Combat Medic Archive

Thread: Guide to making Posions, and a few issues with the Combat medic class

MycroftTHan
Wed Jul 23, 2003 4:15 pm
#14

Michael, if you have been in beta, you might remember my posts on changing diseases to something that could be usefull in both PvP and PvE instead of beeing something situationalat best, right?


sorry, it's past 1 am over here, i might dig that out of my arcives tomorrow.

MichaelF77
Wed Jul 23, 2003 6:04 pm
#15

> Michael, if you have been in beta, you might remember my posts on changing diseases to something that could be usefull in both PvP and PvE instead of beeing something situationalat best, right?

Yes, and I remember replies to them too.

Not effective in PvE ? - That they are.
Not effective in PvP ? - Disagree, there are many usages for it.

Here is another one (that I saw in action) - fighting a doctor: Willpower Wound, Poison , Willpower Wound.
That's it - he is DONE. He can't do ANYTHING but crawl in the corner and die. No need to chase after him, no need to snipe with rifle, he can't heal... all he can do is wait for incap timer to come up and then go to cantina for a few minutes.

There are some abilities that work all the time, there are some that ony work in PvE (warning shot for example) and there are some that only work in PvP (diseases for example)

Let me tell you a story about another certain other MMORPG/
When that other game first started there was an ability given to a pet class, that would let their pet do huge amount of damage while being limited (can't move, pet owner can't cast any spells). Most of the people labeled it useless, reports were written about how that whole skill line was no good, etc.
However after a few months, someone realised that there is excellent use for it: since your pet does such a huge damage (at a cost) mob will concentrate attacks on him, allowing other people kill the mob quite easily. At first people trying to use this tactics were laughed at while crying reports continued, while several guilds (PAs in SWG) used this ability to level up quickly, everyone started to use that ability, and now there are already requests to nerf it.

Moral of the story : instead of dismissing something - try to find ways to use it as advantage, don't label it or people who use it and rip the benefits.



-- Sekir Bashka, Combat Medic, Chilastra
We shall double our efforts!
MycroftTHan
Thu Jul 24, 2003 2:41 am
#16

that combat medic would have been pretty much toast in those 20 seconds it took him to only apply the 3 dots, not to mention them even taking effect, if the doc had any weapon skills at all.


it takes less than 20 seconds to kill someone as a novice carbineer, basicly it takes only 2 shots i.e. between 2.8 and 4.8 seconds with no misses.

eaglehawke
Thu Jul 24, 2003 6:17 am
#17

I wish i had time to apply poisons. I put my guy on assist and spend rest of time healing or running to people to save their butts. When do u find time to apply a poison? I take that back , maybe on initial pull of a mob i could hit him with a poison but that's about it.


MichaelF77
Fri Jul 25, 2003 12:14 am
#18

> that combat medic would have been pretty much toast in those 20 seconds it took him to only apply the 3 dots, not to mention them even taking effect, if the doc had any weapon skills at all.

Actually no - you can stay out of sigh, run out - apply poison (it's instant if you not in combat) and run back out of sight - even with autoattack that's not nearly enough time to make a shot.


> it takes less than 20 seconds to kill someone as a novice carbineer,

If your target is in plain view, nothing distracts you, target is not healed, etc...
None of those are conditions for killing with poison, all you need is a few seconds with target in LOS and he can't be fixed.



-- Sekir Bashka, Combat Medic, Chilastra
We shall double our efforts!
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