Combat Medic Archive

Thread: New post CU FAQ

Ragnaat
Wed May 04, 2005 4:43 pm
#14

- Whats the difference between a Doc and a CM post CU? What can one do that the other can't? Is it useful to have both?



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maranin
Thu May 05, 2005 6:30 am
#15

CM abilities are free to a point, but getting the meds from BEs enhances them even further!






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Koltar_AD
Thu May 05, 2005 9:51 am
#16

I don't know if this a real issue or not, but it seems like the Bacta Spray was causing our group mission to despawn. We would be fighting the lair and I would be healing mostly with bacta toss, but when the fighting got heavy I would use a spray. It seemed like whenever I was pretty close to the lair it would despawn. Anyone else had this problem?



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jediiy2k
Fri May 06, 2005 10:40 am
#17

Needs information on how to actually get xp in the cu. Enter combat, Someone in the party (yourself if soloing) gets hurt, you heal them. From my testing, that's the only way to get medical xp. Dots don't work, debuffs don't work, healing uninjured players doesn't work. I havn't done enough testing on buffs, but that'd be in the doc faq anyways. I doubt shooting people with this CM weapon (alliance disrupter?) will give medical xp either.



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TheDarkmoons
Sat May 07, 2005 7:10 pm
#18

Hello there.

I am currently browsing both the Combat Medic and the Doctor forums to see exactly what the difference between the two is. Such a thing should really be in an FAQ. What are the roles of the two? Which is better at what?




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Kyodor
Sun May 08, 2005 8:38 am
#19


Marked with a asterix (*) are abilities that can be further enhanced using Bio Engineer's medical enhancers. For further information specifically regarding these enhancers, visit the Bio Engineer Boards.

Further note: Both professions are certified for Battle Armour.


Healing

Combat Medic

Combat Medics' healing focus on improved versions of two medic abilities:
Bacta Toss* is a simple ranged heal.
Bacta Spray* is a point-blank AoE heal.

Doctor

Doctors have a wider range of healing abilities, and many of their heals are more powerful than that of a Combat Medic.
Bacta Shot: A medic skill, but further improved - this is a simple, point blank, single heal.
Bacta Jab* [Currently Bugged]: A more powerful version of the Bacta Shot. Can be improved further up the tree.
Bacta Infusion: A HoT (Heal over Time), used in conjunction with other abilities, allows a Doctor to heal damage very quickly.

Toxins/Anti toxins/Buffs/Debuffs/Counter Debuffs

Combat Medic

Neurotoxin* [Toxin]: Health Poison.
Deuterium Toss* [Fire/Toxin]: Fire DoT (Health).
Paralyze [Debuff]: Point Blank Root/Halts Abilities (Breaks on Attack).
Electrolyte Drain [Debuff]: Slows movement speed.
Thyroid Rupture* [Debuff]: Slows attack speed.
Shock [Debuff]: Lowers resist to State Effects
Traumatize* [Debuff]: Decreases Mind Regeneration.
Hemmorhagge [Debuff]: Decreases Action Regeneration.
Resuscitate Player [Misc.]: Revives player, but with some "side effects".

Doctor

Stabilisers* [Counter Debuff]: Clears state effects.
Bandage [Counter Debuff]: Stops bleeding.
Poison Innoculation [Buff]: Increases Resist/Decreases Damage from Poisons.
Disease Innoculation [Buff]: Increases Resist/Wound Damage from Diseases.
Countertoxin [Anti Toxin]: Heals Poison.
Disinfect* [Anti Toxin]: Heals Diseases.
Extinguish Fire [Anti Toxin/Fire]: "Heals/Cures/Extinguishes" Fire.
Heal Wound [Misc.]: Heals Wounds
Revive Player [Misc.]: Revives Player.
Nutrient/Endorphine/Serotonin Injection* [Buff]: Health/Action/Mind Buff (Amount and Regeneration) respectively.
Adrenal Boost [Buff]: Buff to attack speed.

Miscellaneous

Medic

Diagnos
e: Shows the Battle Fatigue and Wounds of the target.
Drag Incapacitated Player: This will pull the target to your current location.

Conclusion

Combat Medics are the natural transition of a medic to the battlefield. Their abilities have been manipulated in order to fit common battlefield situations. The Combat Medic has therefore been able to use powerful ranged heals, and AoE heals which allow the quick heal of a entire group/party. Furthermore, the Combat Medic can use Debuffs and DoTs to attack the enemy. Using heals and DoTs in conjunction create the Combat Medic; a balanced, powerful addition to any group.

Doctors are (non Jedi-wise) the most potent healers. They can heal any state - and their wide range of healing abilities and buffs make a Doctor extremely proficient. Doctors give up variety and flexibility for raw effectiveness.




