Combat Medic Archive

Thread: 75% PvP reduction is on TC.

KindredUK
Tue Feb 03, 2004 6:40 am
#79



DilowBee wrote:

With a reduction you would regen faster you dim wits, do the math.

If your not a noob you have ally our megs to mind/will/focus then you live off doc buffs for the others.

That way i throw a mind single at you it only does what, 100-150 per tick?

Youll regen that in no time and CM will be complately useless. Stupid **edit** ass 66 or whatever skill point nubs, think you should be strong heh. Master doc alone should Pwn you, im sick of your stacked profs pwning the high skill point investment profs.

When you spend this many skill points, do this much harvesting, and crafting. Then come back, k beat it.






I think its your writing style/grammar that isn't coming across too well for us to understand - your first post sounded like the current system was fine since you could regen as fast, hence the comments that it was silly.

100-150 per tick regen is still pushing your luck for the above average player. 1 vs 1 you might be able to regen, but in a proper PvP group fight you'll be fighting, healing, taking damage yourself, which will all use mind.

Although your above post is hard to understand, I think you're moaning that you don't have any other combat skills? What happened to the rest of your skill points?






Kindred
Unlocked 2004-05-12
Repaq
Tue Feb 03, 2004 2:11 pm
#80

First off i'd like to point out that i have yet to see anyone confirm if this is true or not. I'd like to know.


Second, i hear alot of CM's here complaining about thier damage output compared to proffesion this and that. you are a combat MEDIC, your only skills do not involve poisoning and diseasing players. you can heal from a distance, area heal, HEAL MIND DAMAGE! and on top of this you want a DPS in line with a pure combat proffession (which you can take up yourself with your remaining skill points)


Here's a senario.. group of 20 with 2 docs. group of 20 all poisoned by one CM with an area mind poison, docs get to working on curing the poison, how many would they cure before the rest at zero mind?


Now if docs had an area cure, i'd see no problem with this. but at the moment it's my opinion that CM's are too over powered as it is right now.



Xark/Repaq/Wud
pjmchem
Tue Feb 03, 2004 5:54 pm
#81

DillowBee, just because its a high skill point profession, does not imply it should be the most powerful. Players who distribute ALL their skill points to Elite Combat Classes should be the most powerful. I for one am not too upset about the nerf, most of the time we do an extraordinary amount of damage. I am the biggest believer that the nerf should never be the solution, fixing the broken skill lines should be the main priority. But, time and time again, the devs have shown that it is a more cost effective route to reduce the power of a class that works well, then fix the ones that don't. I for one have given up and just never get too attached to one profession, because its gunna change in a few months anyways.



Commado/TKM - Valcyn


TKM/Expert CM - Ahazi





Ahazi - Spicoli
Imperial Colonel
Teras Kasi - Rifleman
Valcyn - Scalar
Rebel Colonel
Commando - Teras Kasi
pjmchem
Tue Feb 03, 2004 5:57 pm
#82

Sorry typo- than* fix the ones


i need to get to community verteran fast





Ahazi - Spicoli
Imperial Colonel
Teras Kasi - Rifleman
Valcyn - Scalar
Rebel Colonel
Commando - Teras Kasi
BoozeFienD
Tue Feb 03, 2004 6:11 pm
#83

I'd also like to know if 100m range poison can still be made.



:::Xeromedes Xiles:::
Ex-Captain of the Widow Makers
Account Status: Cancelled
(June 27, 2003 - July 27, 2004)
+ Combat Balance > Jump to Lightspeed +

Pahdbacca
Tue Feb 03, 2004 6:19 pm
#84






Repaq wrote:

First off i'd like to point out that i have yet to see anyone confirm if this is true or not. I'd like to know.


Read through the whole thread. Look for the names of posters that appear in this color, particularly the one named Pahdbacca. I'll bet there is a post in there that will DENY THIS RUMOR.


Second, i hear alot of CM's here complaining about thier damage output compared to proffesion this and that. you are a combat MEDIC, your only skills do not involve poisoning and diseasing players. you can heal from a distance, area heal, HEAL MIND DAMAGE! and on top of this you want a DPS in line with a pure combat proffession (which you can take up yourself with your remaining skill points)


Here's a senario.. group of 20 with 2 docs. group of 20 all poisoned by one CM with an area mind poison, docs get to working on curing the poison, how many would they cure before the rest at zero mind?


Now if docs had an area cure, i'd see no problem with this. but at the moment it's my opinion that CM's are too over powered as it is right now.




The only time I ever see CMs rant and rave about skill points and what their profession is supposed to be is when non-combat medics come into this forum and try to dictate what they should be. If you come in here trying to shove something down their throats, don't be surprised if you get thrown up on.




-----------------------------------------
Pip Tazo = Master Doc / Swordsman - Always the CM at heart
Zhose U'nare = Master Smuggler / Pistoleer - resource hound

Former CM correspondent - Member of Team Black Bar
" If you're dependant on venom to be effective than you're doing something wrong." - Obata
Gnuut
Tue Feb 03, 2004 6:22 pm
#85




BoozeFienD wrote:
I'd also like to know if 100m range poison can still be made.



