvious that you are failing because you clearly demonstrate that you have your docs running around with you. The strategies work because I was a member of the most respected and feared PVP guild on 2 different servers. We could change the course of battle for just about any offensive, regardless of who we were up against.
We had:
TKM/DOC
RIFLEMAN/DOC
CM/RIFLEMAN
BH
BH
SMUGGLER/MUSICIAN/PISTOLEER
CARBINEER/CHEF
DANCER/RIFLEMAN/?
We would frequently find ourselves up against superior forces. People used CM’s against us all the time, but with 2 docs, a Master Musician and a Master Dancer in our group we always had good mind buffs, and there was a good ratio of docs.
You claim that there are not enough docs for large scale PVP. Any guild leader should be able to get together a couple docs or have a ratio of people become docs. If you refuse to use strategy don’t go blaming others when you fail. I point out the available strategy. Do you want to use that strategy? No. Taking the time to prepare and tweak your group to be effective in PVP is allot of work. Spamming the boards with nerf cry requires little forethought.
I contribute the fact that we were the most feared guild to our understanding of the current dynamics of the game. We not only used CM’s to our advantage, but we also put together an effective unit to countering other CM’s. If you do not have the patience or forethought to prepare then you will fail. Of course there are probably many people want to have the game "dumbed" down for them so that well prepared units will not have any kind of edge. As a matter of fact, while we are at it lets just make everyone master marksman so they will all be the same and would not have to think. Of course that would be more like a first person shooter than an MMORPG
Available strategy? I don't see how forcing a third of your PvP squad to become doctors just to counteract one class is strategy. Its ri-goddamn-diculous.
BTW your elite, feard pvp squad would get wiped by numerous PAs on Naritus....and the GCW is dead there. It doesn't matter anyways, SOE will "fix" CMs like they did creature handlers and bounty hunters. Enjoy being one of the few working classes around.
Mild-Breeze-Trooper wrote:
Something that I personally think would improve the situation is a 20-30 second period of immunity (complete or partial) right after a poison has been cured. Fixing this would remove the need for giving area cures to doctors.
Simple as that.
I think that maybe a 30 second partial immunity (put an aditional 75-80% resistance to poisons) would be the best. It would call for some new strategies for Combat Medics as well as there would be an improvement in the way doctors work on the battlefield. (Maybe the immunity period should be one of the experimentable parts of a poison/disease cure)
The best part is though that we both remove the problem of "AOE poison spamming" and the need to have a doctor infringe on the CM turf that is AoE medicals.
These are really good ideas.
Also, the notion of some sort of full-spectrum, partially effective innoculation that could be handed out beforehand (in a manner similar to buffs) makes a lot of sense. It wouldreduce the effectiveness of enemy toxic attacks; if there's a"exact match"for a counter based on resources used on the toxics, it would grant higher effectiveness against the toxic. This could leadto some intereseting resource based strategy in the GCW and require some intelligence gathering. I've assumed that AOE poisons only work on those not on your team because in an invisible game mechanic way, your teammates have been immunized from your noxious brews.
JudasTyberius wrote:mercuri appears to fall into the 'dont want to work for it' category.Your post was unconstructive and antagonistic. How about actually making a statement that doesnt simply brush off all of the well-founded and well-organized discussion that has gone on here so far?And you dont have to make a third of your party docs to counteract CM. You need them to counteract CM, and any other class that can kill you dead, not to mention PvE. And you can deal with most things while having only 2 docs in your group, if you play with smart PvPers./mimic mercuri "OMG, Krayts are way too buff! Kimogilas too! They need to be NERFED cause now I have to have a doctor around to rez me, and to cure my poison and disease, and to rebuff me! I shouldnt need these things to kill stuff! I should be...INVINCIBLE!!!"Dude. Nobody is invulnerable in this game. Every class has a weakness, and everyclass has a strength. You just need to know what they are, and how to use them to YOUR advantage.Whatever.Docs are an integral part of ANY combat organization. Anyone who goes into combat thinking they dont need a Doctor SERIOUSLY needs a doctor, cause they are either Noob or Stupid.
I am going to have to disagree there. More or less every person has Novice Medic, and a decent number of those have Pharm 4, so are very well able to heal themselves from standard damage. Most states are spammed so not worth curing. Really the only thing other than mind poison a doc is needed IN pvp for, is loot mind fire, which is rare.