Combat Medic Archive
Thread: Combat medics are a myth.
KarlaceEQ wrote:
Also lets look into this rl like you want. There are Army rangers and army combat medic rangers. If you honestly think an Army combat medic Ranger is not as deadly or even more than so than regular us army ranger, you are sorely mistaken.
LOL Now that's the funniest thing I've heard all day. As a former infantryman, I'll inform you: There is only one army "medic" (unclassified)that you should truly fear as equally or more lethal than his brethren and that's the 18D, US Army Special Forces Medical Sergeant. Even he is part of a team, one peice of a greater whole.
No, we don't need greater lethality. Sure, the PvE aspect would be nice. Try health poisons coupled with a pistol, or action coupled with Carbine. NASTY.
Our real issue is survivability. We're already lethal enough. It's surviving to enjoy it that's a bit tough.
KarlaceEQ wrote:
I hate to tell you this, but we must have different visions of successful. In solo pve i want you to go poision soem higher level mob then try to fight him with only CM skills. Tell me how good you are.
Well, it takes some time, but I'm able to solo Pubams on Endor just using multiple applications of CM poisons (well, that and using burst run). Too bad we don't get any looting rights or combat/weapon xpwhen we only use poisons. =/
I'll have to agree with most of the other posters here. We are arguable one of the most brokenly powerful professions, especiallyin agroup setting.
Jacore wrote:
Ihad bad fungus.
Jacore
Jacore wrote:
I got some better, but not stellar and will post stats on ingredients and subs with the intention of craeting an ICBM single mind poison tonight.
My apologies for the partial thread hijack, but with no personal attacks intended, this thread could use it or a visit from Xahn anyway.
Jacore
It's critical to have high quality material for final construction, because you'll acutally limit yourself with less experiemental box by having low OQ material. Personally, I rather have lower quality material for subcomponents than low quality material for final assembly.
For example: I had Fungi A with OQ of 914 and PE of 886 and Fungi Bwith OQ of 979 and PE of 651
I was able to create two distinctive single poison C with these stats:
Fungi A
32 Range 92 Potency 265 Effectiveness
Fungi B
32 Range 91 Potency 271 Effectiveness
As you can see, by incraseing the quality of the product, it clearly affect the final product. So I'm looking forward to see your experiementation and result.
Oh, by the way. From time to time, you'll get an exceptional result during your experimentation, I would disregard that for testing purposes, but create schematic for it and make 1000 of them, because it's rare that you'll get those exceptional results, 3-4% chance, maybe.
Tsu
Post_Beta_Tester wrote:
Well, how else do you expect to kill things with only poisons? If we were to be given bio-weapons, then that would gimp us Combat Medics with an actual elite weapon skill; since we would so much better off mastering Doctor.
To be quite honest, I have absolutely no need of weapon to kill any critters. I throw a poison, then run around and let it damage the health/action whatever. You just need to know your limit and take on one at a time. Once I get better materials, I have no doubt that I can solo a rancor or Dark Jedi, Night sisters, etc..etc.
Tsu
This is great, people think combat medics should be on par with other combat professions for damage dealt. Combat medics are very effective in PvP and PvE, but don't expect to fight like a commando or BH, thats just ignorant to think so. Combat medic requires you to run and heal, anything that specializes in poisons in any game relies heavily on evading an enemy while the poison sets in. Against high level creatures, CMs have a distinct advantage over every other profession. They have a DOT attack on every HAM bar, most professions would kill for something like this. In a group you can adjust to any damage type, so even if you are with a group of carbineers, you can damage the action pool with them. Poisons are also uneffected by armor and resistances, so I am often doing more damage to a Dark Jedi, Krayte Dragon or AT-ST than my Pistoleers friends with only my poisons. When a creature has heavy armor and 90% resist, poisons are about the only thing to crack its shell. As for taking on lairs or other cluster of monsters, my group never has to face more than 1 monster with full HAM, after initial combat every creature will be weaken.
For PvP, forget it, combat medics are one of the most feared professions in the game. Most of the PvP I do is in large group battles/raids. You can negate any damage not done to mind, its quite useless when I can use a 650base areastim C with 32 area effected range made with basic components that I made, so even my basic components weren't doctor made. Combat medics are the end all to raids, no other profession can cripple a large group of PCs like a combat medic can. I can duel most everyone, drop a poison and get something inbetween you and your enemy. That takes off their special attack spams and in 20secs they will be incapped.
