Combat Medic Archive
Thread: Questions from a 2/2/4/4 CM
Greetings everyone, this is my first post in the CM forum. Up until lately I have been a master rifleman and master doctor. I enjoyed the combo, I could kill quickly and keep myself buffed real nicely. My only real complaint was that as a rifleman I really needed to stay as far away from the melee action as possible. However, as a doctor I had to run all the way up there to keep people healed thus negating my rifleman advantage. (one hit melee with that rifle in my hand and I was done). So, I decided to switch to CM to keep my benefit for the group of healing damage and wounds, but also keep myself out of range and add some extra oumph with the disease and poisons. Let me tell you about the complaints my buddies listed for losing that res ability.
First thing is the area effect ranged stims. Do any of you use the non area effect stims? I fail to see any reason to use the single dose type as the ranged Cs at this point are able to keep everyone alive and kicking. I do like this, I heal everyone quickly and keep myself as far away from the action as possible.
The poison and disease applications... I'm not really sure what to make of this section yet. I can make some descent poison and disease packs, area effect and do some good damage. The only problemI have is that it's not good enough damage. What I mean by that is let's say that I'm fighting my staple.... pikets. I can land a nice area poison on a group, doing about 300 per tick. Now, that won't kill everything and I can't just let my TKA buddy sit in there forever getting banged up while I heal. With my rifleman skills I shoot Strafe Shot 2 at one second intervals. It will hit a random pool for 3-5k when using my laser rifle and it's an area effect attack. I can take down a group of pikets in about 6 seconds. Realistically, I do so much damage with my rifle skills that it makes all the disease and poison ability pretty useless. I know that's a rough problem to have, but at master will my poison and disease attacks come anywhere near my rifle attacks?
Giving up the resing ability, the curing ability, and the buffing ability for just the advantage of ranged/area stims doesn't seem worth it to me. Should I just wait and it will get better (like rifle), or is it better when used in combo with offensive skills that can't do area attacks?
TIA
Davis_Ranze wrote:
Greetings everyone, this is my first post in the CM forum. Up until lately I have been a master rifleman and master doctor. I enjoyed the combo, I could kill quickly and keep myself buffed real nicely. My only real complaint was that as a rifleman I really needed to stay as far away from the melee action as possible. However, as a doctor I had to run all the way up there to keep people healed thus negating my rifleman advantage. (one hit melee with that rifle in my hand and I was done). So, I decided to switch to CM to keep my benefit for the group of healing damage and wounds, but also keep myself out of range and add some extra oumph with the disease and poisons. Let me tell you about the complaints my buddies listed for losing that res ability.
First thing is the area effect ranged stims. Do any of you use the non area effect stims? I fail to see any reason to use the single dose type as the ranged Cs at this point are able to keep everyone alive and kicking. I do like this, I heal everyone quickly and keep myself as far away from the action as possible.
Single target Ranged stims can be experimented to much higherheal values, and also for much longer range. They can be usefull, especially with a lot of pets ans buffed players.
The poison and disease applications... I'm not really sure what to make of this section yet. I can make some descent poison and disease packs, area effect and do some good damage. The only problemI have is that it's not good enough damage. What I mean by that is let's say that I'm fighting my staple.... pikets. I can land a nice area poison on a group, doing about 300 per tick. Now, that won't kill everything and I can't just let my TKA buddy sit in there forever getting banged up while I heal. With my rifleman skills I shoot Strafe Shot 2 at one second intervals. It will hit a random pool for 3-5k when using my laser rifle and it's an area effect attack. I can take down a group of pikets in about 6 seconds. Realistically, I do so much damage with my rifle skills that it makes all the disease and poison ability pretty useless. I know that's a rough problem to have, but at master will my poison and disease attacks come anywhere near my rifle attacks?
At master, your poisons will do 2x the effectivness value of the poison your using. If you want high powered poisons, you will need to put in effort to find the advanced components, or find a MCM that will sell you good stuff. Keep in mind though that poisons only do damage every ~8 seconds. To give you an example, my best health poison C's do ~600 points of damage.
