Combat Medic Archive
Thread: master de/cm dabbiler beat up master doc/ carbineer
toe2 wrote:
u guys make the argument that u dont need nerf because docs can cure poison rt. whell i used the pest material for my class c poisons cures and it still take 2 applications to cure poison thus i went after a master de/combat medic dabbiler and he cleend my clock i am a master carbinee/ master doc with a faction pet i might add and he rocked me i had no chance even with brandy and muon and fried ice cream i could not heal my mind fast enough all i did was spam cure poison on my self and let my pet do the shooting and i sill had my ass handed to me.
please what ever argument u make defending your profession from a nerf dont say docs can counter it we can't in around 3 tics our mind is too drained to heal our poison. i agree that rife men are also over powered btw but the doc cure is use less against a cm it take 400 mine and 15 second to cure poison for a master doc a cm can re apply poison faster than that i am sorry this sucks unless u r a cm
i knowl u pay big money for resorces compaired to gunsbut i pay big money for resorces for my cures and they r not a use full counter to u guys. some thing needs to change ither doc cure is bette or a antipoison buff or your poison needs to be weeker personaly i think combat would be more dynamic if the cure got better
Message Edited by Loonytic on 03-03-2004 08:01 PM
vortexala wrote:
What you may have been hit with is something crafted using the Geo Cave Loot. That will take more applications then simply one shot of a cure pack in order to be fully cured. But that's to be expected from a loot drop made item.
Under normal conditions, Doctor cures are already stronger then their counterparts. I was an MD/MCM for a long, long while. When they increased the power of the Cures I tested the outcome. A highly experimented B always sufficed in clearing out C level poisons in one shot. So, under normal circumstances, Doc cures are more powerful then the poison/diseases. Which, since cures are single target and poisons/diseases can be AoE, is a tradeoff.
Loot drops simply throw things off, but they are not a reason to cry for any form of nerf.
not the case with what i found.... I crafted some 1010 tick spider venom poison... A Master Doc with a cure pack C cured it in 1 application.. the spider venom disease did take 2 cures but at 40 seconds a tick that hardly matters
Loonytic wrote:
not the case with what i found.... I crafted some 1010 tick spider venom poison... A Master Doc with a cure pack C cured it in 1 application.. the spider venom disease did take 2 cures but at 40 seconds a tick that hardly matters
Why am I not surprised...
Well, with the new change on TC, we'll finally be able to see the power rating of a Cure pack. So if a low-powered Cure pack can remove a High-Powered Poison/Disease, there will be a really, really annoyed Texxie. And that's a bad thing. ![]()
vortexala wrote:
Loonytic wrote:
not the case with what i found.... I crafted some 1010 tick spider venom poison... A Master Doc with a cure pack C cured it in 1 application.. the spider venom disease did take 2 cures but at 40 seconds a tick that hardly matters
Why am I not surprised...
Well, with the new change on TC, we'll finally be able to see the power rating of a Cure pack. So if a low-powered Cure pack can remove a High-Powered Poison/Disease, there will be a really, really annoyed Texxie. And that's a bad thing.
Heh, I've said in many, many posts that a Master Doctor can cure up to 1200 points of poison in one single dose of Cure Poison C. The Cure poison C were made with high quality material and the doctor is wearing a +25 Wound treatment clothing. I'm certain that the MD can cure more but 1200 were the highest amount of damage I can muster at that time with my Area and Single. I suppose I can do additional testing with the new spider venoms that I have accquired, but I'm certain 1400-1600 is not out of the question.