Combat Medic Archive
Thread: CM a support class now.
I've started to drop Combat Medic now, not just for this patch, it was one reason, but I stopped PvPing for a while anyway, I liked combat medic for 1 reason, I can keep my group alive longer then any other support class. If you have a group of 5-10, Combat medics don't need to toss poisons, just keep your group alive, have a doc to heal the strays that don't like to stay in a tight pack, and your killer. I believe Combat Medic was a support class before, and still is, I took it up because of that. I liked helping out others, but when I started getting my rifle skill up, I started doing less supporting, and more killing. Now that I chose to go Fencer(I always loved the look of melee), I'm moving from Combat medic to Doctor, providing enhances to the front line of a battle prior to it, is another support, but me having to target someone behind me in the back lines to use an area stim, I can't handle. I wish when you use an area stim on yourself it still was an area stim.... but oh well... I don't think that would've made me keep it anyway. I was never really into poisons when it's many vs many pvp, just when it was 1vs1 or me vs many did I use it. I'm just going to go with doc for a while and probably change it up again hehe, who knows, maybe I'll go back to combat medic if I go to a ranged weapon again.
Overall, supporting others in your team is fun, but unless it's your close friends, you rarely get the respectyou deserve from the group, they just take it for granted. I went to Tat and the tusken fort, I kept a group of 19 alive for 3 hours, out of the 20, there was 5 people that thanked me, and 3 that paid me for my services. I didn't engage anything when I was out there. I just helped 19 other people get mad xp cause they didn't have to worry about dying, only thing they watched was their mind pool, I took care of the rest.
You see it's all well and good for folks to say "hey what's the problem? All you have to do is this then this and this this and this..." the part that boggles my mind is that all this advice makes it sound like the person is just standing there looking at you... That is hardly the case, usually they have knocked you down and you are incapped like that... no amount of friendly intervention will assist you... then his non-teffed buddy walks up and db's you... Least that's how my PVP experiences have gone lately...
Maybe I'm just not a good enough player (highly possible) but I just don't agree with what y'all are saying about how effective we still are... Can I do 1 point of damage with a CDEF? sure, on an unarmored opponent that isnt trying to kill me in return... otherwise forget it, cuz it only takes him a coupla seconds to take me out...
I'm not arguing whetherwe areDESIGNED to be a support class, what I am saying is that for the cost we spend to be an MCM we are not reaping the benifits that other classes get... We're too powerful? fine we need a nerf? fine... **edit** for tat we need a discount then... If our poisons are gonna be mollified then they need to be cheaper and easier to create... And our disease needs any sort of use other that griefing...
And to the folks who celebrate the skill system and it's design that we should take little bits from many different trees to balance our weaknesses, I can only say that my template WAS going to be MCM and CH 4,4,0,0... thats it, no weaps at all just my critters and my heals, well guess what... dabblers are @$$holes now so we must all get nerfed... here's your chuba Long' go forth and slay the masses lolll (yes I know I'm exagerating)
anyway...
Long' Sahpoone - MCM and lovin' it hehe...
Well I guess I just suck...
I can accept that, I like CM but I just dont have the skill to play it use my talents effectively...
Oh i thought i read someone mention MCM/Mstr Teras Kasi, I checked allakhazam and I dont think thats possible...
So they've made CM too difficult a class for me to play...
Where's my chef hat?
Long' Sahpoone - struggling MCM
I don't see anywhere in the MCM Handbook that it says we should be PvP machines. The type of combat medic you're going to be is going to depend on what you take as your other skills.
Some Templates People seem to follow:
1) MCM/MD: Support Class all the way, but very powerful in that regard.
2) MCM/Pistoleer (Rifleman/Carbineer): Combat Ready Support. This is my template. In Groups I toss poisons, fire my FWG and when the HAM bars start to drop, throw an area Heal. I can solo and PvP with the best of them.
3) MCM/TKA: Can't Master this, but you can move up the ladder okay. Again this helps balance out your support with offense.
There are other templates but my point is: If you have to use a CDEF anything, then you're not in the right template to PvP. You will do great in PvE, but you will get owned in PvP.
