Combat Medic Archive
Thread: Combat Medics are Medics First, Combat Second
Master Medic - 77 skill pts
CM Novice - 6 skill pts
CM Poison Use - 20 skill pts (14 for ONE tree)
CM Range Heal - 42 skill pts (14 times THREE trees)
Although a nerf is a nerf and all nerfs stink. The current uproar on the +1 ham issue on dots is ridiculous. ALL DOTs attack are getting the nerf and no one should be able to kill another target and run 65m away in total safety....ESPECIALLY anyone that has more pts used in healing vs attack skills. (even if you included the pts used in novice marksman...thepointsused in learning combat skillsis still less then the healing portion. SOME combat medics have stated that poison is the ONLY weapon they have in their arsenal...this is completely false unless you use the rest of your pts in doctor skills. If your a CM/Doctor, you have chosen a healing role..not a combat role)
If you could kill like a commando..you should not be able to heal like a medic.
Master Medic - 77 skill pts
Marksman - 29 skill pts
ALL* combat medic skill points apply to poison anddisease in addition to healing. After the patch, combat medic experimentation and assembly will apply MORE to poisons and disease than to healing since they will work for poison components but not stimpak components.
ALL new abilities given by the combat medic class (Apply Poison and Apply Disease) are for offense, not healing. Poison and diease are an integral part of the Combat Medic class, not something tacked on the side.
There needs to be more of a reason than a bit of range and aoe on heals to make Master Combat Medic worthwhile over Novice Medic and a crate of 400+ stim Bs.
*except terrain negotiation and burst run efficiency, of course.
--
Daota
For the sake of argument, lets say every pt in combat medic is combat...but then every tree is for healing. Terrain Negotiation is just as useful as healer as combat. It also still means your using more pts in healing then combat.
Beyond that...the main complaint people have isnot with using disease..its the change with how DOTs work. For just poison use, you do not have to be a master combat medic.You can buypoisonpacks fromMCM and just have 0 0 0 4.Poison Range and Damage(which is more than enough to make any player target die)is still ananyHAMnon healable DOT. This is the reason they are nerfing it. Because you only have to have pts in ONE tree to get the full effect of Combat Medic DOT.
So if youronly reason for mastering combat medic was for anattack dot, don't be a Master Combat Medic. You only need 20 pts and you can use the rest for a COMBAT skill. If you go this route, your a COMBAT first Medic second type character and you have more than enough pts for that 1 damage point you need.
Pistol Stances are not weak..alot of Master CH spec people use only pistol stances..its a very valid spec. Poison is poison..its a non healable DOT. At partial CM spec and use of 20 pts, I know its a good spec..I have used a partial spec CM and they can do some major damage.
Bit off topic but heres an example of partial specing and master of none but very powerful spec. If your only using 20 pts for Combat Medic, that leaves room for a Combat Profession plus extra. For example, Doctor 0 2 3 0 CMedic 0 0 0 4, Commando 0 0 4 0, MMedic, MMarksman, Brawler 4 0 0 0. Thats a 250 pts combat solo spec. Master of none but one tough dude. Self Doctor Buffs, Combat Poison, Personal Stim Ds, flamethrower. So partial specing is very valid indeed.
Point is, Master Combat medics heal and have alot of points used for HEALING. If you want to master combat medic to get the max effect poison...you are also getting max effect aoeHEALING. Poison is not the only thing in aMCM arsenal. Its the only thing for a partial spec CM.
Full spec MCM are healers first. My topic is arguing that combat medics are medic first and combat second. You can't argue they aremore combat then medicwhen their prereq is Master Medic.
to psionic:
what? you can fire at 80m, do mind damage, its a pure dot and its not affected by armor or the pvp reduction; how is that anything like fanning shot?
Mortecai wrote:Master Medic - 77 skill pts
CM Novice - 6 skill pts
CM Poison Use - 20 skill pts (14 for ONE tree)
CM Range Heal - 42 skill pts (14 times THREE trees)
Although a nerf is a nerf and all nerfs stink. The current uproar on the +1 ham issue on dots is ridiculous. ALL DOTs attack are getting the nerf and no one should be able to kill another target and run 65m away in total safety....ESPECIALLY anyone that has more pts used in healing vs attack skills. (even if you included the pts used in novice marksman...thepointsused in learning combat skillsis still less then the healing portion. SOME combat medics have stated that poison is the ONLY weapon they have in their arsenal...this is completely false unless you use the rest of your pts in doctor skills. If your a CM/Doctor, you have chosen a healing role..not a combat role)
If you could kill like a commando..you should not be able to heal like a medic.
I know it's really a hard concept to grasp, but i'll spell it out for you: it doesn't matter where you put your skillpoints, only how many you spent to get to your Master title.
That's what gives you the right to power in this design scheme.
So the argument "bla bla no combat trees" isn't valid.
Heltain wrote:
I know it's really a hard concept to grasp, but i'll spell it out for you: it doesn't matter where you put your skillpoints, only how many you spent to get to your Master title.
That's what gives you the right to power in this design scheme.
So the argument "bla bla no combat trees" isn't valid.
So by your logic doctors and rangers should be more powerful combat classes than pistoleers/carbineers/etc?
>>Poison Range and Damage(which is more than enough to make any player target die)is still ananyHAMnon healable DOT.
TK can meditate it away , Docs can cure it away, and CMs can heal mind (not his own). A CM with novice ent can heal his own mind wounds that he gets from healing someone else's mind.
Mortecai wrote:
Beyond that...the main complaint people have isnot with using disease..its the change with how DOTs work. For just poison use, you do not have to be a master combat medic.You can buypoisonpacks fromMCM and just have 0 0 0 4.Poison Range and Damage(which is more than enough to make any player target die)is still ananyHAMnon healable DOT. This is the reason they are nerfing it. Because you only have to have pts in ONE tree to get the full effect of Combat Medic DOT.
If you are going to come in here, atleast know what your talking about. You do realize that without the distance tree(+75%) and master (+25%), poisons will do about half the damage/distance right? So dont even say you can get full effect. Also, say you do just get support. With a good poison, 290 effectiveness single, that is about 36 damage A SECOND. I bet Commandos and BH dont do that much......
Anyway, about the nerf, I believe it needed to happen in one way or another, and I believe this is better than toning our poisons way down. It wont affect me that much because I pvp in group situations, and I do not believe CM should be king in one on one combat(whover does should just become commando/BH seriously). I know I have many times held coronet alone.