Combat Medic Archive
Thread: 72 and 8
And about the smuggler thing, you pretty well hit the nail on the head with your first statement.. I was getting at the fact that we are hybrid professions and the number of schematics one has doesn't neccessarily determine the role one plays in the game.
Message Edited by Ipseck on 09-08-2004 11:24 AM
Ipseck wrote:I was getting at the fact that we are hybrid professions and the number of schematics one has doesn't neccessarily determine the role one plays in the game.
Neither does the title. When was the last time you actually smuggled anything?
Ipseck wrote:
ok, but don't you see having nearly the offensive output of an elite combat profession and also heal at range as a balance issue? Or do you feel the skill points invested justify this type of power?
Wait...what? We have nearly the offensive output of Elite Combat Professions? This is news to me. In the time it takes for one application of any of our offensive meds, it can be completely negated with a single cure. And that's if it gets past the resistance buffs. And even then, the dps is lower then other 'elite combat professions'.
And about the smuggler thing, you pretty well hit the nail on the head with your first statement.. I was getting at the fact that we are hybrid professions and the number of schematics one has doesn't neccessarily determine the role one plays in the game.
Nor does what others say about us determine what role we have. We are a hybrid profession as well. Half Healing, Half Combat. Which of the two we focus on is our choice.
Sick of people labeling us...
Ipseck wrote:
And about the smuggler thing, you pretty well hit the nail on the head with your first statement.. I was getting at the fact that we are hybrid professions and the number of schematics one has doesn't neccessarily determine the role one plays in the game.
There is a major difference between combat medic and smuggler (or doctor for that matter). Smuggler has 4 very distinct set of abilities (combat skills, slicing, spice crafitng, and faction point brokering). Three of these activities are non-combat related.
Combat medics have no non-combat abilities at all. No buffing. No wound healing (well, we technically have medic level wound healing but that's "paid for" with medic skill points). Nothing we can craft that anyone will buy except for another combat medic. Combat medics may be a "hybrid" class, but we are 100% combat, just like commando.
I'm not making any claim how this combat ability should be distributed between offense or defense, but comparing us to smugglers makes it sound like we are something other than a pure combat profession, which is clearly not the case.
Happymob wrote:
Ipseck wrote:
And about the smuggler thing, you pretty well hit the nail on the head with your first statement.. I was getting at the fact that we are hybrid professions and the number of schematics one has doesn't neccessarily determine the role one plays in the game.
There is a major difference between combat medic and smuggler (or doctor for that matter). Smuggler has 4 very distinct set of abilities (combat skills, slicing, spice crafitng, and faction point brokering). Three of these activities are non-combat related.
Combat medics have no non-combat abilities at all. No buffing. No wound healing (well, we technically have medic level wound healing but that's "paid for" with medic skill points). Nothing we can craft that anyone will buy except for another combat medic. Combat medics may be a "hybrid" class, but we are 100% combat, just like commando.
I'm not making any claim how this combat ability should be distributed between offense or defense, but comparing us to smugglers makes it sound like we are something other than a pure combat profession, which is clearly not the case.
Send me a private message and create a character on the wanderhome server. I will help you grind cm by paying for tumblers and grinding resources. Become the profession you have so much hatred for. Only then will you realize the truth about cms. I'm not doing this to prove you wrong but to show you the other side of cm, the side you refuse to see.
1 vs 1, Pure MCM vs Pure ANY other Combat Profession, CM will lose. Always.
You can't stack a poison when you're dead.
In PvE, our poison/disease damage sees NO increase over PvP. Unlike other professions, our damage in one is the EXACT SAME as the damage in the other. With all PvE content below Krayt Level, if we were to attack a MOB with our poisons at the same time any other profession attacked it, the MOB would die from their attacks long before our poisons/diseases ever ticked. I've seen it happen countless times.
I didn't say 1 vs 1 in pure combat. I was comparing damage output and you haven't said anything to refute that. Even if you die, your weapons go on still doing damage. By contrast, your damage output has NO REDUCTION in pvp. My damage doesn't get upped in pve, it gets lowered in pvp. Nice how you want to turn that around though.That's because you have no idea what a CM is and can do. You claim our DPS is on par with other professions, which is completely and utterly wrong.
