Combat Medic Archive

Thread: Questioning Combat Medic... and this game.

Melampus
Tue Sep 23, 2003 7:10 am
#27






ShadowoftheVoid wrote:
i find it interesting that none of the "big name" MCM and doc/MCM's htat are on this forum havent responded to your post...wonder if thatsa hint...





Depends on who you're calling Big Named


some of us you see may have been the first Masters of our servers...


Apollo

ShadowoftheVoid
Tue Sep 23, 2003 7:19 am
#28

lol...ok there is that ...i meant the usual posters...agent001,texxie, zarlor,hotron,mycrofthan,khragon,etc...no disrespect mant..just surprised that those prolific posters havent said a thing on this post...



Haydir Ter-Luceyn TKM/mBrawler
Tyranny Jedi
Krys Ter-Luceyn Dancer/Doctor
Tomas Ter-Luceyn Artisan/Architech/Musician
Luceyn l60 NE Hunter - WoW
shardy
Tue Sep 23, 2003 12:58 pm
#29

well rezzing IS an option, but it is just a workaround... people will still get incapped/DBs on mind, you pick them up via rezz and they have like 10% mind again... even if you spend all the pointson master medic, combat medic and master doctor the problem persists, you are not able (even as a 100% dedicated healer) to keep people alive even if you throw one stim after the other. personally i find that odd.
stoneysysops
Tue Sep 23, 2003 1:32 pm
#30

Combat medics don't really 'shine' in PvP, they usually get their tails kicked if they don't have someone or something protecting them. Combat medics 'shine' in large groups because that's what I feel they were designed for - parties. We're there to be everywhere at once. We're supposed to keep everyone on their feet and keep those tanks of ours between us and the enemy. We're not designed for 1:1, be it with a critter or a player. If you're one person of the medical orientation going out with another in a team of two, then CM isn't the field for you. If you're a memeber of a 15 unit party hunting krayts or winding through the squill cave, then welcome to the party.

Wounds of the mind are wounds of the mind, and are not my business. My business is to keep my men up and running. Battle is about common sense, and knowing when the odds are for and against you. It's not about hacking and slashing, dependent upon this bonus or that to save your tail.



______________________________________________
Tovina: Retired Imperial Princess of Mayhem

Ryan: Next to God, I fear your verbal wrath more than anything, heh.
Darragh: Yeah, you scare me too.
PsionicHawk
Tue Sep 23, 2003 2:51 pm
#31


*wonders if he is considered "big named"*


I know I don't have as many posts as some but...




a Snodewejowoji a
FCM CorrespondentE
Alt: a TitanHawk a
Naritus

shardy
Tue Sep 23, 2003 3:42 pm
#32

not really sure if i agree with the above mentioned opinion of us shining in large scale battles. if by shine you mean get an amazing turnout on action/health healed per resource unit then by golly you are absolutely right. but that ranged stim C is going to heal the one guy i am grouped just as well to 100% as it does heal myself to 100%. no lessened effect there. i get he job done although it might not be as flashy as the big group version. in 1 vs 1 situations i can -if prepared- win most of the time using 95+ potency batches (and yes it gets old and boring very fast) so albeit we might not be designed for 1 vs 1 pvp -i agree with you- we can certainly hold our own.


but in my book it doesn't come down to effectivenes (at least not only). sure i can throw ranged ae Cs while burst running and heal everyone within the radius to full. is it challenging and fun gameplay? no. is it effective? as far as action and health go hell yeah. in daoc you had healer characters that (apart from instants) were not able to heal while running or under attack. most healers/clerics/druids were not able to completely heal the entire group to full health using one spell. some had defenses at their disposelk to get out of a tricky situation and continue to stay alive and help the group. other players were able to defend you effectively (via crowd control, blocking for you, even taking damage for you), in SWG this boils down to supression fire and knockdown unless i am missing something here. was the daoc healer less effective than the SWG counterpart? hard to say as our crowd control options are by far inferior and our utility as a whole is not quite up to the fantasy version. was healing in daoc more challenging? hell yeah. from that i derive more involvement in the game, more "skill" required and (not all of the time) eventually more fun.


effectively i am saying that a good solid nerf to healing in general (good stim Bs heal someone who just has novice medic to full most of the time, what is up with that?) might make the pvp game more challenging and could take some heat off of the mind damage issue...

Eugee
Tue Sep 23, 2003 6:59 pm
#33

Still haven't seen this basic fact addressed:


If you are not using a pet tank--what difference does it make if you have 1 dabbling medic with first aid 4 and stim B's healing him, or 5 combat medics healing him? He drops--quickly--from his mind running out. Hell doctors are the best because just buff his Health & Action, and his Mind will run out before he needs a heal.


I'm NOT playing a Combat Medic to be a PVP guy. Actually I'm not playing a Combat Medic at all. I'm doing Medic (4004) because that's all I need to heal people. If you find healing weapon drain satisfying, enjoy--but you are doing **edit** at keeping someone under attack alive. They die to mind damage.


By the way, someone asked, and yes, I'm that Eugee. The site is really really out of date but thanks for remembering me.


Questioning Healing should be the title of the thread I guess, but I can't edit it, so we'll just have to cope.




