Combat Medic Archive
Thread: Non Master CM Viability September Issues
I wanted to comment on Elenora's posted issue in that thread...I agree with everything else in that entire thread...
...I even agree with MOST of this particular one. However, I think we need to be mindful of calling for a structure of skills such that someone can take a couple columns of CM and basically have most of the power of the class.
I don't remember the name of the poster who detailed their way to drop basically any red, but it was done by nto mastering in anything but by taking 1 or 2 columns of multiple professions to have an array of powerful specials to sling together. In this poster's case it was the 1 column of Medic that allowed them to use experimented StimD but not make it themselves.
There is alot power in becoming jack of many and master of none if you pick the specials. It is an acute issue in the healing professions since med use is in one column. Can't make it, but can buy em. Can't heal fast, but it's just for me, and i'll save all those other points and put them into combat specials.
I'm all for making CM more viable at less than expert, but I think we need to make sure go so far as to give the majority of our power to someone who's trying to synthesize an uber-solo-hybrid.
Jacore
I think that considering that first off the requirements to become a CM are high enuff to really prevent people from dabbling in CM...
there is also the fact that skills starting over in CM is one of the reasons why lower CMs are weak but its also the reason why its hard to dabble...
so agreed this issue needs to be carefully tread. we are walkinga fine line between making it viable for lower CMs and making it easy to dabble
also one more thing to remember is that SOE was smart enough to realize this issue of dabbling by making elite classes cost less skill points the higher up the tree you went...
teh 5-4-3-2 system of the elite classes also is a natural ingame system that would make it very hard to people to make a jack of all trades with the CM class....
Agreed. The new CH class is a good example of a class that used to be great for dabbling (a novice could get a rancor and at 0/0/0/3 you could run 2 rancors), but they redid it, and I think it now scales fairly well. Plenty of CHs are upset, but it does scale where a novice isn't really any better than a non-CH up to a decently powerful master CH. You have to at least least 4/4/0/0 to approximate the power of a master.
Doctor is another good 2 line for half the power sort of class. You need one line to get /revive and another line to up the medical usage so you can use the biggest enhance packs. You can get experimented packs on usage, but you can't do everything with a 0/4/0/0 doctor.
To avoid the single line syndrome, you would need to separate the specials (or skill bonuses) from CM usage. I don't know where the appropriate split is, but if you lump the terrain negotiation, ranged defense, knockdown resistance, or whatever other skill mods you add with combat medic usage, you've given away half the class in a single line.
At the same time, CM needs to scale better than it currently does. The lack of scaling is largely a function of two factors - awful level Aoffensive meds(and pretty bad level B offensive meds) and the lack of experimentation points at low level since you start over. A good comparison is Enhance A's from the doctor line and Poison A from the CM line. An Enhance A is weak, but still usable (and has decent experimentation options). A Poison A is worthless. I'm ok with it being weak, but I ought to have some way to realiably poison half of of the mobs in an area instead of having almost all resist. 100 health per tick is still valuable to me if I can get it to stick to more than 1 critter in an area application. As it stands, /healthshot1 requiring 4 base profession skill boxes applied to each target individually is more reliable than an area poison A requiring a coupld boxes of a elite/hybrid profession.