And yes, we ARE a hyrbrid profession. Combat/Healing. Does that make us pure support? No. Does that make us pure combat? No. It makes us a Hybrid Combat/Healing profession. Nothing more, nothing less.
I do have an idea of what CM's can do. You have yet to refute that a CM can crank out the same DPS as an elite combat profession with a stacked poison and disease. All you could come back with was 'but we'd be dead by then'. Heck, CM's are one of the biggest helpers in high end pve (elders and krayts). And thanks for agreeing with the semantics of a hybrid profession (again).And I wasn't aware that debating a different point of view backed, up with thought-out arguments qualified as trolling.
Single poison: 400 str
Single disease: 200 str
ticking every 5-7 seconds on the same pool. that comes out to a guaranteed 600 dmg every 5-7 seconds.
pistoleer with a 2.2 200 dmg speed pistol shooting stopping shot every 2 seconds at around 600-800 dmg if and when it hits. The pistoleer has to make to hit roll, which is severly hampered if said character is moving (which is what ranged players do... kite). By the time you factor in the to-hit modifier and the targets armor, the DPS comes out to be about the same.
Single poison: 400 str
Single disease: 200 str
ticking every 5-7 seconds on the same pool. that comes out to a guaranteed 600 dmg every 5-7 seconds.
pistoleer with a 2.2 200 dmg speed pistol shooting stopping shot every 2 seconds at around 600-800 dmg if and when it hits. The pistoleer has to make to hit roll, which is severly hampered if said character is moving (which is what ranged players do... kite). By the time you factor in the to-hit modifier and the targets armor, the DPS comes out to be about the same.
Just a few things wrong in your calculations.
Single poison 400 effectivness is made with spider venom. Not everyone has these, the same as not every pistoleer has an uber kryate weapon.
Single disease 200 effectivness again made with venom.
Ticking 5 - 7 seconds is again false. Try 10 for the poison and every 40 for the disease.
Guaranteed damage is again false add on area cures and innoculations.
Pistoleer - broke nuff said
I'm fairly certain you can get around 400/200 w/o the aid of venom. and i've seen poisons tick faster than ever 10 seconds with my own eyes.. I actually timed it while I was meditating it off. Same with diseases.
Just because I disagree with you does not make me a troll. You escusing the dps argument by saying pistoleer is broken, is a troll. Pistoleer isn't broken, it just has a few broken specials. Stopping shot isn't one of them.
I'm not proclaiming to be an expert on your profession, just commenting on the way I see things. I have a fair amnt of experience with just about everything combat related and feel I can make educated opinions on things. If I'm wrong, just say it and correct me. You don't have to be an ass about it.
Message Edited by Ipseck on 09-09-2004 02:55 PM
Ipseck wrote:
let me give you an example of the dps stuff.
Single poison: 400 str
Single disease: 200 str
ticking every 5-7 seconds on the same pool. that comes out to a guaranteed 600 dmg every 5-7 seconds.
It is 10 seconds per poison tick. 40 seconds per disease tick. This is known fact. Because you saw it differently doesn't suddenly change it.
pistoleer with a 2.2 200 dmg speed pistol shooting stopping shot every 2 seconds at around 600-800 dmg if and when it hits. The pistoleer has to make to hit roll, which is severly hampered if said character is moving (which is what ranged players do... kite). By the time you factor in the to-hit modifier and the targets armor, the DPS comes out to be about the same.
Wrong.
Factor in the modified resist formula(our basic 'to-hit' roll), which is a guarantee of at least 5% chance to hit or miss. Factor in the fact that the BASELINE for '50/50' with thebasic resist formulais around 120ish Potency. In order to get our Potency to that level, or higher, we must sacrifice Effectiveness and Range. Factor in Poison/Disease Resist buffs, which require us to up the Potency even more, reducing our Range and Effectiveness even further.
Then you can factor in the rooting animation which will immobilize us for 4 seconds. Factor in the fact that we can only throw a poison or disease every 4 seconds.And that the poison takes 10 seconds to tick.And the fact that disease takes 40 seconds to tick.And the fact that we have no real range or melee defense skill mods nor any mitigation of any kind.
And then you can factor in the fact that, with a single click, a doctor can NULLIFY the effects in a large area BEFORE any damage ever occurs.
It all adds up.
Anyone who actually knows about CM knows that the DPS argument you're trying to put up is flawed.
I'm done with you. Good day.