Combat Medic Archive
Thread: Raising ur chance to apply poison.....and make factories pull from crates
there is a post on the DOC boards about this....it works...just play with it....
(the below is what i've noticed and i feel its correct, but its not gospel if you know what i mean)
to raise ur chances at applying poison/disease experiment with potency....which is under ease of use
i made poison Cs with a potency of 80 and havent had a resist with that pak yet
also effectiveness is half the damage dealt per tick
using crappy resources i experiment effectiveness(aka power) up to 176.....so thats 352 per tick....and its not slow in my opinion(slower than those one second pistols, but hey we can't have it all, but of course we can pair the poison with our own guns )
and just remember we are a healing class as well...we should stand below the straight up fighters
With the above takin into account i dont think poison/disease needs to be tweaked, but it would be nice(would also be nice if the 5 min immunity to pre-incap DOTs after an incap was shortened, or atleast the DOTs weren't running during that time, meaning they pick up where they left off when that runs out, only because its to easy to go incap, have a medic pull u off ground and be free of it, easier to do that than get it healed, and shortenin it would make doctor and meditation more valuable around a battle)
-Korvein Kianeek
Master CM, ahazi......send me a tell for free training or whatever(im usually on tatooine)
you still missing the point there is no other hybrid class that would tolerate its master profession skill to hit for as little as our poisons do...
look at the skills that other professions get at master level...it doenst even compare...
also its ridiculous that as a master medic dots do not do as much as i can do with a carbine...im not even trained in carbine outside of my novice marksman...i do a load more damage with a pistol at specialist than i do with dots...this is definately not whati think the devs had in mind for class...
futhermore the problem with poisons is that its either u make poison that stick and do no damage or you make poison that hurt or not stick...in the end you end up balancing them and u get generally crappy packs...
CM wasnt meant to rely on weapons otherwise we would get more weapon skills in the tree...
The fact is that we are a hybrid and as such much invest a huge amount of skill points to become a CM, the returns are not appropriate for the investment currently. Granted ranged heals is very powerful no argument there...but we also sacrifice 29 points in marksman to get CM...those 29 points could be well spend elsewhere...basically thats marksmand and a weapon specialist...considering we gave up that amount of points, Dots need to be as effective if not much more effective than my gun...which currently they arent...i can shoot for upwards of 700 damage at a weapon speed of 1.9....my dots dont do near as well...
oh and one more thing when doctor buffs and food buff become more popular (afterhe HAM freeze is fix if every) 6 of our 9 stat diseases will be jokes...
doctor E buffs people for 3000-5000
300 damage dots will be a joke then...
basically it will come down to mind poison...
and i bet u we see a major change in mind damage in the future....
I have to disagree with the initial poster. To master CM you have to put in a ton of work in both medical and combat fields. Once you master CM, pair off against an equally trained person of another combat skill and you will see we are beaten hands down everytime.
Now I do still consider CM as a somewhat supportive role, but we are far underpowered for the amount of work it requires to master the skill. Look at a CH, to master CH you need to fill 27 skill boxes. To master CM you need to fill 45 skill boxes. Seems pretty equal right? Since we have higher requirements, shouldn't we be rewarded as such?
The fact that we are an advanced hybrid class is lost to many people. They just feel that we should be as weak as doctors are in combat...the the fact is weare an elitehybrid classes that has tospend 19 more pointsin a tree that has nothing to do with healing, and in fact which the veryfact that we heal proves to make that xp we need to lvlranged support that much moredifficult toattain...
Am I asking u for the vast amount of moves and skills and weapons that a BH has? no...
am i asking for uber power specials like /panicshot like smugglers?
all im asking for is that our class defining skill be more useful that it is...right now poison in PvP are a joke...bleeds to more damage then Dots...BH flameshot does far more damage than dots..in fact they are both a dot and a disease...
the margin of returns on our skill investment is ridiculos...smugglers only need to master 2 trees to become a smuggler...they dont even need to master an entire profession...and hands down a novice smuggler will destroy a master CM everytime
As was pointed out, we had to attain specialist in RWS, and how could anyone attain enough combat xp for that without subsequently becoming a specialist in at least one weapon type? I know I had reached specialist in rifle, pistol AND carbine JUST before I reached specialist in RWS. I've subsequently dropped some marksman skills to complete my medic training (keeping most of my scouting skills, and staying specialist in pistol), but the point seems lost that the RWS requirement allows us, like SLs, to CHOOSE the weapon(s) we specialize, unlike, for instance, smugglers, who are forced to go with pistol.