Giving up the resing ability, the curing ability, and the buffing ability for just the advantage of ranged/area stims doesn't seem worth it to me. Should I just wait and it will get better (like rifle), or is it better when used in combo with offensive skills that can't do area attacks?
Realistically, poisons need to be used along with another combat skill to be effective (or with other combat players) especially since poison will no longer incap.
TIA
Davis
Don't know if I am going to do it yet, but I am going to ask if you mind if I quote parts or all of your post in the correspondent forum next week?
Thanks
I hope you are going where I think you are going Pahdbacca. Even a 600 point poison is really no better or worse than a good bleed I can do with actionshot2 which I get at novice carbineer. In essence, a Master Combat Medic's ability is roughly equivilant to that a novice elite class's bleed - and this is with using rare resources.
I personally would like to see poisons increased in damage output by 4x so they are more effective in PvE (lets face it...a 600 point tic is almost negligable onmost adventure planet mobs) and then subject to the 75% penalty in PvP.
I can provide more data to exactly what kinds of bleeds a novice carbineer is capable off and I can assure you that a master combat medic is going to have to have to use pretty decent materials to best them.
Thanks!
I was gonna come back and give a better answer but agent pretty much hit the nail on the head. Let me know when you get master CM though. After we celebrate and teach ya the secret handshake I will have some questions for ya.
Sorry, I should have responded to Agent with my last post. If you're saying that at master some of the better poison lands will do ~600 damage every 8 seconds I fail to see how that will compete. I'm not trying to bash CMs or anything just trying to figure out what will be the most effective for myself. I usually use Muon's before a fight so I can spam just about anything I want for a good 10 minutes. Less so now since I can't buff and I had to migrate my stats. Anyway, within 8 seconds I can guarantee you that just about everything in the game will be dead, even in groups. Yeah, the Krayts, the force crystal hunters, all the AR3 mobs with really high resistances will take longer, so poisons could be a slight adjunct to my arsenal. But even over the course of a fight with a force sensitive guy having AR 3, and 80% resistance I don't think a mind poison will save me more than 2-3 headshots. I already have good damage over time with my mindshots that stack I can't seem to justify losing buffs, cures, and res for a very small amount of added DoT.
Again, I'm not trying to bash CM, or rant about this new profession. I'm just trying to see if what I'm noticing i justified. When I first started rifle I couldn't imagine how it could possibly bean effective combat class. However, everyone would tell me to be patient and it would get better. They were definately correct, but I'm curious if CM follows the same pattern.
I agree that this could be an great change. Good Idea nova.
novamarine wrote:
I personally would like to see poisons increased in damage output by 4x so they are more effective in PvE (lets face it...a 600 point tic is almost negligable onmost adventure planet mobs) and then subject to the 75% penalty in PvP.
Just a follow up to my thread on what bleeds can do. I dropped carbineer last night and switched to pistols and I forgot to collect bleed data from carbines. I did kill some stormtroopers last night and I bleed one then backed off to see what I did to him. I hit him with healthshot1 and 2 giving him bleeds of 379 and 500. This was using a pretty old FWG5 that had a max damage in the 170s (sorry I forget the new number). Bleeds from better made and damage sliced pistols would be even higher. Carbine bleeds are higher than pistols for sure.
So, like I said, Master Combat Medic poisons used in PvE have roughly the effectiveness of a marksman skill and a skill obtained at novice pistoleer/carbine.
I seriously believe this is an issue that CM should push for. Poisons should be made 4x stronger and then subject to the 75% PvP reduction. This would leave them unchanged in PvP but would make poisons of substantial use in PvE.
novamarine wrote:
I seriously believe this is an issue that CM should push for. Poisons should be made 4x stronger and then subject to the 75% PvP reduction. This would leave them unchanged in PvP but would make poisons of substantial use in PvE.
This would also solve the issue of the A and B level poisons being totally worthless. If an A level med was almost as good as a C level now, it would be much more usefull in PvE for the lower level CM's, and would still not unbalance PvP (with a 75% reduction)
Then us masters with a 4x as powerful C level would be able to actually do PvE "Combat" without having to bring along half a dozen friends/pets.