Combat Medic Archive
Thread: Would you Combat Medics settle for this....
Lets try this:
Combat MEDIC. We're a HEALING class with some Bio warfare equipment as a weapon to AID. We are NOT kamikaze Poison bombers, are we aren't meant to grief or have a guaranteed kill on anyone. Combat Medics aren't weapons, we're healers with some knowledge of poisons and disease to aid our group on the field.
I too will miss my ability to kill someone with a Mind poison, but I also know I shouldn't have been taking out 3-4 people with my stupid poisons. But thats how many I could take out thanks to Poisons guaranteeing an incap.
If you want heavy damage, become a commando. If you want to heal, stay a CM.
The only reason there are so many Poison/Disease packs is because Combat Medics already have such a large array of healing schematics available. Remember, we get all the basic Small Stim and Wound packs from the Master Medic tree. Also, you need a sepererate poison pack for each stat pool, if you think about it, we get Ranged E's, but we don't get Poison/Disease E's. We also get Area Stims, which are one of the most useful healing tools in the game. When you consider mass healing, a Combat Medic almost never should have time to be using Poison/Diseases.
I think that the big problem is everyone's view of CM's since the big PvP issues have turned CM's into one of the strongest Mind damaging classes in the game so far. And I think that's why they're changing the Poisons. They want Combat Medics to start healing people instead to kamizake bombing.
I think one huge thing they could do to even this out for us though, is double, triple, or quadrule Poison/Disease damage on non-player monsters/characters. Poisons are only useful against Players due to the huge HAM on mobs, if Poisons were able to cause more damage to mobs, they would much better support characters and buffs and pets wouldn't make us basically useless in group hunts and such.
Right now I believe healer classes are really pretty useless, people can use pets and buffs to counter any need for healing; or even just use really good Stim B's. Until they even out those issues, CM's just have enough spare time that we start seeing Poisons/Diseases as primary functions.
If we use the % of schematics system, then a Master Medic is actually meant to heal only Wounds, since the largest %age of it's schematics are Wound packs. If you just consider level of abilities and function, we only get up to C's in Poisons and Diseases, but we get C's for Area Stims and E's for Ranged Stims. We also CAN use Wound Pack C's and up to Small Stim E's. Mathematically the Wound packs almost count up to the Poison/Disease packs in number of schematics, and we have small Stims.
I also think that classifying a job by it's schematics is a bit limiting, does that mean if a Weapon Smith can craft 1 more rifle than they can pistols or carbines that they are really a Rifle crafting class?
i would *love* for them to fix some of the carbineer stuff, but i guess they're hearing a lot of complains (mostly from other classes) about DoT, especially CMs. i agree with combat medic being a more medic oriented profession (only combat required for CM is the ranged support line), but i also agree that they should fix broken classes first, even just some of the spelling mistakes (uh, carbineer? captivator?) before they go mess around with classes that are currently functional.
for now, looks like the change is here to stay. look on the bright side... we get healmind. it's not that great, but it's still useful during big hunts.