Combat Medic Archive

Thread: Post-CURB C'Net: MASTER DOC INOCULATING! PLEASE BANKTIP 10k TO GET IN LINE!

OhBuggah
Wed Apr 27, 2005 1:16 pm
#1

With the overwhelming power of the post-CURB Combat Medic, I can see the doctors with Inoculation Lines replacing the Buff Lines of old. They removed the defacto buff requirement and replaced it with a new inoculation requirement. Players shouldn't have to waste time inoculating before PvP just as they shouldn't have to waste time getting buffed.

As a MCM, I know that Combat Medic needs to get nerfed. The two-stacking DoTs, debuffs, on top of the damage an elite master profession deals is too much. I propose we start making good solutions now, lest the Devs go overboard with the inevitable nerf.

I propose:

1. Giving our DoTs the possibility of missing every tick. Like, base it on our target's melee defense, or some other defense.
2. Changing the fire DoT to a bleed DoT that does less damage -- like the BH torso shot DoT.

Any other suggestions?
TyfoE
Wed Apr 27, 2005 11:35 pm
#2

What is that Inoculating?



:: Tasty Snack åIncorporated ::
Tyfo, 12-point Master Chef at Tyfo's
(3322 -5630, Danevang Mall, Corellia)
SeanBlader
Thu Apr 28, 2005 1:02 am
#3

The disease innoculation is useless because disease is useless in the curb.


The poison innoculation at least at it's default level against default level poisons is ineffective. I get hit with the poison everytime while I'm innoculated. I haven't had the opportunity to try innoculation enhancements.


The fire is the real killer. While it can be held off damage wise with bacta infusion, you can't be doing that to everyone. And the fire can't be put out as fast as it can be applied. Molotov Cocktails sound more like a commando skill anyway.


Combined with paralyze, the combat medic is unstoppable against a Melee profession. I'd say the only few templates that can hold them off are other CM's or Doctors. Combat Medics in a one on one setting will be THE dominant profession. Some nerfs are coming here.


In large scale PvP 35 meters is a little close to be running. CM's will have a tough time getting that close with all the rifles that will be in the game, and with roots as effective as they are right now, they might be dead before they get outside 65 meters again. On top of that, there aren't uber area poisons and diseases to stop entire groups all at once. Turns out there's area root and area intimidatefor that, found that out tonight. Not surewhat templatethat came from, but some nerfs are coming there too.




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MasterARP
Thu Apr 28, 2005 9:29 am
#4

i dont see how you think cm is overpowered when there are counters in place other than having a doctor skill or doctor in your group

first off you can get innoculated
second there is now food that will instant cure being poisoned, as well as enhancing resistances and tick mitigation

the actual ticks are much much smaller --the only reason why cm's are doing well in one on one duel type pvp is due to the large healing capabilities compared to your average combat template. in groups however i think you will find that the cm is as balanced as the other classes are




Arp

SouthSide Medical Center--- RIP

Fave quote: "Execute Order 66. Do what must be done, do not hestiate, show no mercy." --Emperor Palpatine to Arp

Brainplay
Thu Apr 28, 2005 1:55 pm
#5






OhBuggah wrote:
With the overwhelming power of the post-CURB Combat Medic, I can see the doctors with Inoculation Lines replacing the Buff Lines of old. They removed the defacto buff requirement and replaced it with a new inoculation requirement. Players shouldn't have to waste time inoculating before PvP just as they shouldn't have to waste time getting buffed.

As a MCM, I know that Combat Medic needs to get nerfed. The two-stacking DoTs, debuffs, on top of the damage an elite master profession deals is too much. I propose we start making good solutions now, lest the Devs go overboard with the inevitable nerf.

I propose:

1. Giving our DoTs the possibility of missing every tick. Like, base it on our target's melee defense, or some other defense.
2. Changing the fire DoT to a bleed DoT that does less damage -- like the BH torso shot DoT.

Any other suggestions?





I disagree with the need for CM to be nerfed. We are actually underpowered which is a result of the doctor profession not being fixed properly. PvE is incredibly borked as well since states, action regen, and speed doesn't apply to npc's.


What needs to be fixed is the effectiveness of the innoculations. We had a mass exodus of people from CM when innoculations went into the game since no one likes to miss. The same will happen when innoculations go into full effect. This only works on poison but is enough. With the dtoss being only a single target DoT then they will only need to worry about curing 1 person at a time. Also found out that even with a Dtoss enhancer the basic version of extinguish fire was able to 1 shot cure all but 50 points of damage.


