Combat Medic Archive
Thread: Combat Role fo the CM post CU
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Ackehece
Tue Mar 29, 2005 6:47 pm
#1
Combat Medic Profession Changes
Pre-requisites change: from master medic and marksman ranged support 4 to general healing line, pre-combat medic line, and marksman ranged support 4.
Ranged healing medium healing capability
Point blank AoE (Area of Effect) small healing capability
Health poisons which cause health loss
Health diseases which is now a regeneration de-buff as opposed to causing wounds
Gains a Resurrection ability with a large resurrection sickness on the target
Debuffs to Attack Speed, State Resists
Dazes, Point blank Dazes
Pre-requisites change: from master medic and marksman ranged support 4 to general healing line, pre-combat medic line, and marksman ranged support 4.
PsionicHawk
Tue Mar 29, 2005 7:56 pm
#2
Adding:
Combat Medic
Primary Role: Medical Combatant
Secondary Role: Combat Healing
Offense: Strong (4)
Defense: Weak (2)
Crowd Control: Moderate (3)
Combat Medics are the natural progression of Medics into the combat field. Their medical expertise turned to the goal of eliminating the enemy culminated in the creation of powerful medical weaponry that can quickly leave opponents crippled and powerless. They also have the ability to competently heal their allies while in the thick of battle.
Combat Medics will retain their healing abilities but they will always be secondary to the capabilities of a Doctor.
I've been wanting to say our pre-reqs have been changing for awhile now
.
It looks as though one can master any two combat professions (except Ranger). So if you want to be a Master BH, Commmando, Smuggler, Squad Leader, ect. You can.
It's one of the changes that excites me the most and allowed me (personally speaking) to cope with the loss of crafting.
Combat Medic
Primary Role: Medical Combatant
Secondary Role: Combat Healing
Offense: Strong (4)
Defense: Weak (2)
Crowd Control: Moderate (3)
Combat Medics are the natural progression of Medics into the combat field. Their medical expertise turned to the goal of eliminating the enemy culminated in the creation of powerful medical weaponry that can quickly leave opponents crippled and powerless. They also have the ability to competently heal their allies while in the thick of battle.
Combat Medics will retain their healing abilities but they will always be secondary to the capabilities of a Doctor.
I've been wanting to say our pre-reqs have been changing for awhile now
It looks as though one can master any two combat professions (except Ranger). So if you want to be a Master BH, Commmando, Smuggler, Squad Leader, ect. You can.
It's one of the changes that excites me the most and allowed me (personally speaking) to cope with the loss of crafting.
Message Edited by PsionicHawk on 03-29-2005 09:57 PM
TyfoE
Tue Mar 29, 2005 10:36 pm
#4
One thing I din't understand; is Crafting (poisons, heals, so on) being moved to Medic Crafting Line or BE?
TyfoE
Tue Mar 29, 2005 11:36 pm
#6
Basic supplies for what?
As far as I understood, the BE only gets to craft Enhancers and non-medic Stim-B's. But the document confuses me, so I am not sure. I hope I don't have to take BE to be able to craft poisons and the likes - but then, it might also become an innate ability. :/ (I like to craft meds)
As far as I understood, the BE only gets to craft Enhancers and non-medic Stim-B's. But the document confuses me, so I am not sure. I hope I don't have to take BE to be able to craft poisons and the likes - but then, it might also become an innate ability. :/ (I like to craft meds)
vortexala
Wed Mar 30, 2005 11:47 am
#8
ALL crafting is going to BE. There won't be anything in CM left to craft. You're healing(range/area) and offense(poison/disease) will be Ability based and not consume or use any items.
BE's will craft 'enhancers' which will add a bonus to these innate abilities, but they will NOT be a requirement.
TyfoE
Wed Mar 30, 2005 12:02 pm
#9
So, we are all equal? Thank you for wasting the time I have used collecting CM Resources, thank you.
vortexala
Wed Mar 30, 2005 12:03 pm
#10
TyfoE wrote:
So, we are all equal? Thank you for wasting the time I have used collecting CM Resources, thank you.
Don't 'thank' me... go 'thank' the devs. I didn't want this...
TyfoE
Wed Mar 30, 2005 12:23 pm
#11
Sorry. Just dissapointed, angry and sad at the same time.
I like all the information provided ... except;
Real Medicine Crafting removed from the game (enhancers aren't medicine from my point of view).
I WANT to craft medicines, I want to craft poisons, I want to throw my needles at my group. - NOT wave my hands and out comes a magical healing ray.
(Why is it so important to remove this?) All poisons and diseases are going to be same power at Master. We can't be better than other - why not making all weapons have same stats? So other fighting professions can be equal as CM is going to be?
I like all the information provided ... except;
Real Medicine Crafting removed from the game (enhancers aren't medicine from my point of view).
I WANT to craft medicines, I want to craft poisons, I want to throw my needles at my group. - NOT wave my hands and out comes a magical healing ray.
SkalTrenton
Wed Mar 30, 2005 12:31 pm
#12
sweet all my nice venom ive been gathering will look nice on my mantle...but hey ill sacrifice a LOT to make combat fun.
TWAM
Wed Mar 30, 2005 1:02 pm
#13
To be perfectly honest, I'm just as confused 
We don't know yet which schems will be in which crafting line, we'll need to wait and see on TC.
We don't know yet which schems will be in which crafting line, we'll need to wait and see on TC.
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