Combat Medic Archive
Thread: what are the facts?
badgic wrote:
First off this is only if the doc skills on test center go thru as they are.
A mcm has as i see it has two viable skills, stims and poison. AE heals, Ranged Heals, Mind Heal, Poison and Disease are our skills.
ranged stims have more bugs than a roach hotel.true dat
Since cm's are being told that they are support med class only? ill use doc as a measure stick.
A md has5 viable skills rez, buff, stims, cures, state removal.A Doc can heal 12 out of 13 types of combat damage whereas a CM can only heal 5 out of 13. compare the healing alone and you will see the imbalance
A mcm can master a ranged prof. or partially master a brawler prof.
Amd can master any non elite prof.
A mcm can sell stims/poisons for cash. We can sell stims of mediocre quality due to limited experimentation. We can only sell CM meds to other CMs.
A md can sell stims, rez packs, cures, state removal packs, buffs. An MD can sell meds to any player that has the appropriate med use and skill. It only requires an investment of 15 points to use the lowest meds available.
A md can buff for cash. You don't often see a character asking a CM to stack a bunch of poisons and disease on them I am sorry to say.
running missions for either would only be thru other prof's. or grouping.
A mcm can throw aoe/single target stims around 25 meters.
a md can heal single targets at 5 meters.
keeping in mind that cm poisons have never been usefull for pve and dot damage doesnt equal loot permission.
Have i made a mistake or is this the situation the cm's are looking at? CMs could care less whether we even keep our poison and disease skill. The only thing we want is for our defensive or offensive skills to be worth the points we spend. Allowing a Doctor with 2xxx skill easily counter our nastiest poisons is a slap in the face. That is not balance
Gnuut wrote:
badgic wrote:
First off this is only if the doc skills on test center go thru as they are.
A mcm has as i see it has two viable skills, stims and poison. AE heals, Ranged Heals, Mind Heal, Poison and Disease are our skills.
ranged stims have more bugs than a roach hotel.true dat
Since cm's are being told that they are support med class only? ill use doc as a measure stick.
A md has5 viable skills rez, buff, stims, cures, state removal.A Doc can heal 12 out of 13 types of combat damage whereas a CM can only heal 5 out of 13. compare the healing alone and you will see the imbalance
A mcm can master a ranged prof. or partially master a brawler prof.
Amd can master any non elite prof.
A mcm can sell stims/poisons for cash. We can sell stims of mediocre quality due to limited experimentation. We can only sell CM meds to other CMs.
A md can sell stims, rez packs, cures, state removal packs, buffs. An MD can sell meds to any player that has the appropriate med use and skill. It only requires an investment of 15 points to use the lowest meds available.
A md can buff for cash. You don't often see a character asking a CM to stack a bunch of poisons and disease on them I am sorry to say.
running missions for either would only be thru other prof's. or grouping.
A mcm can throw aoe/single target stims around 25 meters.
a md can heal single targets at 5 meters.
keeping in mind that cm poisons have never been usefull for pve and dot damage doesnt equal loot permission.
Have i made a mistake or is this the situation the cm's are looking at? CMs could care less whether we even keep our poison and disease skill. The only thing we want is for our defensive or offensive skills to be worth the points we spend. Allowing a Doctor with 2xxx skill easily counter our nastiest poisons is a slap in the face. That is not balance
mostly true, but i do care if i keep my poison and disease skills. chemical warfare, baby. no apologies. we should deal massive damage to large groups.
it is the venom that needs fixing, not the CM's.
and how about sharing the wealth? if docs can now do our area tricks, how about us being able to apply buffs and inoculations? and could we pleeeeze be able to correct battlefield injury better than our family practice doc in Theed?
make us better, nerf the venom, not the CM's
amen
Blackmoore wrote:
Is it just me or does "support class" scream unbalanced? I have said before and I will say it again. There is no way to be a support class when you are on your back and dead. I don't want to give up poisons and diseases nor should I be forced to. The changes currently render us useless in PVP. Someone posted that if you are lucky to even hit someone you might have the chance to get a poison tick in - if you are extremely lucky. So, my prediction is that a lot more people will be going doc and that a lot of CM's will turn to the environment.Now CM's will be the true Jedi of the game. You'll be lucky to see one. Unlike the current Jedi walking out in the open. I will be eager to see what the new FOTM template will be. Doc/rifleman? Doc/melee?