Second thing would be to increase the reuse time on doctors cures to match the reuse timer on CM abilities. Doctors should be evenly match on DoT application vs. DoT removal.


Action regen debuff and rate of fire debuff are the only debuffs worth the effort out of all of the others. The action debuff is only so because current action regen is a joke already. Paralyze is great as a last resort thanks to the fact that all debuffs have such a short application range. Stopping shot is better. Its not surprisingly that all of the dabblers take only the DoT lines.


Duels and people that do them now are just stupid. The majorthing they've been pushing in the CU was grouping and alone person seem iseasily classed as a low threat to a pair or higher.After a number of TC PvP actions the DoTs show themselves and only supplementary damage. The real power of CM's was the healing. On the occasions that I spent DoT'ing enemy groups my action was too spent to do adequete healing and we suffered. When I went full healer my group never lost.






Keorythe

h Combat Medic h


/Forcing Counterstrike PvPers to PvE since 2003 \






A Combat Medic Alpha tester who never got the chance to alpha test

KriyaLynKaruna
Thu Apr 28, 2005 8:53 pm
#6

"Combined with paralyze, the combat medic is unstoppable against a Melee profession. I'd say the only few templates that can hold them off are other CM's or Doctors. Combat Medics in a one on one setting will be THE dominant profession. Some nerfs are coming here."


This statement is utterly and completely false. Using Paralyze, a MCM can do NOTHING but stare at that mob for ten seconds. So unless you're suggesting we'll win every fight by scaring away our opponent, this is completely off the mark.



KriyaLyn Karuna
Master Doctor ~ Master Combat Medic
{|KC|} KarunaCorp Vendor Outlet @ 4787 3969 Mos Oasis/Entha~Tatooine {|KC|}

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Zaax
Thu Apr 28, 2005 11:00 pm
#7

lo all.

i was a CM long ago, then doc, now testing both...


last night i inoculated a small grp before hitting a desiesing kam lair on dath, not one of us were desiesed. (i cant ever spell that word lol)


then i transfered to CM, and even using CM enhance for Duterioum and the health posien (converted from said long ago stocks of CM meds) i was not able to kill a single CL 82 mob, WITH RM.


So we are NOT overpowered.


thgough in a duel with a wookie melee guy, with only RM ( and his once every 5 minuts wookie roar) i lost, with CM and RM, he did not last long



p ~~~ Your Life is in My Hands~~~ p
Elyone, (MD 4/2004-5/2005)( Rebel BH ~RM <--- RIP) & 2x Rebel Ace ~ NGE Master (Elder) Commando~ Chalalit, Master Shipwrite ~ Dantooine, Sarpedon, WP -6485 -6350.
Sabre Squadron Fighter Wing
Marbacca
Fri Apr 29, 2005 5:05 am
#8


Did some grouping last night in DWB. Took some time to relearn what to do.....but in the end I was very pleased with my CM and Pistoleer abilities, and what they brought to the group.


With 2 dot's and a damage reduction on a mob, (each ticking for around 200sih) then insert paralize and the occassional pistol special = serious damage output and group effectiveness. Just let the tank do all the closeup fighting


And why the hell do we have taunt?




-------------------------------------------------
Kimpek | Master Architect | Master Droid Engineer
Savrem Tarius | Master CM| Master Doc
Damar Keriat | BH | Pistoleer
Imperial Trade Consortium

www.TheHonorEmpire.net
"We provide the goods and services that make living in the empire so much more comfortable than fighting against it."
Mustelafuro
Fri Apr 29, 2005 6:21 am
#9

The innoculations are working nicely now, basically stops our poison cold. Disease is totally useless. Fire is great and I can't wait to try today since they supposedly reworked the debuffs.


I'm an mcm/md with novice pistoleer. I can kill up to an 81, make take a min...lol I can handle lvl 78-79 lairs solo, again it takes awhile. In pvp with def foods and synth, I was able to basically fight a jedi indefinitely. I couldn't do enough to overpower his heals, and he couldn't do enough to overpower mine. He finally got me after 10 mins or so by switching damage types on his saber til he found the one that would get through. SInce it was a duel and a test it was fine. In a real fight, that would be the time to /paralyze and run away....lol


All in all I'm happy with most of our changes. Although I didn't see much of a difference in the tick of the poison with or without enhancers. Need to do more testing tonite, last night was just run around fun...lol
Bea25
Sat Apr 30, 2005 12:37 am
#10

Wise initial post, as CM ruined the game for so many when it became dominant, I think the new people involved in SWG have seen this and will stir things up...GL



The Fifth Element
Colonel Bea Krull

Rutian Twi'lek
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