Combat Medic Archive

Thread: A logical look at the +1 DOT nerf:

Happymob
Wed Nov 05, 2003 12:34 pm
#27




The +1 DOT would really, really make things difficult. As for it being mentioned that we can toss our ranged attacks/heals 90 meters I'd like to say that you're seriously smoking a li'l somethin'-somethin'. My max range so far for tossing a poison is 40 meters.




90m is very doable on a half-strength poison. It'll probably be even worse when the ARC's become craftable on the live servers. If your willing to sacrifice effectiveness for charges, you can get some really nice range. Not everyone (including myself) has the resources to pull this off right now.




Imadoh and Ikiecobi
Quality Resources and the Corellia Butcher - NoCo
NoCo Trade Center, Corellia (just northeast of Coronet) 796, -3076


Khragon
Thu Nov 06, 2003 1:12 am
#28

People make it soundlike we can make a poison that does 500+ damage thrown at a range of 90 with a potency rate of 85%...gimme a break. If I make them at 90M, 2 things happen to it. A, it wont stick for **edit**, and B, it will hardly do much damage....thats the tradeoff. We can craft them to do high damage, far throws or lower resist rates, but you cant craft em to do all 3. Stronger I make em, that less points I can put into distance. If I decrease the resist rates, thats less points I can use in strength, etc. You cant make a 90m 500 damage low resist poison, and u defintely wont be able to after the experimentation nerf. I personally make mine high damage with a 90% potency. I prefer my poison kill hard and fast and have a reduced chance of resisting then range. IMO, you are better off to make an AOE poison thats shorter range with high damage and very low chance of resist then to make a long range that 50% of the targets will resist that does minimal damage.
Raptorfish
Thu Nov 06, 2003 11:55 am
#29

Combat medics are useless untill they are near master status. This is going to be my 5th class I master due to holocrons, although it isn't very hard to master considering some of the other classes I have been through it is the most expensive (skill credit wise) and the worst of any defined class I have yet to play. Their medic roll is shooty at best, their crafting abilites suck, and the cost involved with attacking offensivly sucks. Roll that up with an extremly high skill credit cost and this class just plain sucks.


Having to master musician, and chef prior, I was somewhat excited to get this from my holocron, I hadn't tried a pure medic class. I accepted the fate I was dealt, with open arms. I realize that it isn't all that difficult to reach master status but I was quickly put off by the horridness of crafting materails used, and the worthlessness of the items made. I was resisted 6 times in a row by a Chuba, and when I finally did land a posion I watched 34 points per tick. I used the best resources for crafting and skill got a crap item. I could actually kill something better as an untrained marksman with a CDEF pistol. I do see that the top end items as somewhat of a value, but the class offers no fun either in the combat role or the support role. Needless to say, this is just another class I have got enlightened about, and feel for those who stay with it. It will be untrained immediatly upon completion.



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