Combat Medic Archive

Thread: Your opinion?

Roninnn
Sat Dec 27, 2003 10:10 am
#1

Hello, i would like to get some advice from anyone who has mastered fencer. I would like to know what is the best tree to go up first in the fencer line. I am an occasional player and not looking to fly through fencer but would like to know what is most important in the abilities. I was a master pistoleer but pretty much got bored with that. I know in the pistoleer tree speed is a major factor but the best way to get xp was to get fanshot as quick as you can (its an area attack). At this point i am 0/1/0/2 in fencer. I still have novice pistoleer for bleed shots but will have to drop that soon because i am also a master doctor and will need the skill points to master fencer. Right now i have about 350k of xp in fencer and was thinking of going up the footwork line first to get weapon speed but thought i might get some advice before i do anymore training. And do we have a kd? If so what line is it in?


My buffs helped me out alot with pistoleer but now im trying to get used to the mind costs .


Thanks in advance to any help you can give


Roninnn Three


Master Doctor / Novice Fencer


Modok City, Rori


Scylla server




Roninnn Three
HolyCommunist
Sat Dec 27, 2003 10:47 am
#2

Go right on up through the Footwork Tree in Fencer, it's the right choice buddy.


Have fun.




----------------------------------------------------------------------------------

Skif Polo, the Ranger that dared!.
Q

from Scylla with Love
Valkari-TKM
Sat Dec 27, 2003 2:44 pm
#3

thats the speed tree, i did that also.


then i went for the mitigation tree, but at the time i wasn't the mitigation tree. hehe.






Valkari
~ Wookiee Extraordinaire ~
~ Master Battle-Tank ~
"The Unofficial Official Rabid Monkey of Intrepid."

Roninnn
Sat Dec 27, 2003 2:56 pm
#4

What about knock down? I currently use posture change but do we have an actual knockdown?




Roninnn Three
Valdo
Sat Dec 27, 2003 3:21 pm
#5

Fencers only kd comes from master bralwer I belive. You do get the combo of dizzy + posture change= kd & dizzy. I am a pikeman though so I could be wrong. But I belive fencer and 2hand swordsman need master brawler to get a straight kd. When the dizzy is working right dizzy + posture change is just as good as kd+dizzy. But dizzy has real issues lately. Hope this helps.


Lageas





Back in a few months, tired of waiting for the changes that should have been part of the game at launch.
Roninnn
Sat Dec 27, 2003 3:54 pm
#6

Thats what i thought. The problem i have been running into is since last patch..i dizzy and npc and then posture change them and they just stay that way...they dont even try to get up, lol.


Roninnn Three




Roninnn Three
Roninnn
Sun Dec 28, 2003 1:52 am
#7

thanks



Roninnn Three
Lifylos
Thu Feb 12, 2004 11:15 pm
#8



I sort of had some ideas regarding The combat medic proffesion, but I have not been a combat medic for a long time. Id like to run them by you as the combat Medic community,before I go spouting them. See what you think...any feedback you have would be appreciated. And I ask that you not flame, but if you must you must...here goes




Ok Id like to make several points here, and one of them is Im not crying for nerfs, and im not crying aobut nerfs that have happened. Just giving you all something to think about, and my opinion.


A combat medic is a Medic in a combat situation. They are trained to be viable soldiers, but certainly not machines of walking death. Now, do I beleive Combat medics are overpowered? Yes. One or two combat medics can annhilate up to 40 people. But do I beleive they should be wussy medics who only throw stims certainly not! Just as much as they are medics, they are combatants. Now I personally think, that most of their poisons and diseases should stay the same, with the exception of the higher end DoTs that they do. It is simply game breaking to have 2 combat medics run up to 64m(or farther), toss two mind diseases, and run away. "balance" (read nerf) their higher end Diseases. bring it down so that the max a disease can do a tick is around 200-300. This way they are still viable PvP warriors, but they are not entire raid stoppers. Lower the Radius of the AoE poisons/diseases. Or perhaps, make Single diseases just as potent as ever, or perhaps more potent, but AoE diseases weak, but give them a 40m range. This way Combat medics can be tactical, and cut out the heart of a raid,but they cant entirely annhilate the raid.. It would be nice to see all of these things in effect,but I would not be saddened if only oen was seen.


