Combat Medic Archive

Thread: Template idea :o

MagicalHAt
Thu Jun 24, 2004 2:10 pm
#1

Im thinking of


Master Fencer

Doctor 4/0/0/0

Combat med 3/0/0/4


how will this be???



IGN: Magichat
jfang
Thu Jun 24, 2004 2:27 pm
#2


I don't think your template is viable. You do not have enough med use except to use the most basic of poison and diseases cures (which would be fine for PvE, but horrible for serious PvP). And at 3004 CM, your effectiveness will be hurting rather badly.


I personally think that 3000 doc 4004 CM would make more sense, but even then you are simply emergency poison curing. It's all based on how much you want to be able to cure diseases though.


Assuming you are keeping fencer, you are probably best off dropping either CM or Doc and concentrating in the other. That's just my take though, and I'd say just try it out. 3004 CM is more than enough to gain as much med exp as you want with minimal time, so you can play with your combinations of CM and Doc...
MagicalHAt
Thu Jun 24, 2004 8:47 pm
#3

What about


Master fencer

Doc 4030

Combat medic 0004



IGN: Magichat
jfang
Thu Jun 24, 2004 9:01 pm
#4


That's better, but your poisons will be relatively close range (fine for a fencer) and weak (which might not be fine). It depends on if you consider a 150 tick area poison, 300 tick individual poison, 40 terrain negotiationis better, or 2000+ buffs and rezzing (which is dropping CM and becoming MD-M Fencer).


Alternatively is poison and disease curing better, or is 525 individual poisons and 250 area poisons (dropping doctor and becoming a 4404 CM - M Fencer).


I would recommend trying out the template you were asking about. You have enough combat medic (0004) to very easily switch your Doc-CM ratio, if you don't like it.
Gnuut
Thu Jun 24, 2004 11:36 pm
#5






MagicalHAt wrote:

What about


Master fencer

Doc 4030

Combat medic 0004







Without the Wound Treatment tree, your cures won't recieve the heal bonus to effectively cure venom class poisons in one shot. I have been playing as an MCM/Fencer 4440 for a while now and love the outstanding defenses you get with those boxes of Fencer. The lack of accuracy hurts a little but being able to go full damage and long range on poisons more than makes up for it. I feel I do fine in PVP or PVE.


I have also tried MF/CM 4044 and found the added accuracy and damage mitigation do not make alot of difference if you tend to play as a "CM first".


If you are mainly looking to dabble in CM but need the ability to cure, I would suggest trying MF/Doc 4040/CM 0003. At 90 Med Use you will be able to use slightly experimented Class C cures which are infinitely superior to the Class Bs you would be using at 80 Med Use. They still won't cure Venom Poisons in one shot but you will have a better chance regardless. At 50 CM Med Use you can still use Single C Class Poisons that have been experimented for Ease of Use.


Another option which I recently tried was Fencer 4440/Doc 4440/CM 0003. Before I dropped CM to this level I made a 35 CMU, 200 charge, 380 eff, 20m, 212 pot Single C Mind Poison with Rancor Bile and Spider Venom. With that level of Doctor I was able to have the majority of the best Doc abilities including being able to cure most Venom class meds in one shot. I had enough defences with that level of Doctor to keep alive on the battlefield, moreso when using a COB macro. And if anyone got close enough I was able to apply a 400 tic Mind poison. The loss of disease application is a hindrance but not a big issue.


Overall it comes down to your playstyle. I understand your need to be a Master Fencer but I can honestly say you get plenty of defense at 4440.




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....

jfang
Fri Jun 25, 2004 6:21 am
#6


Gnuut, can you confirm that poison (and presumably disease) treatment goes off the wound treatment skill, and not the injury treatment skill? I know it uses one of the two (as BE clothing helped heal strength), but since a MD has 100 in both, I could not determine which skill it was.


And other thing I will point out is that you do not need to completely heal a poison to be of use. If, for example, you remove 800 tick damage from a 900 ticking poison (with one application), a poison ticking at 100 per 10 seconds is much less deadly than a 900 ticking poison... It is a common misconception that a doctor needs to completely cure a poison before moving on to the next patient.


Of course a complete cure is preferable, and it does add a lot of micromanagement to remember who you have and haven't helped rather than looking an the status bar for the poison marker. Just a thought...
Gnuut
Fri Jun 25, 2004 10:25 am
#7

Using myself as a CM this morning and my good friend Yeb who is a Master Doc we did some experimentation.


First he has clothing that has a +25 total to Wound/Injury Treatment. He then used some Cure Bs with 197 Heal effectiveness.


I tossed a Health poison on him which would tic for 808 a tic. Upon attempting to heal himself he lessened the tic down to -360 a tic, roughty curing himself for 448 points of poison damage. Then he removed his clothing giving him a straight +100 to Wound/Injury Treatment. At this point he was able to lessen the tic to

-414. In effect this cured 394 pioints of poison damage or (Cure Pack Heal effectiveness) * (1 + (Wound Treatment) / 100). Notice it's the same formula used to figure out our poison damage and throw range.


The Doc then popped a bivoli known to ONLY increase Wound Treatment and not Injury Treatment skill. The results were the same as using the clothing.


I also tossed an 808 tic health and a 523 tic mind poisons and used 2 cures back to back on the Doc. Now knowing that the Doc has 1331 total points of poison damage on him. and his cure rate is 439 using no clothing and with a bivoli rated at +23, I predict with 2 cures he will suffer a mind tic of 453. Results are exact and Yeb was stuck with a 453 mind tic.


This still lends weight to my concept of using Creepers but it also shows that a good cure along with high Wound Treatment will cover ALL Poison damage not just the full effect of poison on a single pool.



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....

jfang
Fri Jun 25, 2004 11:03 am
#8

Thanks for checking the wound treatment skill. I didn't think if using food. So I guess it is off of wound treatment skill, that's good to know.


By the way, if you are curious (in regards to cure order, and what not), you can check this post:


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