Combat Medic Archive

Thread: MCM's view point

Laney_1uk
Mon Sep 12, 2005 7:01 am
#1



Dear jedi


I have read many posts stating that MCM is over powered and I'm going to attempt to give my opinion from a MCM’s point of view.


Good points about beinga MCM (specifically MCM and not 4000)


Thyroid rupture - probably the most valuable skill against a jedi, lowing speed by -40. Pre CU sabers (and indeed some good post CU sabers with good pearls) put out a massive amount of damage quickly with AB and power attack. I've been hit for 1419 and approx 900-1000 damage with head, body and leg hit (thats been the record) by a saber and in order to survive that CM needs thyroid rupture to decrease the amount of times we get hit. If not we are dead in 2-8 hits as we can only heal with stims and MCM skill every 30 seconds and 6 seconds respectively. We may alternate between that and area healing but the mind drain is a lot. Even with our advanced healing we can only last, if at all, until out mind runs out by us doing nothing but heal the damage.


Trauma -Now this skill is a MUST against jedi now. Once the jedi healing got balanced (before no mind cost meant jedi could heal without tactics and timely considered heals) slowing mind generation is a must. We now do not run jedi out of force but mind first. Keeping this state on at all times is a must to beat a defender or any type of high defensive jedi (4440 etc etc). Also this skill really really really hurts enhancers or powers jedi as they heal even more to compensate for lack of armor. Jedi also have this ability with sap


Haemorrhage - Good for slowing action, specially in non jedi duals and a little in jedi duals with post CU sabers. Although a skill i don't always use (unless i see the jedi with low action during the fight) a worth while skill to use. Jedi also have this ability with sap


Snare (can't remember name think its electric something). Great for those pesky MDEF's with no force runor melee professions who if they get close destroy you in seconds. Great crowd control and a fun skill to have in the bag and it last a long time. Jedi also have a less effective force wave and indeed a ROOT.


Dots (fire, poison & disease) - The first 2 are the best. A MCM / MBH is NEVER going to outdamage a rifleman so this adds to his overall dps to compensate for the lack of damage output. It also goes through armor as its a dot so a very good damage dealer. Disease is a pointless and indeed useless skill. Finally jedi has a choice of dots in the master powers box called choke.


Paralyse -This is for me personally an opening skill. Soften target up with some kd and crits then paralyse and start the debuff stage. As I said brilliant opening skill and a must for debuffing first off. This is like stasis and ANY damage taken will break it. One of the major problems of this skill is that its useless once you dotted target !!!!! Jedi have alternative called stasis


Healing - Well a much contested issue and debate still goes on. Can we heal better than a jedi as MCM's? ..... Answer honestly YES we can. I can heal for around 1400 with bacta toss and 1193 with stims and once more with area healing. However a jedi can use ruby bile and stims like every other profession. Not my fault if jedi are too silly or confident in their abilities to not be prepared. HOWEVER I would like to draw you attention to the disadvantages section for this one also !!. Jedi have 1500 heals and infusion


Disadvantages


All of the above skills take lots of mind to complete. Indeed once a jedi is paralysed, debuffed with 2 debuffs (all you can get in one paralyse phase, maybe 3 at a push) you have used approximately half your mind bar (maybe an overstatement but certainly 1/3 - 1/4 of it). IF you chose to add dots and further debuffs that’s another 1/4 of your mind bar gone as well. You see most you jedi think that all a MCM does is slap dots /debuffson you and ride it out but its not. You have to defuff / dot in stages because if we out and out debuff you we nuke our mind pool something chronic. Battle with a MCM is attrition, not damage nuking like a rifleman.


One other general problem is that MCM / MBH’s have a lower damage potential than say a rifleman / MBH. I can not usually hit defenders for much more than 500 kd’ed. So we have to use dots to compensate for our lack of weapon damage output to a degree. Now it helps if you have good weapons as well.


Healing – Can a MCM heal faster than a jedi’s? Answer honestly is YES…. But our healing takes as much mind as jedi's do. SO IF WE HEAL FASTER WEBURN OUT MIND FASTER. I do realise that trauma stops your mind pool for regenerating but its no different to your sap which stops both action and mind!!! So not only do we have to debuff you twice (trauma and haemorrhage) to do stop action and mind at the same time but its not a ranged attack like yours! Combined with our constant need to heal as we are getting hit for rather large saber hits, it takes a fair amount of skill and good foods to control you mind bar. We can't simply spam heals like you say we can as we are subject to the same constraints as you are. Plus we don't have infusion which is ticking as well helping you heals.


Another important issue is that jedi can heal on you back (but can use stims like a jedi can) MCM / MBH's can't. Massive advantage as we can't tactical kd like you guys can. By that I mean you see me use bacta toss you kd me as you know I can't heal on my back!


Paralyse - Used to be that once I paralysed a jedi i could straight away paralyse him again. Now we can't after recent patches (that’s a good thing). Also its exactly like your stasis only doesn't last 1/6 as long. Any damage or dots taken by target and he's back out and fighting in no time. Another reason why buffing is done in stages and with tactics.


Armor – Us MCM / MBH can only use battle armor which isn’t like the 8.1k recon that most rifleman / MBH’s are using these days. This limits our ability to also take damage.


Summary


Now a lot of jedi especially want the timers on the debuff to decrease. But being as mind intensive as a lot of these skills are having to apply them twice as much would certainly drain our mind far too quickly. Lowering thyroid rupture, snare, trauma and haemorrhage to 30-40 seconds would make MCM in my opinion pointless and a waste of skill points and mind. This would effectively force us all to go rifleman/MBH of which you jedi seem to want us to be because you can kill most with your fancy aura, block & pikaata and valor and not have to worry about debuffs, snares and other such seemingly annoying and effective killing measures.


