Combat Medic Archive

Thread: CM and PvP: Your Input Requested

jjsmit1
Thu Dec 11, 2003 9:44 am
#1

Greetings Combat Medics:


I know very little about your profession, but have become curious about your skills and abilities. I've looked at your skill tree and it looks like you've got some pretty cool skills there (area effect disease/poison come to mind).


I've recently finished mastering three professions (1 basic and 2 elite). I'm considering dropping one of them and changing it up for something else. Since I've hit master, I've found myself becoming more and more involved in PvP too. So here's my question:


How well do Combat Medics do in PvP? What are your great strengths and weaknesses? Is poision and disease as cool as it sounds? How about the area-effect poison/disease: do they work well in pvp? Would you recommend a non-medic type get involved in CM?


I'm not a crafter, but I can handle doing some crafting. How crafting-intensive is CM? Are the really good CM's ones who spend hours crafting and experimenting?


Thanks for any input you can offer.


:: | Dewgatt | ::

Wookie
Master Rifleman - Master Creature Handler - Master Scout
Give some love to the walking rug.

Agent001
Thu Dec 11, 2003 10:06 am
#2






jjsmit1 wrote:

Greetings Combat Medics:


I know very little about your profession, but have become curious about your skills and abilities. I've looked at your skill tree and it looks like you've got some pretty cool skills there (area effect disease/poison come to mind).


I've recently finished mastering three professions (1 basic and 2 elite). I'm considering dropping one of them and changing it up for something else. Since I've hit master, I've found myself becoming more and more involved in PvP too. So here's my question:


How well do Combat Medics do in PvP? What are your great strengths and weaknesses? Is poision and disease as cool as it sounds? How about the area-effect poison/disease: do they work well in pvp? Would you recommend a non-medic type get involved in CM?


CM in PvP really requires a person to master the proffession, its not really dabbler friendly, as the most usefull poisons/diseases arnt useable until master. You will also need a secondary proffession, since poisons will not kill a person, you will have to do the final blow using a gun or other weapon. CM's also have no defense mods, other than what you pick up in your secondary proffession, making us more vulnerable to counter-attack. Additionally, all CM moves drain the mind pool, which is a downer, however, CM's DO get the ability to heal mind at the cost of gaining mind wounds.


I'm not a crafter, but I can handle doing some crafting. How crafting-intensive is CM? Are the really good CM's ones who spend hours crafting and experimenting?


CM is VERY crafting intensive. Crafting and resource gathering for CM is one of the biggest reasons why I quit. The only poisons worth using are those made with advanced components. The CM advanced components require the most specific and hard to find resources in the game, and more often than not, the resources you CAN find are of poor quality. Unless your fairly well off money wise and can pay someone else to make all your stuff, be prepared to spend a lot of time looking for resources.


Thanks for any input you can offer.


:: | Dewgatt | ::

Wookie
Master Rifleman - Master Creature Handler - Master Scout
Give some love to the walking rug.






Patina
Thu Dec 11, 2003 10:09 am
#3


  • Poisons tick slowly, and most targets are dead via gunfire or boot to the head before your poison does a number on them.

  • Diseases tick even slower, and mostly seem to be a griefing mechanisim or a means to power level your favorite entertainer/novice medic.

  • AoE heals areincredible. LoS issues do exist in places with alot of polygons *coughanchorheadcough*, but the ability to heal a large group in one throw is invaluable.

  • Poisons do not incap by themselves, they take the subject down to 1ish HAM.

  • The hunt for the best resources is what finally caused me to change professions. I found that I was crafting quite abit, spending a ton of money, and wasn't able to recoup money spent if Idid missions solo due to low weapon skill ergo low level missions.

  • Also, you will have to drop two professions... master medic and master ranged support are requirements for combat medic. It eats alot of points.



-Patina Novice Squad Leader, Novice Forum Poster
TheGreatOne00
Thu Dec 11, 2003 10:19 am
#4

Basically, Combat Medics are not much different than other crafting professions, it will take you months to get where the other CMs on your server that have been there awhile resource wise. In PvP though, you wont be very good one on one, but let me tell you, there is not better support class out there. Find just about anyone to duo with in pvp and you will be hard to kill.Specifically a rifleman. Add a group and you will be that much better.


Also to the resources, I wouldnt say CM is that crafting intensive, its more hunting for resource intensive unless you have a big wallet to buy all your stuff from existing CMs(resource and/or finished stuff).


As to recomendation, I love my class choice. However, if you are someone that just loves doing damage and being a king of pvp, then CM is not for you. Though, if you mightlike being able to amplify a group's performace then this may be a good choice. No other class can efficiently take a person out of battle and end the "clone wars" the way a CM can.





Ovonn Ig'A
Master Doctor
Master Fencer
jjsmit1
Thu Dec 11, 2003 10:37 am
#5

Thanks for the replies. This is exactly the kind of info I was looking for. After reading your comments, I'm still on the fence. I'm already Master Rifleman (so I use Mind a *lot*) and I'm not sure CM will be a good match for me.


While I don't really consider myself an uber l33t pvp king, I enjoy pvp and want to do well. I can already kick some butt with Master Rifleman skills, but my MCH skills aren't really doing a whole lot, especially when I group with others. I'm looking to drop MCH and find a good replacement profession.


I'll keep CM in mind and haven't made up my mind yet. If anyone else has any comments, feel free to post them here. The more opinions I can get, the better.


Thanks again.

Agent001
Thu Dec 11, 2003 12:15 pm
#6

To me, there are three real "Plus" items on the CM tree:



  • Area Heals - These are freakin a MUST in large groups. Nothing like throwing one stim at 40 meters and bring 6 people back from total incap to full health and action all at once. This is probably the skillI wish I still had the most.

  • Mind Heals - Whatever some may say about he Mind wound cost of this, the couple times I had used it before dropping CM showed me that this skill has GREAT potential in the hands of a smart CM.

  • Terrain Negotiation - How can you NOT like terrain negotiation?
Kyller_Relic
Fri Dec 12, 2003 1:11 am
#7

I wouldnt say that the crafting is too bad. I dont hunt for any of my own resources and I have never had much money. But I know of a store on my server that sells all resources for a CM. So I just scrape up what little money I have and go and buy enough supplies to take care of me for a while. I now have about 100k in money, spare parts to make more poisons and carry a full complement of poisons on me. I would say this is in part to having a good PA though... I use someone elses factory which saves me a bundle, but I have always been resonsible to get my own resources.



------------------------------------------------------------
Master Medic; Master Combat Medic; Doctor
Medic FAQ: http://www.iootnega.com/medic/medicfaq.asp
Life is far too serious to be taken seriously...
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