Combat Medic Archive
Thread: A Combat Nedic weapon
I think combat medics should have a huge water gun than can put out fires on people whenever they get torched. So if there was a guy that ran up to a commando and got torched the guy would come running back and the combat medic would shoot the water at him putting out the fire. This could make the flamethrowers DOT a bit less. And when i mean water gun i dont mean a litle super soaker i mean like a water cannon.
oh yeah and we can shoot it at the twi'lek dancers too for fun eh? or maybe a rancor? I heard rancors liked to be hit with water cannons...uhmmm no, combat medics should get a real weapon that induces states maybe, I mean take this as an example. I'm almost master combat medic, mastered doctor and I have a rifle for defense, not actually a bad a combo as people say, it keeps me from having to get close to the mob as I fire off ranged heals. Anyhow mastering these two professions only leaves me with enough skill points to maintain the 'specialist" box in one of the 3 marksman weapon lines. This means that with weapons I'll be sub par, and I might as well not even have a weapon cert at all, it could go to something more useful like survey 4, but alas I can't drop marksman because for some reason combat medic has the ranged support requirement.. a combat/marksman skill that doesn't even carry over into the profession. If this is to be the case, then CMs need a class specific weapon to justify having to keep the marksman tree.43 points that could go to something more useful by not having marksman, but instead it's wasted on a skill set that affects the combat medic in no logical way and the leftover points since they'd only amount to "specialist" in one of the given skills are really moot to me as I don't really fight in a group anyhow as my meager skills would hardly matter in a fight with kimogilas and other dangerous high level mobs.
So in closing it's why we need a class specific weapon to feel more useful, and I only ask for one as too many people are crying for nerfs to our poisons/diseases and the whiners always get their way.
It is true that with MCM you aren't left with many points to spare, especially when you might want to take scout for some extra Terrain Negotiation (Seriously, does anyone NOT have TN?) or perhaps Artisan to harvest your own resources or as it has been stated priora weapons class in order to PvE more efficiently. If you go the Master Dr. route as well then you are left with even fewer points, but taking more than one elite profession I think that must be a consequence that you are accepting. MCM does compare to other elite professions (CH, Pistoleer, etc) in that it does leave you with few points, but I think the relative weakness comes from the fact thatCombat Medic does not makeuse of theskills required for the profession. Here I willsummarize just a few ideas that would strengthen the PvE aspect of the CM without stepping out of the reasonable realms. I do believe that in order to be an elite class, you must sacrafice, but this is a Combat Medic, which by name should be equally offensive as defensive in all combatsituations.
Equally offensive/defensive shouldn't mean granting CM's more points or necessarily a special weapon (though it could prove successful), but rather make use of the existing and required CM skill lines. I would like to see more use from the "Ranged Support" line than is currently there. Other than the few points of Ranged Defense I don't think there's a single skill or mod there that really supplements the lacking CMweapons skills. What a CM needs from that line might be mods to all types of ranged weapons (just like you get from novice marksman) or possibly some special shots like a dizzy or stun shot, since supression, which was way overpowered at one time, is now compeletly ineffective. I think just a few bonuses similar to the skills in the elite professions, but watered down would give the CM the edge to PvE with the rest of the classes.
Along the topic of other classes, in my template (as in others I've seen) I've sacraficed approx. 20 points (might be 18) just to take noice scout and the First tier in Exploration for the Terrain Negotiation. I cannot imagine that a combat medic should move at a snails pace up hills or over varying terrain, somaybe a few more points (15-25) atMaster level would allow for players w/o enough points to be effective outside of town, and those with Scout to move those points into something that would better help the PvE sideof CM,without the addition of skills, or modification to power leves of CM meds or weapondary. Though there's much that can be done with CM skills, there are also prevailing problems outside of the CM line that directly affect the Profession.
Since medical supplies cost so much unless you're out running missions (the only effecient way to obtain credits it seems) or take at least Novice Artisan all day you're going to be in the poor house, especially when you need several different types of less common resources as well as a personal crafting station (house implied) and a factory for "like components," unless you have a friend you can share with,to make the Master level meds. This is another area where I feel that CMs have a disadvange. If you want to save or even make money in the resource market, you canalmost see your weapon line growing smaller and smaller, butw/o you're going to be payinggood credits touse yourmost essential skills: heals, poision and disease. Combat Medics are a great class for PvP, an excellent addition to groups for a healer, but they lack in their skills what it takes to be a viable, independant player.
I've roughly identified just how a few simple changes could make a world of difference in the Combat Medic profession. From changes to required skill lines like Ranged Support, to Terrain Negotiation and resource requirements I think that improvements could be made, not to make the Combat Medic "more powerful" or "better in [situation here]," but to tie off the loose threads of this class and round out the rough Combat Medic class.