Combat Medic Archive
Thread: Not a flame thread, just wanted you guys to hear what i got hit with today.
Xytroncore wrote:
Ciirybeccaskyr wrote:
I have played every single combat related class in the game and most of the crafting ones and ATM Cm is overpowered in pvp (currantly doc./cm) I try not to use my CM stuff in PVP cause it just ends the fight way to quick. I only use my stuff on the tripple incapers who make a point to black out there mind bar
Although i am not a a real CM i guess cause the thing i like best about this class is the AWESOME ranged heals
Ya, they're so awesome, they're so awesome we need docs to make good parts for us, they're so awesome they can heal a few people's action and health all at once (even though EVERYONE is getting pulverized in their mind pool)...ya, ranged stims are awesome, I wish there was just a class that only uses ranged stims and nothing else, oh and it should take all 250 skill points to do (because ranged stims are so awesome), man, I'd drop everything to become a a master stim tosser!
Yeah i like them.Just cause your to stupid to figure out good ways to make them usefull no need to be such a ass
Xytroncore wrote:
Ciirybeccaskyr wrote:
Xytroncore wrote:
Ciirybeccaskyr wrote:I have played every single combat related class in the game and most of the crafting ones and ATM Cm is overpowered in pvp (currantly doc./cm) I try not to use my CM stuff in PVP cause it just ends the fight way to quick. I only use my stuff on the tripple incapers who make a point to black out there mind bar
Although i am not a a real CM i guess cause the thing i like best about this class is the AWESOME ranged heals
Ya, they're so awesome, they're so awesome we need docs to make good parts for us, they're so awesome they can heal a few people's action and health all at once (even though EVERYONE is getting pulverized in their mind pool)...ya, ranged stims are awesome, I wish there was just a class that only uses ranged stims and nothing else, oh and it should take all 250 skill points to do (because ranged stims are so awesome), man, I'd drop everything to become a a master stim tosser!
Yeah i like them.Just cause your to stupid to figure out good ways to make them usefull no need to be such a ass
Tell me something, all your buddies are losing mind very quickly, how exactly do you find a use for your stims?I have only found one good use for ranged stims, and that's when people are attacking turrets...but, there again, it's futile since the second people start dying in their mind pool the stims become useless....now, in PvP ranged stims are usless 9 times out of 10, everyone and their uncle is a riflemen (or some other kind targeting proffession)...
The reason everyone takes damage from mind is because of CMs. Last time I checked riflemen, tkas, bhs or swordsmen do not have an attack that can hit a full group of combatants in the mind. Combat medics will have more uses with there area stims once combat medics don't have poison that can hit multiple people that stick 90% of the time and tick at about 500 per tick. That is the reason no one takes damage in health or action. A CM was nice to have in the group for healing a few months ago before everyone became one and started using poison every single PvP battle.
Also a CM can heal mind which I guess is a temporary thing till the HAM balance, which will then make AoE heals even more useful.
Also to address some things. A poison is not effected by armor, every attack in the game except poison/disease, and force powers (unless using bone armor with restraint resist) can be resisted by composite armor. That is a huge advantage, and then being able to stick a DoT which stays on the target till they are dead or healed to multiple targets is another big advantage.
CorporateDan wrote:
Xytroncore wrote:
Ciirybeccaskyr wrote:
Xytroncore wrote:
Ciirybeccaskyr wrote:
I have played every single combat related class in the game and most of the crafting ones and ATM Cm is overpowered in pvp (currantly doc./cm) I try not to use my CM stuff in PVP cause it just ends the fight way to quick. I only use my stuff on the tripple incapers who make a point to black out there mind bar
Although i am not a a real CM i guess cause the thing i like best about this class is the AWESOME ranged heals
Ya, they're so awesome, they're so awesome we need docs to make good parts for us, they're so awesome they can heal a few people's action and health all at once (even though EVERYONE is getting pulverized in their mind pool)...ya, ranged stims are awesome, I wish there was just a class that only uses ranged stims and nothing else, oh and it should take all 250 skill points to do (because ranged stims are so awesome), man, I'd drop everything to become a a master stim tosser!