No Xero, but 96m poison can....





Grau'din
Elder Combat Medic
Magnumus Mysterium MYST
I am not a support class.
I am a chemical warfare expert.
I am a bio-warrior.
I am a zerg-stopper.
I am a Master CM. Run for your life....

Pahdbacca
Tue Feb 03, 2004 6:23 pm
#86






BoozeFienD wrote:
I'd also like to know if 100m range poison can still be made.






If a 100m poison is made, it was with an exceptional loot drop which would make it extremely rare, or the CM that made it put all of thier experminetation in to range, wich would make the damage of the poison very weak. It was probably lag you experienced.



-----------------------------------------
Pip Tazo = Master Doc / Swordsman - Always the CM at heart
Zhose U'nare = Master Smuggler / Pistoleer - resource hound

Former CM correspondent - Member of Team Black Bar
" If you're dependant on venom to be effective than you're doing something wrong." - Obata
BoozeFienD
Tue Feb 03, 2004 6:57 pm
#87

Hey Grau'din, why don't you outline the kind of damage your "weak" 96m poison can do to a player? I seem to remember taking about 550 damage per tick last night after watching you bomb that stuff on me as a wee speck on the horizon.



:::Xeromedes Xiles:::
Ex-Captain of the Widow Makers
Account Status: Cancelled
(June 27, 2003 - July 27, 2004)
+ Combat Balance > Jump to Lightspeed +

rantboy
Tue Feb 03, 2004 11:35 pm
#88

that would be lag.. i have bin a MCM for aboot 2weeks. we are very powerful.. and i think we should git a slight reduction in pvp.. 25% would be fine, hell 50% i could proly live with...75%!!! hell no im going riflemen. and i think we shouldnt git nerfed i think they should add an area heal deasise/poisen med pack. that would even it out. but on flurry i dont usaly live long enough to through a poisen.


DEADESA


MCM MD


flurry





---------------------------------------------------------------------------------------
DEADESA
RECON
Bounty Hunter
Ranger
Repaq
Wed Feb 04, 2004 12:47 am
#89






Pahdbacca wrote:





Repaq wrote:

First off i'd like to point out that i have yet to see anyone confirm if this is true or not. I'd like to know.


Read through the whole thread. Look for the names of posters that appear in this color, particularly the one named Pahdbacca. I'll bet there is a post in there that will DENY THIS RUMOR.


Second, i hear alot of CM's here complaining about thier damage output compared to proffesion this and that. you are a combat MEDIC, your only skills do not involve poisoning and diseasing players. you can heal from a distance, area heal, HEAL MIND DAMAGE! and on top of this you want a DPS in line with a pure combat proffession (which you can take up yourself with your remaining skill points)


Here's a senario.. group of 20 with 2 docs. group of 20 all poisoned by one CM with an area mind poison, docs get to working on curing the poison, how many would they cure before the rest at zero mind?


Now if docs had an area cure, i'd see no problem with this. but at the moment it's my opinion that CM's are too over powered as it is right now.




The only time I ever see CMs rant and rave about skill points and what their profession is supposed to be is when non-combat medics come into this forum and try to dictate what they should be. If you come in here trying to shove something down their throats, don't be surprised if you get thrown up on.







I hope you're not saying that i was trying to dictate what skill points should be. the only point i was trying to make is that area effect mind poison is too overpowered. Not everyone wants to be a doctor. The way it is now, you have to have one doc for every 3 people in your group to counteract this fast enough. you shouldn't have to have 5 docs in your group to counteract ONE combat medic.



Xark/Repaq/Wud
RemainsIntact
Wed Feb 04, 2004 2:05 am
#90

every time a raid rolls around my reb base i log on my stupid master combat medic/master doc. and every time i just clone zerg them with ae mind disease/ae mind poison. they get blackbarred because cures are single target. at most they blow up 2 turrets, cry, and go home. its sort of stupid that i alone can turn away a raid of 25, with little trouble =/. AE stuff is extremely powerful, probably too powerful. but i'm gonna use it till they nerf it, which i hope is soon. cause sometime i'd actually like to use my combat profession against armies, but every time i do he just gets mind black barred and its like "well, screw this, lets log off".
pyclone
Wed Feb 04, 2004 3:17 am
#91






RemainsIntact wrote:

every time a raid rolls around my reb base i log on my stupid master combat medic/master doc. and every time i just clone zerg them with ae mind disease/ae mind poison. they get blackbarred because cures are single target. at most they blow up 2 turrets, cry, and go home. its sort of stupid that i alone can turn away a raid of 25, with little trouble =/. AE stuff is extremely powerful, probably too powerful. but i'm gonna use it till they nerf it, which i hope is soon. cause sometime i'd actually like to use my combat profession against armies, but every time i do he just gets mind black barred and its like "well, screw this, lets log off".






/cry... great post honest, and insightful.



Zocli a ilcoZ
Killer Doctor t Jedi Crafter
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