Edited for updates
Edited for corrections.

Message Edited by Kyodor on 05-09-2005 07:19 PM



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ZahrIna
Sun May 08, 2005 7:26 pm
#20

I too have gone master doc /cm with my alt. She was a Master Medic/Doc pre CU. This really helps with some questions I've been having. There is a lot of info in the Doc forums but I was having a heck of a time finding some things here. Thank you much Kyodor!!



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PeteCJ1970
Mon May 09, 2005 10:19 am
#21



Awesome work. Below, I denoted (with a *)which actions have enhancers available for them according to the BE med pack price calcuator thread (http://forums.station.sony.com/swg/board/message?board.id=bio-engineer&message.id=96200). I hate looking for meds that don't exist.



Kyodor wrote:

Healing


Combat Medic


Combat Medics' healing focus on improved versions of two medic abilities:


* Bacta Toss is a simple ranged heal.


* Bacta Spray is a point-blank AoE heal.


Bacta Shot: A medic skill, but further improved - this is a simple, point blank, single heal.


* Bacta Jab [Currently Bugged]: A more powerful version of the Bacta Shot. Can be improved further up the tree.


*Bacta Infusion: A HoT (Heal over Time), used in conjunction with other abilities, allows a Doctor to heal damage very quickly.


Toxins/Anti toxins/Buffs/Debuffs/Counter Debuffs


Combat Medic


* Neurotoxin [Toxin]: Health Poison.


* Deuterium Toss [Fire/Toxin]: Fire DoT (Health).


Paralyze [Debuff]: Point Blank Root/Halts Abilities (Breaks on Attack).


Electrolyte Drain [Debuff]: Slows movement speed.


* Thyroid Rupture [Debuff]: Slows attack speed.


Shock [Debuff]: Lowers resist to State Effects


*Traumatize [Debuff]: Decreases Mind Regeneration.


Hemmorhagge [Debuff]: Decreases Action Regeneration.


Resuscitate Player [Misc.]: Revives player, but with some "side effects".


Doctor


* Stabilisers [Counter Debuff]: Clears state effects.


Bandage [Counter Debuff]: Stops bleeding.


Poison Innoculation [Buff]: Increases Resist/Decreases Damage from Poisons.


Disease Innoculation [Buff]: Increases Resist/Wound Damage from Diseases.


Countertoxin [Anti Toxin]: Heals Poison.


*Disinfect [Anti Toxin]: Heals Diseases.


Extinguish Fire [Anti Toxin/Fire]: "Heals/Cures/Extinguishes" Fire.


Heal Wound [Misc.]: Heals Wounds


Revive Player [Misc.]: Revives Player.


*Nutrient/*Endorphine/Serotonin Injection [Buff]: Health/Action/Mind Buff respectively.


Adrenal Boost [Buff]: Buff to attack speed.







Message Edited by PeteCJ1970 on 05-09-2005 10:27 AM



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TKM - MDoc - Swords 0130
AdelphaB
Mon May 09, 2005 11:13 am
#22

I want to note for Kyodor's list above that (except for a teeny bug in the skill tree) doctors are indeed certed for battle armor, so this is not a differentiator between the professions.

I don't feel that I understand the feedback from the UI on warm-ups and cooldowns for my poison and fire attacks. I never quite know when these attacks are going to go off, especially when I do poison followed by fire. I'd like to see this explained in a FAQ.




------------------------------------------------------

Dr. Jinna An'geles - Blaster Trauma Specialist / Ospek - Fighting Naturalist

------------------------------------------------------

Kyodor
Mon May 09, 2005 11:20 am
#23

So it is; thanks. I've updated it for corrections



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PeteCJ1970
Mon May 09, 2005 2:27 pm
#24

This one is nice too: Doctor in the CU: Comparision between the new heals, and further testings

Not a complete range of effects yet, but it would be nice to have something similar for the offensive capabilities of CM too. I was going to play with that some myself if I get a chance to get on tonight.



Nakim Rekal - Imperial Colonel - 100 Badge Club
TKM - MDoc - Swords 0130
PeteCJ1970
Tue May 10, 2005 12:07 am
#25

FYI, according to that BE pricing post, there are enhancers for Nutrient and Endorphine injections, but not for Serotonin. I didn't double check that (or any of the others) myself, though.



Nakim Rekal - Imperial Colonel - 100 Badge Club
TKM - MDoc - Swords 0130
Redondo
Tue May 10, 2005 1:53 pm
#26

I would really like to know what kind of equipment we need, what it does, and how to use it. I have been a MCM for a while now, but all of these changes leave scratching my head as to what my old poison/disease packs and stims were converted to. I don't really understand the enhancers or what I should be getting from BE. All my specials seem to be working without meds. Anyway, I am just really confused right now.



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