Now for the jedi’s skills I do have some sympathy. You are, to a degree, forced to be defenders (compensated a little with armour going it enhancer now) and the main problems you have with MCM’s is that you lack a few skills (although we're forced to be MBH now lowing out skills lol). Sap, FR1,2 and or 3, snare and root. All of these skills stop MCM’s or any BH cold. Sap destroys MCM’s mind, and all the others enable you to stay almost permanently in sabre range dishing out massive damage. The main problem I see is that may of you jedi pick templates that are good against other jedi and melee professions and because you’re not always hunted by a bh you lack the template to kill them.


Yes MCM / MBH is a MDEF / MLS killing maching if he/she doesn’t have any of the above skills but is it the fault of the MCM’s skills that your templates are poorly thought out or designed by the developers.


I also have sympathy with the fact that pearls aren’t dropping at any rate. This to a degree but that’s another argument.


/bows head and waits for the flames.


Orran (flurry)

Tarja-
Mon Sep 12, 2005 7:02 am
#2

it doesnt need any changes, ignore the newbs that can't PvP and want everything handed to them.



Iwiw Ogrec
Elder Dark Jedi Knight
(ggggggggggggggggggggWX9nnnnn[[[[nnnnnWX9gggggggggggggggggggg)
Carli Elder MBH-loot whor_e
CMsivart
Mon Sep 12, 2005 7:20 am
#3






Laney_1uk wrote:



Dear jedi


I have read many posts stating that MCM is over powered and I'm going to attempt to give my opinion from a MCM’s point of view.


Good points about beinga MCM (specifically MCM and not 4000)...


Dots (fire, poison & disease) - The first 2 are the best. A MCM / MBH is NEVER going to outdamage a rifleman so this adds to his overall dps to compensate for the lack of damage output. It also goes through armor as its a dot so a very good damage dealer. Disease is a pointless and indeed useless skill. Finally jedi has a choice of dots in the master powers box called choke.





For the most part, your assessments are correct, with the exception of the highlighted phrase. With the new class levels of the CU, a MBH/MCM can easily outdamage a MR with an Advanced Laser Rifle. This is where your argument breaks down. Since it is the particular combat action rather than the weapon that will dictate the damage, any MBH can do the same damage as any elite ranged professional. What this boils down to is that a MBH/MCM receives most all the benefits of any other ranged professional in addition to their MCM abilities. This is why MBH/MCM is the single most desired template of the BH who hunts jedi.



Sivart


Corbantis



Edited for the conservation of space...

Message Edited by CMsivart on 09-12-2005 07:22 AM

antares_Kauri
Mon Sep 12, 2005 7:24 am
#4



CMsivart wrote:
With the new class levels of the CU, a MBH/MCM can easily outdamage a MR with an Advanced Laser Rifle. This is where your argument breaks down. Since it is the particular combat action rather than the weapon that will dictate the damage, any MBH can do the same damage as any elite ranged professional.


So that applies to sabers and pearls, then?

antares



|Pikeman non-stop since July, 2003|
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eapers
Mon Sep 12, 2005 7:34 am
#5


CMsivart wrote:


Laney_1uk wrote:

Dear jedi

I have read many posts stating that MCM is over powered and I'm going to attempt to give my opinion from a MCM’s point of view.

Good points about being a MCM (specifically MCM and not 4000)...

Dots (fire, poison & disease) - The first 2 are the best. A MCM / MBH is NEVER going to outdamage a rifleman so this adds to his overall dps to compensate for the lack of damage output. It also goes through armor as its a dot so a very good damage dealer. Disease is a pointless and indeed useless skill. Finally jedi has a choice of dots in the master powers box called choke.


For the most part, your assessments are correct, with the exception of the highlighted phrase. With the new class levels of the CU, a MBH/MCM can easily outdamage a MR with an Advanced Laser Rifle. This is where your argument breaks down. Since it is the particular combat action rather than the weapon that will dictate the damage, any MBH can do the same damage as any elite ranged professional. What this boils down to is that a MBH/MCM receives most all the benefits of any other ranged professional in addition to their MCM abilities. This is why MBH/MCM is the single most desired template of the BH who hunts jedi.

Sivart

Corbantis

Edited for the conservation of space...

Message Edited by CMsivart on 09-12-2005 07:22 AM






Speed and accuracy have a tremendous effect on damage output (maybe not as much as they should), so a template that forgoes healing for another line or two in combat professions will have a raw damage advantage. As a MCM/Mpistoleer I have been defeated by people who just have a few boxes in medic and stims who knew what they were doing and were able to keep putting out hard, consistant damage. I do not have any sort of CoB effect, however.

The problem is that this just isn't worth losing healing for in many peoples minds. Also, with most jedi having aura, the difference between 150 accuracy and 315 accuracy is minor when facing 800ish defense.

Message Edited by eapers on 09-12-2005 07:35 AM






JOHNNY-JONES JACKSON

AFK
SeeruFlock
Tue Sep 13, 2005 1:48 am
#6

The trouble with MCM/*(mostly BH) is that as you pointed out MCM has good heals and offensive abilities. You wrote that jedi basically have the same stuff, but it's thrown all over the different jedi skill professions while MCM gets it all in a single package. And MCM/* also whack jedi pretty well MCM/* could stop em dead in their tracks, debuff and dot em and what-not (yes, so can many other pros, even power/enhancer-jedi), it's just annoying that MCM/* gets the good heals to boot.



Proud owner of a Rebel Shirt, looted from corvette.

"For over a thousand generations, the Jedi Knights were the guardians of peace and justce in the Old Republic, before the dark times...before the nerfs."
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