Doctor Archive

Thread: Are any of you retired combat medics?

MrCreed
Tue Sep 09, 2003 12:42 am
#131

More power to the CMs! I love ya docs and CMs! I try to tip very well everytime!



Evel (Kauri Server)
Master Commando / Master Pistoleer


VizGul
Tue Sep 09, 2003 12:58 am
#132

I'm both Combat medic and doctor.


Here's what I see that stands out most in abilities:


Doctors get:
Cure State
Cure Poison
Cure Disease
Revive
Enhance Attribute

Combat Medics get:
Apply Poison
Apply Disease


We spend 14 points in Ranged Support to get to Combat Medic, but we dont see any extra skills in Combat Medic tree that would justify why we had to spend points on this.


Another thing is typos as someone mentioned.


Resists are horrendous


Last thing thats bothering me(but isn't in game yet) is that non-CMs may get a chance to use Ranged packs(with attachments or biosensors)since the ranged ability isn't given as a certification at aspecified level(like Novice CM)






Yolos
Master Doctor
Master Combat Medicine Crafter
SoTR Pharmaceuticals
/waypoint 636,1739
Keren Naboo
Tivacus
Tue Sep 09, 2003 1:34 am
#133

I became a joint doctor/combat medic, then realized that aside from area heals and ranged heals(worthless once you get area heals) that there just isn't much there. I can run to someone just as easily as I can toss a heal, because heals apparently are large lead weights that require me to stop running and heave them with all my might.

Doctor buffs make CM in PvP pointless, I can last a lot longer with pistoleer and buffing myself (toss a little muon gold in) than I can as a CM diseasing or poisoning people (they're both very slow)



Tivac
Goon Squad
Doctor/Combat Medic
Ututin
Tue Sep 09, 2003 2:01 am
#134

My original plan was to go the CM tree combined with carbineer (Ilike the carbineer titles and the medium range of the weapon). I wanted to play a support role healing the injured out in the field and in the midst of battle. But as I became a master medic, becoming a doctor was relatively easier than becoming a CM and took it with the intent of not progressing much further or surrendering skill points towards CM, as needed. I found that as a low level CM, I was less effective than a low level doctor. I wasn't really into using poisons, and ranged stims at the lower level is pretty much a joke. I was more effectivedragging incapacitated groupmates and using higher level stimpacks compared to ranged stims. Add to the fact that doctors can use enhancement and revive kits, the decision became easy.






Ututin

"Two things are infinite: the universe and human stupidity; and I'm not sure about the the former." - Albert Einstein

Jingo9
Tue Sep 09, 2003 3:38 am
#135

I quit as a CM and went for doctor becuase

Ranged healing isn't good enough as a bonus, or maybe doctors can field heal too well, either way, ranged healing really didn't help me much

And thus, lower heal values and harder to make packs was a negative for which there was no possative.

AE heal didn't work.

Poison/disease i found pretty usless (non pvp player)

I couldn't make my own products very well with out doctor skills anyway.

I couldn't heal mind so was usless a lot of the time and unable to prevent party members from dieing.

Following on from which, i couldn't res them if they died.

--------

Basicly, CM is light years behind doctor. Personally (apart from the fact the whole medic need some mind heal, or buff, or anything!) doctor is overpowered rather than CM being underpowered. Complete heals every 3 seconds, buff for 3x normal HA and res them if they die.

You gave doctors too much, CM's too little and left a huge unacceptable whole in the entire skill type

And before i get flamed for sounding anti doctor, yes i do play one, have for weeks, i just don't post on the profession forums much.



Jingo, Master Doctor
Jingo's Premium Medical Supplies.
Quyerth
Tue Sep 09, 2003 5:03 am
#136

After I finished Master Doctor,I started up the Combat Medic Tree. Took a long time getting combat exp (not, this was before you get Combat Exp in group for just healing now)


I wanted to be Master Doc/Master Combat medic, as I wanted to be best healer class in the game for group.


I had to drop CM becuase People just don't group/need Doctor's like other MMPORG's. BEcause everyone has some ability to "self-heal" Most people only want Doctors because of Res skills.