Having poisons, therefore, is a great complement to a CM that specializes in at least one weapon (bleeds and poisons do stack, no?), which is pretty much an unsaid prerequisite for CMs. With ranged and area stims, we are indeed the perfect hybrid class.
That said, we shouldn't expect to do near as much damage as a master in a combat class, or heal as many wounds/damage as a master doctor, and please don't even bring up healing mind/focus/willpower/bf. In order to have the healing and hurting powers, we've had to give up the extremes in both.
you miss the point that dots are basically useless right now compared to bleeds...
a good solid bleed will do 2x the damage a dot currently does...
so either make dots more useful or just take out the dots and the ranged support requirement...
if you look at the other hybrid classes they all build further upon the skills that are a prereq for the most part...nothing in the CM line really enchances the skills we worked on in ranged support. Thus its forces us to spend more points 14 to master a weapon specialist to be effective in combat. Now considered that we also are pretty much forced into having to spend 29 points to get survey 4 and artisan to craft effectively and cheaply, you've just nixed 29+14 = 43 or almost 1/5 of our total skill points.
Furthermore, considering what we sacrifice in terms of becoming a CM over the obvious alternative, Doctor, we lose the ability to revive, buff, cure states and poison and heal massive wounds. Now considered we need to spend 29 more points to get to be CM and current the only reward is ranged heals since AOE is broken and dots are a joke, this is a totally unfair trade off for out skill points. Granted the ability to use ranged heals is powerful (But becoming more and more less useful because of the pace of PvP), the fact is that a CM and Doctors heal the exactly same amount of damage using Stim E. (In fact, there is nothing in either the Doc or CM profession that increases stim effectiveness) In fact the way that the system is currently set up with experiment points, the doctor will always make more effective packs than a CM since a pure CM will have less experiment points for components than a doctor. So in a way Cms also give up the ability to use stim E and since CM Ranged E is messed up with its 13 CDRM requirement, a pure doctor will heal damage then a pure CM. This is wrong. CMs should be the ultimate damage healers in the game and this is not quite the situation.
So looking at the CM in a vaccum, one would say well the class is not so bad, however looking at it terms of class balance you will see that we are one of the weakest classes in the game considering the skill points we need to invest.
If CMs weren't meant to be damage dealers, just take the ranged requirement out and remove dots, I'd be more than happy to spend those 14 points in order to get pistoleer defense II and spam pistol melee 1 for spam knocksdown. The fact is that those 29 (or 14 if u are in marksman already) could be spend much more effectively outside the class...so in order to make CM worth it, you are required to make a payoff for ranged support mastery = those points spent elsewhere, otherwise people will realize CM are basically no worth the time and skill point investment into the class...
right now in all honesty, a pistoleer/doctor is 100x more effective that a CM/doctor. Even smugglers which only have to master 2 branches of 2 skills not not even 1 full profession will beat a CM handsdown with panic shot...and all smugglers have to do is master the pistol branch of marksman, something that takes the exactly same amount of points ranged mastery does.
ive tired that too
didnt work...
like its been said over and over...this factory bug is so inconsistant that its hard to get a handle on...i have tried all the suggestions from all the posts on the boards...my factory has never pulled from crates ever
Elenora wrote:
like its been said over and over...this factory bug is so inconsistant that its hard to get a handle on...i have tried all the suggestions from all the posts on the boards...my factory has never pulled from crates ever
Factories were brought into this game purely to torture crafters...or at least that's the story I'm sticking to this week.
I've had pretty good luck with the multiple item/factory crate method of getting factories to pull from your crates. I wonder if factories choose to be bugged differently on each server just to keep us guessing?
maybe i should jst redeed the **edit** thing and try again...
im so sick of dealing with it...i just grin bear it and work around it the best i can...
> a good solid bleed will do 2x the damage a dot currently does...
But they stack so it's better to have both
I would like to see a little something (like specials you proposed in other thread) to compliment our combat, but making poisons and deseaces work (stick better, and all other bugs with them) should be top priority.