Raise the range, effectiveness,and ability of the Stim packs that combat medics can use.Not only will this make combat medics better healers, but it will also make them capable of healing in PvP without getting slaughtered.Give combat medics their own weapon! Nothing terribly powerful, but perhaps something all their own.Give them a disease launcher, that launches an extra potent disease to their Action pool, but they have to be within 17 m to use it. make it tick once every 5-9 seconds. There is much more Id like to add,but it need not be said




Combat medics are overpowered right now. Not because their poisons or disease are far too powerful, but beacuse of the radius, of the disease. Even if their Dots arent up to snuff with the rest of the game(which after this last patch the only ones they dont have beat are the commando, and we have very heavy restrictions and penalties on this now about 400-700 point Dot)a mediocre dot, can still devastate a large scale raid, simply because of the mass of players, and even with 7 doctors, its hard for them to heal 40 people, while being diseased themselves, and then the people who were diseased while the doctors heal themselves and others,they lose alot of mind.


Again Im not nerf crying, in any sense. Im just throwing some ideas out there, for your benefit.


Any Ideas on where I am wrong, or where Im right? Id appreciate some feedback.



Seishenoru Verin...gone on Febuary 22, Cyas guys...

Dont mind me, just trolling on my last day...
Gnuut
Fri Feb 13, 2004 12:04 am
#9




Lifylos wrote:


A combat medic is a Medic in a combat situation. They are trained to be viable soldiers, but certainly not machines of walking death. Now, do I beleive Combat medics are overpowered? Yes. One or two combat medics can annhilate up to 40 people. But do I beleive they should be wussy medics who only throw stims certainly not! Just as much as they are medics, they are combatants.





The problem is that too many players want to see a combat medic strictly as a support profession when the DEVs themselves did not design the combat medic to be a support profession. I certainly will not play a CM as a support profession if my abilities allow me to be more offensive. Our crafting tree has about 68 schematics for OFFENSIVE medicine and yet only 8 for DEFENSIVE medicine. It stands to reason that the DEVs in their infinite wisdom wanted us to use those schematics.







Now I personally think, that most of their poisons and diseases should stay the same, with the exception of the higher end DoTs that they do. It is simply game breaking to have 2 combat medics run up to 64m(or farther), toss two mind diseases, and run away. "balance" (read nerf) their higher end Diseases. bring it down so that the max a disease can do a tick is around 200-300.





LOL I'd love my DISEASE AEs to tic for around 200-300. That's one of the issues is that to get the damage that high we have to spend alot of money and/or the resources just aren't available to get them that high. Poison is pretty much the same way. One change I would like to see is keep our Mind poison schematic the same but change the schematic for health poisons to use resources which are more abundant. I think this would help increase our damage in PVE while keeping the mind poison damage significantly lower.






This way they are still viable PvP warriors, but they are not entire raid stoppers. Lower the Radius of the AoE poisons/diseases. Or perhaps, make Single diseases just as potent as ever, or perhaps more potent, but AoE diseases weak, but give them a 40m range. This way Combat medics can be tactical, and cut out the heart of a raid,but they cant entirely annhilate the raid.. It would be nice to see all of these things in effect,but I would not be saddened if only oen was seen.



In order for the Combat Medic to be a viable class in PVP they have to present a threat. Players know to take out the known CMs as quickly as possible. Heck on PVP raids I always end up having two blue dots following me until I make my first move and then these jokers try to gank me with a grp tef...

Lowering the range will not give a fair tradeout for the damage we sacrifice to achieve that range. Combat Medics by design have no defenses, only offensive large scale power. That is the price we pay.






Raise the range, effectiveness,and ability of the Stim packs that combat medics can use.Not only will this make combat medics better healers, but it will also make them capable of healing in PvP without getting slaughtered.



Raising the range oreffectiveness on stims will do nothing because overall we are poor combat healers. Think about this, there are 13 types of damage that can be incurred in combat. Health Damage, Action Damage, Mind Damage, Poison, Disease, Intimidate, Stun, Dizzy, Blind, Bleeds, Fire, Wounds and Death. A Combat Medic can heal 5 of those while a Doctor can heal 11 of them. Do the math and you will see overall for damage "incurred in combat" a Doctor is a better combat healer.

While we may be able to heal damage more efficiently, we cannot heal ALL combat damage. Some Combat Healer we turned out to be...






