Combat Medic Archive
Thread: Questioning Combat Medic... and this game.
Hey Melampus,
Those Mind bars are tiny. I bet the Focus and Willpower are very low too. If they use the Stat Migration to raise those stats, it would probably help. Since the mind can't be healed in combat, wouldn't it make sense to have high stats in the mind catagories?
True your group did all get incapped by the mind but your group also didn't fight smart either going by the last statement that was put out there. If yall designate one person to "tap" the lair until it is empty, you won't have all those beasts coming at you at one time.
zandra wrote:
True your group did all get incapped by the mind but your group also didn't fight smart either going by the last statement that was put out there. If yall designate one person to "tap" the lair until it is empty, you won't have all those beasts coming at you at one time.
As we all know, lairs self damage themselves after the inital hit. That's what it was not someone continually hitting the lair if so everything that spawned would attack the person that was attacking the lair before aggroing on anyone else
To the guy with a hard on for PvP (I'm too lazy to scroll for your name): Blow me.
That said, I see everyone else is able to recognize the problem. I even managed to come up with a "mission statement" of sorts, what needs fixed.
The fact that Mind can be damaged, but not healed is the disparaging deficiency to healing.
Some abilities draining HAM? Fine, it's a limitation--but not being able to heal something that is the target of attacks (and is damaged slightly even when a different bar is attacked) makes healing an insulting profession. Combat Medics shine outside of PvP combat because they can heal that graul mauler from 50m away. Not because they excel as healers.
I'm surprised that the player brawlers haven't just all left the game out of frustration. I thought I was disappointed that I had almost no impact on the lifespan of my brother's pikeman. He's the one that blew 140 points on Master Brawler/Master Pikeman, and can't tank 2 sharnaffs in a row with a combat medic chucking heals at him.
Invincible? No I don't want someone to be invincible with a CM healing them. I want there to be a POINT to have a CM instead of a guy with First Aid 4 and Pharm 4 healing the same person. And it ain't heal range. A guy with 8 CM's healing him should last longer than a guy with 1.
Without being able to heal Mind damage (to the "blow me" guy--this is about ALL healing, thanks), the amount of healing you bring to the group is moot after the first dabbling Medic shows up.
The HAM design where any stat can be damaged, drawn upon, and the depletion causes incapacitation has it's problems. The problem isn't so much that mind can't be healed, but that it can be directly damaged and cause incapacitation and that the secondary recovery rate stats are mostly meaningless due huge difference between the rate of damage vs the rate of recovery.
This, combined with the lack of levels and a natural progression of 'hit points' has put SWG into less charted territory than the standard D&D style health system. As players progress in combat abilities, their ability to inflict damage grows, while their ability to mitigate damage grows at a much lower rate.
Anyway, I'm starting into a ramble, but the point is that this is certainly a fatally flawed system currently, but I am confident that they will address this. EQ is a drastically different game than when it was released and with each change, expansion, and ability added, the whole balance of how to most efficiently do things changed drastically. SWG is a more involved and dynamic system with the built-in limitation of not being able to just say 'you're level 50, so you get 7 times the amount of HP than a level 8 character has'. I think they know it and will eventually fix it in a way that works going forward. If they don't, people will leave. As long as they keep making progress,
I'd look for the whole HAM system to be totally revamped by the first anniversary of the game, and it will be a good thing.
Anyhoo ... are you perhaps Eugee of the Enchanter guide fame? I looked through the profession list to try to find something that fit my playstyle of being an integral combat support type. I was split between squad leader and combat medic, and since I selected all professions except for entertainer and brawler when I started, I grew into the medic role. From what I read about the poor squad leaders, I think I'm in the short term happier that I went the doc/cm route.
to the guy with the sexual connoctations ( "hard on for...", "blow me") i was too lazy too read your post... please get laid and post again in a few years....
I am betting that they are going to nerf CH's again so that they cannot stop their pet in the middle of combat to Trick1 and complete heal the pet's Mind pool. Prolly the fix will be, if the pet is on an aggro list somewhere, it cannot do a Trick.
Did you notice that pet stims heal all 3 HAM? health action AND mind? (or they did last i used them may have been patched out).
So why is it acceptable for a person who is not trained in any medical skills, to be able to completely heal all of their pets HAM simply by purchasing some stims from their friendly Bio-Eng?
So in PvE.. I'm a CH.. send in my pet... stand there.... heal with my purchased pet stim's, and viola... don't even have to use 'trick' to heal the mind if i don't want to.
granted it would take a lot of those stims to heal a Grual. BUT... just the idea of the possibility seems to make me a bit uncomfortable, especially since I have mastered both CM and Doctor.
Pabo Ohid, Radiant
The class of Combat Medic will not make you a natural arse kicker. You will not be able to ease your way through life like a Commando or Creature Handler. You have you use actual tactics in PVE, and PVP to be any good as a Combat Medic. I think that is where many people come up disappointed. They are too used to classes already where they can spam the same shot over and over and over...and win a fight. This is not the case with the Combat Medic profession.
I've been a Combat Medic for a little over 2 months now...it was one of my first chosen professions. I have worked very hard at developing different tactics for PVP and PVE which have become very effective. I can solo things that make Bounty Hunters cry. The mere title of Master Combat Medic intimidates the hell out of people in PVP. I can gain a TEF with half the city of Anchorhead, and they still don't attack. Why you ask? Because people know how devestating a Combat Medic can be if the person on the keyboard knows what he's doing. I don't give away my trade secrets for PVP in public forums, for the simple reason as Rebels on my server read these too.
Combat Medic poisons are not near as useful until you use Poison Cs, and Area Cs. Even then, they are not that useful unless you are using poisons made with advanced components. There are several factors to combat medic supplies...and crafting your own is a LARGE challenge. I know because I operate a large combat medic supply shop. Crafting your own things just for individual use is a huge money and time sinkhole.
In summary, Combat Medics are the most versitile healers in the game. They have a wide range of abilities that makes them a key force in any PVE or PVP group. Just do not fall into the habbit of jumping on the latest and greatest bandwagon. Play what you want to play, regardless of the classes power in PVP or PVE. You'll have more fun in the long run.