badgic wrote:
A md has5 viable skills rez, buff, stims, cures, state removal.A Doc can heal 12 out of 13 types of combat damage whereas a CM can only heal 5 out of 13. compare the healing alone and you will see the imbalance
what 5 are you referring to? i can think of three, health, action, and mind.
There are 13 types of "Combat Damage"
Health, Action, Mind, Wounds, Bleeds, Dizzy, Intimidate, Stun, Blindness, Poison, Disease, Fire, and Death
Cmas can heal the first 5 only while Doctors can heal all but Mind.
Gnuut wrote:
badgic wrote:
First off this is only if the doc skills on test center go thru as they are.
A mcm has as i see it has two viable skills, stims and poison. AE heals, Ranged Heals, Mind Heal, Poison and Disease are our skills.
ranged stims have more bugs than a roach hotel.true dat
Since cm's are being told that they are support med class only? ill use doc as a measure stick.
A md has5 viable skills rez, buff, stims, cures, state removal.A Doc can heal 12 out of 13 types of combat damage whereas a CM can only heal 5 out of 13. compare the healing alone and you will see the imbalance
A mcm can master a ranged prof. or partially master a brawler prof.
Amd can master any non elite prof.
A mcm can sell stims/poisons for cash. We can sell stims of mediocre quality due to limited experimentation. We can only sell CM meds to other CMs.
A md can sell stims, rez packs, cures, state removal packs, buffs. An MD can sell meds to any player that has the appropriate med use and skill. It only requires an investment of 15 points to use the lowest meds available.
A md can buff for cash. You don't often see a character asking a CM to stack a bunch of poisons and disease on them I am sorry to say.
running missions for either would only be thru other prof's. or grouping.
You are a hybrid combat class. Most combat classes get their money from doing missions. Smugglers are also a combat hybrid/crafter class and most of their money comes from missions. Spices don't sell and most smugglers slice for a measely 100 credits per %. If you don't make money from crafting and selling as much as doctors I'm not really concerned you can grab janta missions in solo-groups on dantooine just like the rest of us.. or even *gasp* join a hunting group and back them up in combat to get the your payout or loot cut.
A mcm can throw aoe/single target stims around 25 meters.
a md can heal single targets at 5 meters.
keeping in mind that cm poisons have never been usefull for pve and dot damage doesnt equal loot permission.
Have i made a mistake or is this the situation the cm's are looking at? CMs could care less whether we even keep our poison and disease skill. The only thing we want is for our defensive or offensive skills to be worth the points we spend. Allowing a Doctor with 2xxx skill easily counter our nastiest poisons is a slap in the face. That is not balance
Blackmoore wrote:
I might be a noob here (not really :smileyvery-happybut how can CM's heal bleed states? Just curious. I don't recall that we can?
what the heck are you talking about? Medics at First Aid 2 can heal bleeds with the /firstaid command. Since Master Medic is part of CM it is included in their skillset.
Ternque01 wrote:
Gnuut wrote:
badgic wrote:
First off this is only if the doc skills on test center go thru as they are.
A mcm has as i see it has two viable skills, stims and poison. AE heals, Ranged Heals, Mind Heal, Poison and Disease are our skills.
ranged stims have more bugs than a roach hotel.true dat
Since cm's are being told that they are support med class only? ill use doc as a measure stick.
A md has5 viable skills rez, buff, stims, cures, state removal.A Doc can heal 12 out of 13 types of combat damage whereas a CM can only heal 5 out of 13. compare the healing alone and you will see the imbalance
A mcm can master a ranged prof. or partially master a brawler prof.
Amd can master any non elite prof.
A mcm can sell stims/poisons for cash. We can sell stims of mediocre quality due to limited experimentation. We can only sell CM meds to other CMs.