Give combat medics their own weapon! Nothing terribly powerful, but perhaps something all their own.Give them a disease launcher, that launches an extra potent disease to their Action pool, but they have to be within 17 m to use it. make it tick once every 5-9 seconds. There is much more Id like to add,but it need not be said



We already have a weapon. Maybe in the future once our class is formally defined but there are other issues with our class that need to be addressed first.






Combat medics are overpowered right now. Not because their poisons or disease are far too powerful, but beacuse of the radius, of the disease. Even if their Dots arent up to snuff with the rest of the game(which after this last patch the only ones they dont have beat are the commando, and we have very heavy restrictions and penalties on this now about 400-700 point Dot)a mediocre dot, can still devastate a large scale raid, simply because of the mass of players, and even with 7 doctors, its hard for them to heal 40 people, while being diseased themselves, and then the people who were diseased while the doctors heal themselves and others,they lose alot of mind.



This patch has also introduced resist food. So players now have another means to protect themselves from the dastardly CM.






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....

Lifylos
Fri Feb 13, 2004 12:22 am
#10

While I understand there are issues this was the bes tthing I can come up with, that is at least fair for both sides...



I must fight against dozens of Uber rich Combat medics then. Because with no BF, and such, im constantly being hit with 500 point, mind eiseases, as are my entire raid. Even if they are terrible, by the time a doctor can heal you, all, about 50% are gonna be severly weakened if not taken out of combat. Id love to see combat medics stay as an offensive proffesion, as of right now many combat medics are game breakers. I realize they are Fotm, but it is simply not fair to everyone else, to have a combat medic able to throw 80 m, plus with a more extreme range with AOE.



I cant tell you how many raids Ive seen destroyed, by a single ocmbat medic, in about 10 minutes, with the medic receiving little to no damage.



Seishenoru Verin...gone on Febuary 22, Cyas guys...

Dont mind me, just trolling on my last day...
Lifylos
Fri Feb 13, 2004 12:23 am
#11

Meep. I forgot to say. While your message was blunt, it was very informative, and definitely not a flame. I admit I do not know as much about Combat medic as you, and I appreciate you taking your time to inform me.



Seishenoru Verin...gone on Febuary 22, Cyas guys...

Dont mind me, just trolling on my last day...
Lifylos
Fri Feb 13, 2004 4:27 am
#12

Again thank you for taking your time to answer my questions.


Yes the CM was stacking his mind Dots. And if they had been "balanced" like the rest of the dots in the game, I wouldnt mind,but they havent been.


The tactics a medic will use is stand at 66 m, and launch an AoE Mind disease, hop in his speeder drive off...so we all stop seperate,and try to get our doctors to heal us, but low and behold, in comes the same combat medic who tehn re diseases the doctors, so they have to stop and re heal themself. all in the mean time about 50% of our raid is untreated. in this 5-10 minutes, half of the raid then needs to pull out to go heal their mind. the other 50% is vulnreable and now thinned, as well with having significant mind damage. At this point one of three thigns will happen.


Firstt and most like scenario:The raid packs up and heads for the nearest cantina(where they are again attacked by the Combat medic) The raid then disbands and The CM has effectively killed the raid


Second:The raid pulls out camps, and gets some entertainers to patch them up, and the CM has a harder time of killing them, but eventually all but the most diehard raiders give up. after 20 minutes of having t o be healed and rehealed gets very very old. And the few remaining combatants are outnumbered outmatched, but fight to the death...repeatedly.



Third:The team is stupid, and just keeps moving on with the disease, or fails to heal it in one way or another. The combat medic either calls a rifleman, or is one himself. a Masterifleman (Which I know tehre arent enough points for in Combat medic,but if he calls another friend this is likely) with Strafeshot 2, he can kill all of them at once. this effectively kills the raid, which then has to rebuff,and regroup. And it can then be repeated.



Now I know there are ways around the Combat medic,but as it is The combat medic can simply do too much damage to a group that most people would never be able to kill with 6 other master elits, let alone solo. Can you see how this is unbalancing? The combat medics habe very little restraints on their weapon. And this lack of restraint makes them close to godly.


But hey thats just my opinion,and I may be wrong. I again thank you for being civil, and informative.



Seishenoru Verin...gone on Febuary 22, Cyas guys...

Dont mind me, just trolling on my last day...
Gnuut
Fri Feb 13, 2004 5:06 am
#13





Lifylos wrote:

Again thank you for taking your time to answer my questions.


