Combat Medic Archive

Thread: Commando vs Combat Medic

mis4to
Mon Dec 15, 2003 10:39 am
#1

I know this has been brought up a million times, but I don't think it has in its own thread. Commando's have a dot effect that incaps and can affect a large group of people and take the same amount of skill points as combat medics and cost a whole hell of a lot less to produce said dot effect...and yet the +1 rule still exists. Does our correspondent fraise it that way to the devs? Because seriosly it makes no sense that I cant bring 10 rebels to +1 and while I'm being killed everyone else takes away my death blow and I lose 1k faction =P



Misato - I have no melee mitigation!
Car'milla - Generic stacker extroidinare!
We are what we pretend to be, so we must be careful about what we pretend to be. - Kurt Vonnegut Jr.
Vren07
Mon Dec 15, 2003 2:19 pm
#2

Theirs incaps because it creates wounds. If you want to incap them, throw a poison and a disease, that does the trick for me. Also, they have to be relatively close to use that attack.



(¯`·.¸¸.- Vren <HAKD> -.¸¸.·´¯)

Was man sich eingebrockt hat, das muss man auch auslöffeln.
Cakins7005
Mon Dec 15, 2003 7:44 pm
#3

They are about equal in PvP. Combat medics are better for taking out people, but commandos can one-shot pets and people. In PvE there is no comparison. Commandos will be able to solo post patch krayt dragons. The fire dot is devestating. My alt character is a master combat medic. My first character was a master ch with flamethrowers 4 in commando. With that combo I could solo 3 force crystal hunters at the same time. Master commandos often take up the dirty fighting line in smuggler. Picture this: A fully buffed master commando runs into the force caves and hits flamecone 2 and plays dead while 5 untrained wielders of the dark side burn to death. You make money as a commando. You lose money as a combat medic.




Eti Vauspavim
Dark Jedi Templar
Imperial Pilot Ace
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