A md can sell stims, rez packs, cures, state removal packs, buffs. An MD can sell meds to any player that has the appropriate med use and skill. It only requires an investment of 15 points to use the lowest meds available.
A md can buff for cash. You don't often see a character asking a CM to stack a bunch of poisons and disease on them I am sorry to say.
running missions for either would only be thru other prof's. or grouping.
You are a hybrid combat class. Most combat classes get their money from doing missions. Smugglers are also a combat hybrid/crafter class and most of their money comes from missions. Spices don't sell and most smugglers slice for a measely 100 credits per %. If you don't make money from crafting and selling as much as doctors I'm not really concerned you can grab janta missions in solo-groups on dantooine just like the rest of us.. or even *gasp* join a hunting group and back them up in combat to get the your payout or loot cut.
A mcm can throw aoe/single target stims around 25 meters.
a md can heal single targets at 5 meters.
keeping in mind that cm poisons have never been usefull for pve and dot damage doesnt equal loot permission.
Have i made a mistake or is this the situation the cm's are looking at? CMs could care less whether we even keep our poison and disease skill. The only thing we want is for our defensive or offensive skills to be worth the points we spend. Allowing a Doctor with 2xxx skill easily counter our nastiest poisons is a slap in the face. That is not balance
true, you can earn money doing missions. in fact, i get nearly all of mine that way. but it is not much fun as a pure cm. i have carbineer, so it is more possible for me. otherwise you basically stand around while the melee folks kill the mission, which is sort of humiliating. occasionally you might need to heal someone, but most serious pure combat folks have novice medic, so half the time they heal it before it is low enough for me to worry. so if you want cm as your combat class, you are out of luck for good money sources. having scout or artisan is nice for resources, but if you want to earn a living, you will need to go ranged master, and rifle is probably the best of those.
not a complaint, just pointing out that cm by itself is not endowed with much income potential. the poison/dzinnoculations would have been a really nice addition to cm for that reason.
neutrineaux wrote:
true, you can earn money doing missions. in fact, i get nearly all of mine that way. but it is not much fun as a pure cm. i have carbineer, so it is more possible for me. otherwise you basically stand around while the melee folks kill the mission, which is sort of humiliating. occasionally you might need to heal someone, but most serious pure combat folks have novice medic, so half the time they heal it before it is low enough for me to worry. so if you want cm as your combat class, you are out of luck for good money sources. having scout or artisan is nice for resources, but if you want to earn a living, you will need to go ranged master, and rifle is probably the best of those.
not a complaint, just pointing out that cm by itself is not endowed with much income potential. the poison/dzinnoculations would have been a really nice addition to cm for that reason.
Gnuut wrote:
There are 13 types of "Combat Damage"
Health, Action, Mind, Wounds, Bleeds, Dizzy, Intimidate, Stun, Blindness, Poison, Disease, Fire, and Death
Cmas can heal the first 5 only while Doctors can heal all but Mind.
Why do you separate out the damage for each pool but not the wounds? By my count there are 22 effects of combat: heath, action and mind damage, health, action, mind, strength, constitution, stamina, quickness, focus and willpower wounds, dizzy, blind, intimidate, stun, poison, disease, fire, bleeds, battle fatigue and death.
Docs can heal or undo 16 of the 22. CMs can heal 9. Honestly though, I think those numbers are misleading. CMs can heal the most important ones, the damage. I don't think Cms need to take abilities away from docs to be the best combat healers. What we need is a system that actually allows player characters to take damage. Of course, the aforementioned bugs to ranged healing need to be worked out too. In the days before 80 - 90% armor CM was by far the most capable healing profession for group combat.
I absolutely agree with you that the current system does not make it worth the SP to be a CM. This will be even worse if the devs go too far in balacing poisons. IMO instituting both AOE cures and innoculations is too much. They should first try just one of them, otherwise we will be going the way of creature handlers, bounty hunters and commandos. I would like to see a balanced for of innoculations without the AOE cures.
Message Edited by Obata on 07-31-2004 02:43 PM