Yes the CM was stacking his mind Dots. And if they had been "balanced" like the rest of the dots in the game, I wouldnt mind,but they havent been.




that the damage will not change for combat medics. Since the damage will not change and the range is being looked into, they are looking to some forms of "balance" without killing the class.






The tactics a medic will use is stand at 66 m, and launch an AoE Mind disease, hop in his speeder drive off...so we all stop seperate,and try to get our doctors to heal us, but low and behold, in comes the same combat medic who tehn re diseases the doctors, so they have to stop and re heal themself.





I use this tactic myself sometimesand while I hate to give away some counters, my suggestion is to assign a group to hunt and take down this combat medic before he can do this. Get a CM yourself to poison and disease the other CM. Once you incap a CM the bio-attacks will stop. However your raid has to have the discipline to not DB the CM. The sooner you DB him the sooner he can come back and lay on some more damage. While some may consider this griefing, alls fair in love and war. The CMs raid should be working towards dragging him to the rear where he can recuperate.






all in the mean time about 50% of our raid is untreated. in this 5-10 minutes, half of the raid then needs to pull out to go heal their mind. the other 50% is vulnreable and now thinned, as well with having significant mind damage. At this point one of three thigns will happen.



Don't send in your whole raid at once, use stages, forward units, reserves tactically to flank and engulf your enemy.






Firstt and most like scenario:The raid packs up and heads for the nearest cantina(where they are again attacked by the Combat medic) The raid then disbands and The CM has effectively killed the raid


Second:The raid pulls out camps, and gets some entertainers to patch them up, and the CM has a harder time of killing them, but eventually all but the most diehard raiders give up. after 20 minutes of having t o be healed and rehealed gets very very old. And the few remaining combatants are outnumbered outmatched, but fight to the death...repeatedly.



I've raided some base HQ that act as cantinas/medical centers. The enemy uses these to counter our attacking forces. When we are being attacked our enemies setup large camps in the rear of combat to heal and get players back into combat. They also post rangers/scouts/guards to watch for anyone willing to attack their recovery area. I was once sent a tell by a spy that said "Don't bother trying to hit the camp. They are watching you like a hawk" Their rangers were looking for my name and the names of other players who were known CMs. It's alot of work I know but you got to do what you got to do....






Third:The team is stupid, and just keeps moving on with the disease, or fails to heal it in one way or another. The combat medic either calls a rifleman, or is one himself. a Masterifleman (Which I know tehre arent enough points for in Combat medic,but if he calls another friend this is likely) with Strafeshot 2, he can kill all of them at once. this effectively kills the raid, which then has to rebuff,and regroup. And it can then be repeated.



Riflemen still have to be in range to take those players down. If you stagger your forces you won't have so many debilitated players. And those fresh players can try to take out those riflemen.






Now I know there are ways around the Combat medic,but as it is The combat medic can simply do too much damage to a group that most people would never be able to kill with 6 other master elits, let alone solo. Can you see how this is unbalancing? The combat medics habe very little restraints on their weapon. And this lack of restraint makes them close to godly.



Just today I zoned into Yavin Mining Outpost. There was one player Imp who was overt in a group of 8. I poisoned him and his covert doc friend tried to cure him. I AE poisoned them both, then the rest of the 6 coverts joined in. My boost was just starting to wear off and I had NO buffs. I used AE mindpoison, AE mind disease, AE health poison, AE action disease, and a single stack of mind poison on the doctor. Using cover from the ticket booth (the little room) I bought myself a few secondsto heal and pop a muon. As the poison was ticking away they bumrushed me all at once and incapped me. I hit Force of Will and barely healed a bit. I popped a fishak, healed myself and as they were trying to understand what just happened I used /unarmedspinattack1 and incapped about 5 at once. The rest dropped from pois/dis incap. It was quite satisfying knowing I had beaten 8 players solo even when they group tef zerged me. In that case it was not range that saved me and it wasn't kiting. It was a good use of tactics on my part and a lack of tactics on their part.






But hey thats just my opinion,and I may be wrong. I again thank you for being civil, and informative.



I thank you for also being civil and being willing to listen to a CMs point of view on your opinions. It's rare to find a non-CM on these boards that doesn't open a discussion on the CM board with "NERF CM" hehe


Message Edited by Gnuut on 02-13-2004 04:31 AM



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....

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