Combat Medic Archive
Thread: PVP vs Combat medics
Mild-Breeze-Trooper wrote:
KnightHawk420 wrote:
Puttley wrote:
i'm hoping that this might be a good place to ask for some advice on pvp against you all. the problem i have is i pvp against good, (non CM) templated guys and have decent fights, against jedi and come out well after a decent and worthwile fight. but every time i pvp againts a CM i loose. almost what ever i do or what ever level they are at. i'm hit with a huge un-healable 700 tick mind poison then wheather they 'honourably' fight me after or just wait i WILL DIE. in little over 5 or 6 seconds. no this is just the proffesion, live with it, get some good resists, stack better and get better weapons you might say but i have. i last longer against high level jedi Lightsaber masters.
enough of the rant, is there anyway you all might be willing to spill the beans, even a little on ways i can ballance the situation a little?
Oh god how I love people that want and expect to own EVERYBODY.......
In a good PvP-game the most successfull build is the one that inorporates a well rounded group of at least five people. But of course, who the heck wants to play a MMORPG with other people?
LOL exactly.
All it takes is knowing when to do what.
- Pick up Doc skills, or run with a doc. (alternative, havejedi skills or a jedi that can heal it)
A good doc can negate several CMs in a battle...I should know, as I am one of them. As the groups that I run with if they ever have problems with poisons/diseases, and they'll answer that as long as they are within range, they don't die because of dots. Also, if you yourself are a doc, you will make a CM cringe when you start healing your poisons...although make sure you have powerful heals to counter powerful tick, or else the CM can stack them faster than you can cure and soon you won't have the mind to cure it. - TKM Meditation works wonders.
Certainly not fool-proof, since you'll have to dispatch of the CM before you can safely meditate, but if there is a zerging CM (which isn't much of a problem after the latest patch), then you'll be able to meditate if off when the CM is taken care of. CMs have little to no defense and aren't terribly difficult to kill, especially if you are stacker...just get them on their back...oh and jedi cut through CMs like butter. - Buffs!
I used to think that resist buffs weren't worth the effort, but coupled with food (can't rembmer name, but gives +25 resistence or so to poison), it can be nearly impossible to land a poison. I wasted a stacker 3 times in one day, then he finally came back and said that he had his "stuff" now and that I wouldn't win...and it took me 10-15 times to get it to stick!
There is no one "sure-fire" way to beat a CM, but there's no one "sure-fire" way to beat ANY specific template. Everything depends on the situation, but having resist buffs, Doc skills, doc friend (or comparable jedi skills), or Meditation, and you'll stand a chance. Against the unprepared, I can do more damage to a group than 3 FRS Jedi, but to the prepared group, I'm just a pincushion that will get Dizzy/KD'ed, and smoked in about 10 seconds after I'm noticed.
Message Edited by saxmahoney on 03-05-2005 10:44 PM
shadowfireSinner wrote:
Psshah Why not just make a handful of classes with almost no dif .... wait ... go play WoW instead
I thought WoW was an expansion pack from the original Everquest. ![]()
Even without being able to score a KD having resists usually give you enough time to kill them with your headshot3 (rifleman) or your headhit1 (TK). More than likely they aren't going to have intimidation unless they are dabblers. Their defense will also suffer since a large chunk of the points are stuck into CM. If you're a pikeman just light them up with your best DoT pikes and return the favor. Remember, CM's can only apply poison. We can't cure it.
There are always ways around a certain template 1vs. 1 but then again this is war. 1vs.1 PvP is called a duel. Save the carebear fighting for storytime around a scout camp and get a group. This is a Massive MULTIPLAYER Online Game. If you're going to go solo then you have to be prepared to accept the risks.
Brainplay wrote:There are always ways around a certain template 1vs. 1 but then again this is war. 1vs.1 PvP is called a duel. Save the carebear fighting for storytime around a scout camp and get a group. This is a Massive MULTIPLAYER Online Game. If you're going to go solo then you have to be prepared to accept the risks.
Oh no!!!! It's only war when we say it is, such as when the question is about wether it's cool to gank n00bs or clone camp them.
But when it's not convenient I don't want a taste of war... especially not the chemical kind.
(Personally I say frag it. I want to be able to wage 100% total all out war, where I can blow up every part of the echonomy and the infrastructure (and commit attrocities to the civilians) but that's just me...
Mild-Breeze-Trooper wrote:
Oh no!!!! It's only war when we say it is, such as when the question is about wether it's cool to gank n00bs or clone camp them.
But when it's not convenient I don't want a taste of war... especially not the chemical kind.
(Personally I say frag it. I want to be able to wage 100% total all out war, where I can blow up every part of the echonomy and the infrastructure (and commit attrocities to the civilians) but that's just me...)
Uh...haven't caught up on the reading have you. PvP got fixed so now there is no longer any clone camping (expect FRS knights). nOObs can go overt (special forces) and run the same risk as everyone else but with no TEF in the game they can hunt as many npc's without fear.
Your standard Marine combat platoon can be considered a gank squad (although they wont issue jedi). Ganking in game is what PvP is all about. If you go solo while special forces (overt) then you better have a big trick up your sleeve or a group behind you. Now if they would just pull jedi out of the GCW, remove intimidation states, then all we'd have to worry about was class balance and we'd be perfect.
On a happy note, base takedowns require REALLY good armor or some medical support. Once again people are happy to have combat medics on board during base take downs (especially if they have multiple turrets set in a crossfire).
I'm glad it's become better. I just need to grind my current template in place and then I'll take a look at the scene.
Message Edited by Mild-Breeze-Trooper on 03-08-2005 05:25 PM
Elitekrieger wrote:
aMeRiKa wrote:
Elitekrieger wrote:
OH another nerf call. How unexpected
1. PvP is teamwork
2. get a doc in your team
3. stop whining, eat more cheese
In case you have to solo one... cm takes a lot of skillpoints and doesnt allow much stacking. and when lying on his back a cm cant throw blue balls...
CM can't stack? LOL. Just because we cant stack a melee profession doesnt mean we cant eat some thatkitlo and not get KD'd. and even when we are postured down, we can still throw a poison and regardless of how dizzy we are, the action of throwing the poison will cancel the dizzy. I can stack upto 3.5k if I ahve to.
I am a combat medic myself so no need to start the flaming. But fact is it is a lot easier to kd a combat medic dabbler than an "ordinary" stacker.
Maybe not, but If your stupid enough to let anyone of opposing faction get within 40m of your range then you deserve to die. Take the Pistols line for Defences and Dabble the rest. Thatkitlo will keep you on your feet for a long time.
I am: MCM/Doc4040/Pistols2040 I can cure everything, toss everything, and use fanshot when they have no mind.