Also I need the 15 points for Basic Artisian Skills just so I can do basic survey because resource shifts are frequent enough I cant find people fast enough to relocate my 7 harvestors, and I can afford to have them around doing nothing for days while I try to find someone. As a casual Gamer, resource shifts for Doctors are a death blow to credits.


So, unless I want to purchase 2 accounts (1 for Doctor/CM and One for Artisial for survey, I had to drop him



NOTE: Also, Healing for Doctor is much better. STIM D's fully experimented out are easy to make and almost do a complete heal for most people.


matrix_dancer
Tue Sep 09, 2003 5:17 am
#137

well i'm retiring from CM right now dropping CM skills as i get doctor skill it's a simple choice lot less work.

yeah area poisions are great but the nerf bat is comming for it there is no way around it being able to drop 7 to 8 guys in 40 seconds is too much (mind poisions C AOE 560 dot and 98 potency) but the real factor is 5 min and and mulon gold and my whole party is rocking with buffs even if they get incapped the are back up in under 10 seconds i can drag them to me from 30m so no DB. the only problem is mind let alone i'm a master pistoleer and the quickness stat bonus means my fan shot cost me 5 mind thats it

ohh and the realy nice part is i can wear my armor again helm too why cause i no longer have to be tossing heals at party members so the insane mind cost on a helm don't matter

now the reason I figure your asking this is to see why the CM numbers are dropping and the doctor numbers are going up

(not Holo posted about the increase of pistoleers in the game about the same time as this question was asked)

so lets go thru a few falts in the CM and seeing i'm not just a complainer i'll add a few suggestions

1. other then C packs poisions don't seem to catch on low level mobs and are not worth the time on them cause you can shoot them dead with a SB way before the first tick hits them

SUGGESTIONS revise poision A and B packs to have a higher effect rate on low level mobs. also decrease the dot times in comparision to mob level vs the power or potency

2. desieases too slow you use in combat these are mostly a greifing tool. verry handy for the jerks that come up demanding heals (I had one following me shooting all my targets with hi end mind shot so i would get no exp) so i wimply duled him then poisioned and while he was incapped hit him with all 9 desieases incapped him again before he could get up and end dule
granted i thought it was funny for the person who is being a jerk and hopfuly he learned to be nicer i doubt it but is a greifing tool in pvp most players die too fast for it to have much affect and now with flamethrowers there are much faster way to black bar someone or their pets

answer one time higher end hits that hit black right away
or have them also take away from current health not just the cap in most combat the desiease is just taking down white bars doing no real dammage
still a greifing tool but a bit more useful

3 typos in schematice and un craftable adv items

answer fix them but a 2 min note to the player that says we are working on the would have saved many that left the class (bit too late holo)

4 adv items needing rare named items i can see planet named items they are allways there but some of the named gases and metals is rough for all medic classes when our items are used up oh and i love that part that needs liquid fule and alunimum but and the schem %'s are 66% OQ and 33% conductivity even with 1000 oq on both you items is maxed at 2/3 it's best

answer change schems to use more avaible items the planet named items are doable but give a rating value for things like pet fule must be >700 PE or alu with >800 OQ still may be a pain to find but not as hard

5 the CM related components are in the medic class and use medical epermentation meaning CM's only get 5 expermental points also CRD, bio effects and liquid suspenson are in the same boat

answer move the CM components to the CM tree and add 3 new one call them ranged bio effects and so on for the rest of them and have all of them use CM crafting points to experment with

ok enough ranting from me time to see if the servers are up yet
p.s. sry i'm not going spell check in a hurry



Lt colonel Matrix - CL80 muppet, imperial pilot 3322



Colonel Kadon - Master Pilot, Used to be a jedi knight - now a CL90 muppets apprentice

Dibref - CL80 bar of poo

Vendor Naboo, Theed -3948 3535
Azamar
Tue Sep 09, 2003 6:13 am
#138

I am currently working my way up CM and I find myself really enjoying it. There are problems which have all been stated here already so I won't kick the dead horse on that one.