So, at a master level you have unrivaled mass healing and unrivaled mass DOT that isn't effected by armor or resistances, and is curable by a slim population of the galaxy. The skills to get CM are all very useful, unlike the other hybrid combat classes we can make use of our prereqs. How many Commandoes or Smugglers are going to drop their weapon to go unarmed? I rarely see a BH use traps or really want to have great camping skills.
So I ask, would you say the best healing profession, bestoverall DOT profession, best area attacking profession seem a bit overpowered if it could also stand alone in PvE without using tactics?
Post_Beta_Tester wrote:
If I'm wrong and your poisons do have acomparable range, I would very much like to know the resources that went into your subcomponents and final combine, plus the boxes you've experimented on
You're incorrect to assume my poison range is limited. I have my Single and Area Mind poison C stimpack with the following stats:
Single C: 32 Range 92 Potency 296 Effectiveness
Experimentation: 0 Charges, 1 Easy of Use, 9 Effectiveness
Components: Advanced Dispersal Mechanism(forgot the stat) ,Advanced Infection Amplification (39 Power), Resilience ( 27 Potency 13 Duration)
Final Construction material: Fungi: OQ 914 PE 886(?), Liquid PetroOQ 996, Link-Steel Aluminum OQ 964
AreaPoison C: 32 Range, 92 Potency,218 Effectiveness
Experimentation:0 Charges, 1 Easy of Use, 9 Effectiveness
Components: Same assingle
Final Construction material: Same as Single
Now, if I have better Class 2 Liquid Petro Fuel, I can easily achieve 45-50 base range, which will effectively give you a target acquisition radius of about 100 meter. As the post I've stated above, on Tempest server, they're achieving base of 66 Range, that's 132 Meter, twice the weapon effective range.
So, look at what's available on your server. That's the key to your success.
Cocomono wrote:
You can negate any damage not done to mind, its quite useless when I can use a 650base areastim C with 32 area effected range made with basic components that I made,
Come again? Did you say 650 Base and 32 Area Affected with basic components? I think you need to clarify the stats of your Poison pack a bit more, for me at least.
Tsu
Ah, I misunderstood the stats. Thanks for the clarification. And I do agree with you that with some tactics, Combat Medic will win or at least draw on any duel. As long as my poison sticks, that individual is going down, I don't care even if he is a master Doc.
Tsu
KarlaceEQ wrote:
I dont consider poisioning them burst runnig away like a little girl acceptable, neither did BH's when they solo marks or most any other class.
Heh, I poison and run all the time. I have absolutely no desire to stand there, letting either the Rancor or that Commando to chase me down and and smack me. I like my health the way it is.
I like to play my character with tactic. I get tells similar to the following all the time
'You f***ing p*ssy, you ran away like a b*tch"
My reply to them are as always, "What? You expect me to stand there and let you hit me?"
I have my moments when there are a group of Imps standing outside of the Anchorhead fortified to the max. So I charge in, throw an Area poison, and disperse the group while getting killed in the mean time. But that's a necessary evil.
Tsu
TsunamiKata wrote:
To be quite honest, I have absolutely no need of weapon to kill any critters. I throw a poison, then run around and let it damage the health/action whatever. You just need to know your limit and take on one at a time. Once I get better materials, I have no doubt that I can solo a rancor or Dark Jedi, Night sisters, etc..etc.
You'll probably have some trouble soloingvarious Singing Mountain Clan and other range weapon usingNPCs; since their effective aggro and weapon range tends to be far greater than the distance you can chuck a poison (without, of course, herding another creature into range and chucking an area poison at it).
If I'm wrong and your poisons do have acomparable range, I would very much like to know the resources that went into your subcomponents and final combine, plus the boxes you've experimented on.
Sas and 440 a tick every 8 seconds is what? 55 dps. I assuem your using a poision C at master cm with maybe 1 non or 1 advanced component. At novice marksmen 3 boxes into pistol a player can do 250 or more a tick with healthshot1. thats a dps of about 31-32. So you are content with a novice starting profession only doing 20 or so less dps than you at a master of an elite profession?
Well, you can go ahead and figure out your little dps vs what you can shoot. But guess what, I can do that dmg to a group of people, there pets, and you cant be doing that little dps with your pistol if you can't hit me. My poison works no matter what once it applies. I can duck behind buildings, in buildings, and still take out groups of people.
Stop bitching about how bad you think you suck. lol Be happy you are a CM, and other people are too lazy to get there.