Yeah i like them.Just cause your to stupid to figure out good ways to make them usefull no need to be such a ass
Tell me something, all your buddies are losing mind very quickly, how exactly do you find a use for your stims?I have only found one good use for ranged stims, and that's when people are attacking turrets...but, there again, it's futile since the second people start dying in their mind pool the stims become useless....now, in PvP ranged stims are usless 9 times out of 10, everyone and their uncle is a riflemen (or some other kind targeting proffession)...
The reason everyone takes damage from mind is because of CMs. Last time I checked riflemen, tkas, bhs or swordsmen do not have an attack that can hit a full group of combatants in the mind. Combat medics will have more uses with there area stims once combat medics don't have poison that can hit multiple people that stick 90% of the time and tick at about 500 per tick. That is the reason no one takes damage in health or action. A CM was nice to have in the group for healing a few months ago before everyone became one and started using poison every single PvP battle.
Also a CM can heal mind which I guess is a temporary thing till the HAM balance, which will then make AoE heals even more useful.
Also to address some things. A poison is not effected by armor, every attack in the game except poison/disease, and force powers (unless using bone armor with restraint resist) can be resisted by composite armor. That is a huge advantage, and then being able to stick a DoT which stays on the target till they are dead or healed to multiple targets is another big advantage.
No, it's not just combat medics, there are literally entire squads that entirely consist of riflemen that I've seen on raids....you don't need AOE mind hits when there's 20 riflemen all using headshot3 at once... And don't bother mentioning us being able to heal mind, it's useless, I litterally only healed 336 mind out of 3000+ (which was pretty much blasted away the second I healed it)on one of my buddies the last time I used it, yet still got over 100 mind wounds for it, ya, not only does it suck for giving wounds, it sucks for being more inconsistant then doctor buffs.
Message Edited by CorporateDan on 02-29-2004 03:20 PM
MorvenDee wrote:
These new area-effect diseases madewith Geonosian Biolab components are taking THREE charges of my master doctor C cure packs to remove from ONE person.
Not sure how anyone can justifyan area-effect diseasebeing three times stronger than the best single-targetcure pack a doctor can make. It's insane! Doctors are removed from the fight while they cure themselves and don't have a chance to finish curing anyone else before the next tick.
Don't blame CMs for this. We did not put this new loot into the game. I even expressed my concern to the devs over their high powered nature when I learned of them. The devs put a LOT of very high powered loot drops in that cave, not just CM components. All of them need to be looked at.
You can't simply lay the blame on the CMs for something they had no control over.
Everybody is so bothered by Mind being unhealable. Have you tried Aitha? Granted, it ain't powerfull. But it does heal mind. I suppose one shot of aitha with good materials and full master artisan experimentation would heal at least 250 points mind, probably more. (someone will have to try it out before I can say for sure)
Hey, chango presto, mind heal.
Wait wait... you say you killed all the non-CMs and then got killed by the CMs dumping AOEs on you?
Doesn't that prove that the correct order of affairs is the reversed?
MorvenDee wrote:
These new area-effect diseases madewith Geonosian Biolab components are taking THREE charges of my master doctor C cure packs to remove from ONE person.
Not sure how anyone can justifyan area-effect diseasebeing three times stronger than the best single-targetcure pack a doctor can make. It's insane! Doctors are removed from the fight while they cure themselves and don't have a chance to finish curing anyone else before the next tick.
well the doctor should've used better resources on making the stims, hehe. I have been able to treat myself everytime I got hit with them, and I saw some people in my group lose 400 by them. I was laughing about it because I got the CM with a nice 300 diesease that he couldn't heal from because he wasn't a cm/doc, which gave me the edge, lol.
It is sad when we work for an hour to have a big PvP battle, we buff ourselves, and put on our armor to go wreck havoc on the enemy. Too bad when we get there all we find is CMs throwing poison and disease at us. Most of the recent battles I fought I didn't get hit by anything, but poison and disease. There is something wrong with that.