One thing that I keep seeing is CM's saying that they feel useless for groups or don't feel like people need them. Honestly I just don't understand this because I feel that I am very useful in groups. My PA rarely does anything as a large group unless I am with them. When I am with them in a group they don't die, when I am not there they die alot. Seems like something is working in our favor right? CM's are priceless in PvP situations.


One thing I have decided recently is to drop pistoleer for doctor because:


1. Fighting while healing for a group is futile. Either I die or others die because of the delay. Either way I don't get much pistol exp so it's pointless.


2. As a CM I don't really have a source of income. CM's have no need to buy Meds from other CM's and I can't compete with doctors on the quality of my meds.




Master Fencer
Maser Doctor
Corbantis
HoTron-rex
Tue Sep 09, 2003 9:50 am
#139

absoloutely shamless encouraging bump



------------------------------------------
High Chancellor- KGB SWG
Hotron - Master Riflewoman, Master Pikeman
Nereus - Master Doctor, Master Politician
Ysaanne - Secretist Extraordinaire
JoramHH
Tue Sep 09, 2003 11:18 am
#140

Agreed with what some people said here and I forgot to mention. The resource requirements are insane for a non-artisan class. At least artisan classes don't have to forgo extra skill points to survey but if we want to do it, we have to give up a lot of precious skill points.
Kamileon
Tue Sep 09, 2003 12:50 pm
#141



Phil_N_DeBlanc wrote:

I tried out the CM line after hiting doctor and when I noticed just how worthless it was compared to what I could already do I dropped it. Besides, I'd heard my guild's CM do nothing but complain about how it only became better than regular medic when she hit finally hit the Master level. Then she posted screen shots showing how well her posions worked. They showed the mob up and moving around and her corpse. Throw in typos, requiring more specialized resources than a doctor does.

Quite frankly, it just doesn't seem like CM is worth the investiment of skill points. Thier attack abilities seem only good for PvP, and thier healing abilities just aren't that wow. I mean as a Doctor I can give everyone in my party enough buffing to give me time to run to each of them and stim them. Plus revive.






Hi... I would be Phil's Guild's CM. I'm a Master CM, and Doc 0-4-1-1.

Everything he's said about my experience is true; and my guild has put up with a LARGE amount of complaining about the horrors that even getting to Master CM are.
Without the guild, I would not have been able to accomplish Master... they supported me in resources, in money, in harvesters, and as a place to vent, so I didn't lose my sanity.

I REFUSE to give up Combat Medic, just out of pure stubbornness, and because I can see a glimmer of hope for the class. And you can bet I wavered back and forth between Doctor and CM before finally deciding on CM. And I'd take Doctor skills if I wasn't completely out of skill points, AFTER having given up Artisan.

To start out, the complete lack of communication with the medical classes really is insulting. Not only can we not get a response to our correspondent issues, or correspondent can quit, and no one can take notice (many thanks to Zarlor for picking up the slack) and we don't even get fixes in patch notes. I can't say that I care one iota about the renaming of skills, and no LOS only becomes a hassle when fighting because of rocks and camp bits, and other obstacles. If we could just get the tiniest of acknowledgment, it would make things easier.

The typos in our item schems and stats still exist, and for something that is seemingly such an easy fix, it's a horrible thorn in our sides to see patch after patch and one hotfix after another go in, and not a simple typo correction. This isn't a balance issue, this isn't something that needs to be tested, or though about before it gets changed, it's a simple mistake, and it just needs to be fixed.
It's true that CM really doesn't become useful, or competitive with Doctor until Master level, and at Master level, a good percentage of our schematics are broken.

As for the power of poisons, that is something that needs to have a good long objective look taken. I agree that in PvE they're pretty useless, and the no looting, no faction points thing is a major issue that needs to be fixed before poisons will really be viable in PvE, regardless of strength. It only makes sense to me that poison should be stronger in PvE, because the damage done doesn't even come close to matching a medicore weapon skill.