Your secondary skills will help define what kind of CM you are.
Avr wrote:
IMO to be a combat profession you need to be able to actually kill something with the tools within that profession.
Hmmm, seems like agood definition to me. It clearly separates the classes using testible criteria.
**Your secondary skills will help define what kind of CM you are.**
I think that your comment right there is really the most correct response to whether the CM class is support or combat. Assuming everyone is using all there skill points . . . your other skills decide whether you are more a part of combat or more support.
The nice thing is that allows members of this class to decide which role they like better and, I honestly think, be very awesome in either.
Kind of good not be locked into playing one role or the other isn't it?
The flexibility of this game is one of its strengths and as the professions flesh out and balance is better achieved it will be the cornerstone of this game.
I came from Anarchy Online where you were stuck with your skills once you chose them and your professions were rigid. It's fun for awhile but it becomes monotonous.
The hardest part of the skill system in this game is to get the guts to change it when you decide you want a change. But it's how you use 255 Skill Points, not just the ones to hit your primary master (if you hit master at all) that decides what you're going to do.
Tonights test:
I will be training up the carbine area knock down and the carbine area scatter shot. I plan on using them with adv area mind c's. Now there has been word that the above carbine skills are broken so if that is the case the following will not work. The plan:
aproach targets and at 45m do area knock down. Follow the area knock down with a adv area mind c. burst retreat.
return in 9 seconds hopefully your burst is still kicked in. Do another area KD then follow with several area scattershots (hit all ham bars together).
I will let you all know how this pans out, if it works well then we have a work around for the nerf.
on another note, DANG the combat xp is awsome now!!
But you are right, hitting one for 1 damage (or better around 20-40 due to regen) is not that hard.
I am a MCM/master Doc and consider myself a support class to. But that doesnt mean i am useless in PVP hey!
On a 1:1 Fight i almost win every time. Except when this master Rifleman shows up heh.
Here is my tactic:
Create some heavy-range area poisons (80 m+), toss them in and get some distance. If they run after you, toss in a single mind and use suppression Fire. If they are down to 1 mind, use head shot with a spraystick (mine is at 1,6 speed). Solved!
This way i had so much fun killing 2 rebels (and 3 NPC aggroin me). After the fight (which was VERY close i admit) one of them /telled me how bad we CM's need to get nerfed hahahaha.
I almost fell out of my chair while laughing. Isnt that incredible?
I really look forward to the next CM nerf, i really do. There will still be a way to kick some newies a...
regards Lilu (multipass)
And to all my Cm Friends: Its true, we lost some power, well much in fact, but you are not useless! You are just harder to play
I don't recall combat medic ever being a combat class. As far as I can remember it has always been treated as a support class.
exellent point! I'll try the area shot that forces them to the gound. only thing about that one is they can still fire I believe. I'll let you know, I wont get that skill til sunday.
Inhocmark wrote:
Avr wrote:
Tonights test:
I will be training up the carbine area knock down and the carbine area scatter shot. I plan on using them with adv area mind c's. Now there has been word that the above carbine skills are broken so if that is the case the following will not work. The plan:
aproach targets and at 45m do area knock down. Follow the area knock down with a adv area mind c. burst retreat.
return in 9 seconds hopefully your burst is still kicked in. Do another area KD then follow with several area scattershots (hit all ham bars together).
I will let you all know how this pans out, if it works well then we have a work around for the nerf.
on another note, DANG the combat xp is awsome now!!
One thing: KDs are on a 30 second timer. You hit them once, you won't be able to knock them down again for 30 seconds.
The HAM costs are high on the Carbineer...but you're a medic, should be able to heal yourself
You know what is funny here is all the people that are saying "WHAT? you can't kill something that only has 1 hit point left?"
Look when I GET the mob to 1 hit point I can kill it easy enough, the problem is getting it there. If you poison something the HAM does not instantly go to +1 hit point, so all the while I am either fighting the MOB or I am running from it.
I don't know how many times so far I have been incapped while fighting and trying to get the mob to +1 hit point. I usually end up lieing there and waiting for the poison to totally take the mob down, then when I get up I can kill it easy enough.