Combat Medic Archive
Thread: FIX the CM agro rate..CM rep plz read
yes, i learned my lesson FAST about trying to be 'Mr. Nice Guy'
in the past one of the things i LOVED and i mean LOVED about being a MCM was the ability to randomly help people in need. i would be running by another player doing mission X, see the player was in trouble and toss a ranged heal to help the player out.
DAY ONE as a MCM with the CU and i tried to be nice by helping a player who was in trouble with her mission. well, i threw a Bacta Toss with its pitiful range, and BOOM! i had 4 level 55 NPCs swarming me. Fortunately i am level 80 and was able to dispatch the angry mob...but the poor player i was trying to HELP got NO xp...NONE, ZERO, ZIP, ZILTCH all because i wanted to heal a fellow player in need.
this agro problem DOES need to be addressed.
genkii wrote:
Stile2112 wrote:
Your melee groupmates need to use taunt to pull the aggros off you. Espeically if you have a swordmens, have them use the area taunts. Grouping is a must for CM and you need smart peeps to keep the aggros off you. It's just gonna take awhile before everyone gets use to it. But they do need to adjust the aggro issue alittle.
Obeu Lightingsky
lvl 24 Druid Healer.........uhm i mean lvl 64 CM
The problem is . . . They aren't supposed to agro us,
As far as I understand it, the system works like this: the mob attacks whatever is doing it the most damage, but sees heals done to whoever it is attacking as damage done to itself. Ok, fair enough, but every creature has a defensive bonus which mitigates all the damage done to it, but no player has (or wants) a defense against heals. So if your tank is hitting something for 350 every round (remember with the CU, melee fighters primarily do state effects while the ranged people do the damage) and you wander past and heal him for 500....then you become the bigger threat. This problem builds in a pitched battle because you can heal 2 individuals with shot and toss (thus picking up 2 new attackers) and then get the whole mob after you by doing a spray. My favourite part, though, is when you're running away and all your groupmates are trying to get it off you, if you keep healing yourself, this will be regarded as damage done and the creature will not aggro anyone else until you've either died or stopped healing yourself.
Funnily enough, I found that I died less as a novice CM than as a master, because I wasn't healing at a level over the damage done by the rest of the group. Now I die frequently. Ironic really, because most groups want a CM so they can get rezzed.
Additionally this means your group is targeting above its ability. Fight what can be killed or learn to manage the fight better.
Oblong wrote:
As far as I understand it, the system works like this: the mob attacks whatever is doing it the most damage, but sees heals done to whoever it is attacking as damage done to itself. Ok, fair enough, but every creature has a defensive bonus which mitigates all the damage done to it, but no player has (or wants) a defense against heals. So if your tank is hitting something for 350 every round (remember with the CU, melee fighters primarily do state effects while the ranged people do the damage) and you wander past and heal him for 500....then you become the bigger threat. This problem builds in a pitched battle because you can heal 2 individuals with shot and toss (thus picking up 2 new attackers) and then get the whole mob after you by doing a spray. My favourite part, though, is when you're running away and all your groupmates are trying to get it off you, if you keep healing yourself, this will be regarded as damage done and the creature will not aggro anyone else until you've either died or stopped healing yourself.
Funnily enough, I found that I died less as a novice CM than as a master, because I wasn't healing at a level over the damage done by the rest of the group. Now I die frequently. Ironic really, because most groups want a CM so they can get rezzed.
Oblong wrote:
Targeting mobs higher than your level is essentially what really interesting places like DWB or the Warren is about. There are mobs over level 80. I have seen on other boards complaints that entering such places, the doctors and cm's go down as soon as they heal anyone because the defensive bonus on elite mobs is so high that a medic will always heal more than the damage done.
I take the point that if you go over your level you run additional risks, but this is a computer game, not a driving test, and a system that discourages any kind of risk is realisitc, but not fun.
Then your problem is your friends are not healers as well. This game takes about 40% more healers per group than before
Targeting mobs higher than your level is essentially what really interesting places like DWB or the Warren is about. There are mobs over level 80. I have seen on other boards complaints that entering such places, the doctors and cm's go down as soon as they heal anyone because the defensive bonus on elite mobs is so high that a medic will always heal more than the damage done.
I take the point that if you go over your level you run additional risks, but this is a computer game, not a driving test, and a system that discourages any kind of risk is realisitc, but not fun.
As someone who is STILL a Combat Medic I have NO problems with my groups. We have taken on Axkva and I lived, we took on a jedi Sentinel and I lived. I amn telling you now, you are not playing the template right. I can heal people fine. If I get an aggro I get an Area Taunt to keep it off me and everyone focuses on those targets. I take Synthsteak when I toss a big heal as well to cut damage for those 40 seconds while people work the mobs off me. This game is REAL SIMPLE if you play it like it is supposed to be played.
araldi wrote:
Demented, I've been a CM for a year already, and after a couple of weeks in CU I decided to surrender it, no matter what you or others like you (maybe Devs) think this profession may work.
The main reason why some of us chose to play as CM I think it was as generous as to heal others with little reward to one self. Those using this for PvP knew the risk they weretaking being the first target to kill.
But killing NPCs is IMPERATIVE to play SWG, not an option. No missions nor quests can be done if you do not kill them, so that's not anything you can choose as playing PvP.
Currently, it's a suicide to heal anyone, and for sure this is not intended by Devs, so I trust they will fix this issue. This way we can work again for others, and not being penalized for our good will.
Otherwise, decision is clear. No CM or Docs helping anyone.