In PvP, it's only powerful if you have an extreme tactical advantage. In any standard confrontation, or one-on-one situation, my poison doesn't even tick ONCE before I get eyeshot spammed to death by a bounty hunter, and there are a LOT of BH's out there. I think eyeshot is extremely overpowered... but as far as poisons are concerned, I'd expect to at least scratch my opponent before dying.

The resource requirements are insane. I consulted with a weaponsmith friend of mine. We require more rare resources than even one of the most notoriously resource-intensive artisan classes does, AND off-planet resources, as well. Getting fiberplast off yavin is NO small undertaking. I got extremely lucky to find it at a time when it spawned right under the starport. And we're also extremely resource-quality dependent as well.
I gave up Architect because of the resource drudgery, and I walked right into this! I've seen more CMs at the starport in Corellia than I have anywhere else... because they're between Yavin, or Dantooine, or Talus, or Lok digging up rare, off-planet resources. Not only do we need rare resources, and off-planet resources, we need resources from planets that are EXTREMELY dangerous.

Other players also don't appreciate the medic class. I get tipped for healing about 5% of the time. I don't even get thanked half the time. We have really no source of income as a CM. People will pay you for buffs. People will tip wound healing in med centers (sometimes) but as a CM? Good luck.


In short:
Why won't I give up CM?
Because I'm in too far. Because I stuck it out through the extremely slow pace of med crafting, I went through hell to stockpile all 22 of our required resources, because I have every last skill point invested in supporting this class as best I can, and because I want to hope that the issues regarding this class can be fixed.
But it has been extremely frustrating, and if not through sheer force of will and determination, I would have quit. I've been so frustrated with this class, my friends have been encouraging me to quit the game ENTIRELY. But I refuse to give up.

Amongst my guild, my Master Combat medic status has gotten me associated with a sadistic nature.



Aelik Orrigo: Smuggler, Pilot, and Ranger. Kettemoor
.:-: Imperial Sector Rangers, Deep Space Reconnaissance :-:.

Grayswandyr
Tue Sep 09, 2003 2:43 pm
#142

I'm myself Master Doctor and Master Combat Medic. And i can understand why other players are surrending the CM skills.


A Doctor can do almost everything a CM does, with less efficacity. But a Doctor have a lot more skills who are usefull.


A Combat Medic can use (AE) Disease / (AE) Poison / (AE) Ranged Heal. But Disease and Poison don't give any XP (PvP or PvE) to the CM. And the CM crafting is still damnly bugged.


As Doctor i can Heal / Cure / Buff / Rez. I can heal with almost the same ratio than a CM but i have to run after my target.


If i want to gain cash to make my stimpack as combo MCM - MD i'm almost unable to do any mission because my last few (18) skills points are going to Artisan for my Harvesters (Surveying). So I have a very bad combat capacity, funny for aCombat Medic, isn't it ?


Yes i can kill quickly any NPC with my poisons but they don't give me any XP, and destroying a lair take me a bunch of time with my poor newbye weapon. And, in PvP, killing a (N)PC give you Faction Points, using poison to do it give you nothing.


With my poor blaster DH17Iget only mission up to lvl 6, where my poison can kill lvl 15+ NPC.


So if i had to surrender aprofession, to get a combat one,i gonna choose CM, because Doctor Skills give me far more capacities than CM ones.


But at this time,to helpmy guild, i'm still the both...



P.S. : Sorry for the faults, but the english isn't my primary language.






Master Combat Medic
Master Doctor
Kauri - Corellia
Spewman
Tue Sep 09, 2003 3:13 pm
#143

I'm master doc/master cm, will be giving up CM this weekend, unless there's changes. I've found it quite useless (for reasons repeated many times here already) and will be devoting my skill points to merchant/surveyor and probably pistol which is an actual combat profession.


I hear endless talk about BH being too powerfull. Yet someone always defends them by saying they had to use so many skill points, yada, yada, yada... Well what about CM? We had to use "so many skill points" AND have to actually understand our profession, the finer technical points of crafting, resource harvesting. There's so much more to CM than buying a gun and shooting stuff. Makes you wonder why CM's aren't the most powerfull class.

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