Jaysen Haebdun
Master Doctor | Master Gunfighter
Ahoce
Tue Sep 23, 2003 6:59 pm
#34

Combat Medic is a great profession in my opinion. You can't expect to go into a planet like Dathomir or Dantooine and expect to solo things, its not possible for the profession. But it is possible fo you to do good, but you have to think before you preform an attack. Thats the thing that draws me to Combat Medic, and thats the fact that I can do very well if I plan before you attack, thats what draws it away from Commando and BH. And again it sounds like you people are mad becuase the people your healing get a Mind Incap, thats their fualt not yours, becuase their mind stats suck or they are good but dont have great protection for it, or they need a weapon with less HAM penetly. So overall no one should be mad becuase they cant do anything to keep the group members alive, if those people want to stay alive longer, tell them to buff their mind stats, it will take time but it will pay off in the end.




I have waitied for 2 years for SOE to get it's act together and it hasn't.
They have forced me to destroy them, and I will.

Go here: http://forums.station.sony.com/swg/board/message?board.id=generalgame&message.id=37776
Ahoce
Tue Sep 23, 2003 7:01 pm
#35

Comabt medic can heal at range.


a Master Medic cant heal at range.


Maybe you should rethink your profession.




I have waitied for 2 years for SOE to get it's act together and it hasn't.
They have forced me to destroy them, and I will.

Go here: http://forums.station.sony.com/swg/board/message?board.id=generalgame&message.id=37776
Caliwyrm
Wed Sep 24, 2003 8:42 am
#36






Ahoce wrote:

Comabt medic can heal at range.


a Master Medic cant heal at range.


Maybe you should rethink your profession.







Maybe you should reread this thread:



The main issue seems to be that if you have 1 BH and literally 12 Master Combat Medics in a group that sooner or later that BH will get incapped (from mind). If you replace the 12 master Combat Medics with regular Master medics you'll have the same results. Range doesn't mean squat if we can only heal 2 out of 3 HAM Bars.




----Insert Sig----
"We want the GCW to be everything it can be. We want factional PvP to be fun and exciting. We understand that as players, you don't want the 1% decay. We think it is an important game mechanic in the right situations, but we want to remove it from factional battles." --JustG 02/04/2004
Uh, so WE don't want it, and YOU don't want it in for PvP--then why is it still there??
Ahoce
Wed Sep 24, 2003 10:17 pm
#37

Thats the person own **edit** fualt. When I was a Bounty Hunter i use to take a combat mecdic and a rifleman with me on missions on dantooine and we could do mission no problem and never get incaped unless something happened but never by mind. We used stat migration and uped our secondary stats and that help alot. I did a test and either the servers your on have massive problems with mind damage or your mind stats are bad. So to say that your useless if you cant keep them alive becuase of mind damage, that not fully true, becuase either their mind stats suck or the Server your on has problems with mind damage, there are occasion when you get a mind Incap, but thats gonna happen, as in PvP some one is going to spam mind damage . I think they should fix the mind damage spamming it is bad.



I have waitied for 2 years for SOE to get it's act together and it hasn't.
They have forced me to destroy them, and I will.

Go here: http://forums.station.sony.com/swg/board/message?board.id=generalgame&message.id=37776
Eugee
Thu Sep 25, 2003 9:50 pm
#38

The tank in question is a pikeman, mastered. He has 950 mind, 600 focus, 600 willpower.


Exactly what should he be doing to his secondary stats to fix them?


We're not talking about some dark crevice on Dathomir either... we're talking about a sharnaff, on Corellia, a pretty simple fight in comparison. Just one of them, by the way, not multiples.


The issue (stating it again) is:


1 master medic heals a tank just as effectively as 5 combat medics rotating heals, because the tank is going to fall to Mind damage in one fight, two tops, unless they pop out a camp and sit around.


Combat Medics can heal at range, then stand there unable to move for 4 seconds while that animation plays. A Master Medic can push /follow and heal the guy. I'm afraid I'm not seeing the 63 point bargain there.


Now for some better news, one guy said throw on a helmet and suck it up. Well I got my brother a helmet (just a helmet) and one this is drastically apparent: the "spillover" damage has stopped. Now if he takes a 300 health shot, he doesn't lose 50 mind or more also from the same hit. That alone has drastically extended his lifespan, enough so that there's a point to healing him. So make sure the tank is wearing a helmet, and thanks to the person that mentioned it instead of going on about PvP.


I think with a helmet and some spice, he might even be a decent tank. Granted I'd rather have my pet in there still, but it's a start.


It's enough of a ray of light that I'm considering doing Combat Medic (Master) & Creature Handler (3200) again. Because I'm doing BE/CH both to master right now, and outside BE being an insanely long grind, I'm a happy pet-healing fool.




Jaysen Haebdun
Master Doctor | Master Gunfighter
shardy
Fri Sep 26, 2003 3:11 am
#39

well soloing in pvp was never really a problem for a CM, just pop a poison on them and maybe throw in a supression fire to get away, return and DB... rinse and repeat


having never played a FPS i tend to think that those people will rather be attracted to the BH, commando professions, but hey, i could be wrong. coming from MMORPGs i just envisioned another type of healer that would be more difficult to play (casting time, interrupts, LESS damage healed per spell/stim) and more effective at healing (not amount of damage healed but access to all the pools, usually there is only one), i never very much cared about the offensive side of the CM (soloing bestine/AH gets very repetative and old afterm a week i found, i rather gather some friends around me and look for bigger battles).


shard

Page 3 of 4