Doctor Archive

Thread: Are any of you retired combat medics?

JoeyMojo
Fri Sep 05, 2003 11:37 pm
#40

Still a master combat medic, but now a master doc. I felt I needed master doc crafting to make good ranged stims / poisons because, and say it with me now, a final product is only as good as it's components. While working up master doc crafting, I picked up the rest of doc to use things like cure disease and rez packs, and enhance.


The _only_ reason I even gave doc a look was because I wanted to make the best ranged stims and poisons possible. I dropped pistoleer because I can't imagine giving up enhance, rez, or cure disease now.

Iorwerth
Fri Sep 05, 2003 11:44 pm
#41

I initially intended on making master CM (my sig for weeks was, "Thalian, Master Combat Medic Wannabe"), but I abandoned it in favor of Doctor. Why? A couple of reasons.


-The PvP damagereduction made it less urgent that I heal from a distance. I have time to close to range to use a regular stim now.


-Poison and disease feel like a griefer's tool, and the last thing I want to do is grief other players (regardless of whether they are the "enemy" or not).


-Poison and disease run counter to the purpose of a combat medic (in my opinion), but it is the only offensive advantage this hybrid class gets. If I continued on as a "white hat" no poison, no disease CM, I would be accepting some self-gimptitude in the process.


I've taken Doctor to wound treatment IV, and intermediate crafting. I don't know if I'll take it any higher, though. I'm kind of floundering as to which class I am going to pursue--I am working more toward managing harvesters than I am killing mobs and healing players. I'd switch to miner, I suppose, if it were available.




Thalian, Carabineer, Miner
Clarkbar
Fri Sep 05, 2003 11:59 pm
#42

It has already been said, but I will repeat it. I did both Doctor and CM at the same time. I gave up CM mainly because the crafting requirements were overbearing. I had orginially planned on doing both but ran into two big problems that drove me away.


1) The resources requirements and the crafting were way more frustrating than Doctor. I was hoping they would overlap but no such luck. I was not willing to chase down two completely sets of resources.


2) I like to solo once in a while and doing both wound not lend itself to soloing. Enhancements work out much better for soloing than any DoT's the CM's get.


Neotaunter
Sat Sep 06, 2003 1:05 am
#43

Master Doctor here, never tried CM. THe reason why I chose to go doc, for mw was simple. I like the support roll. Yes I spent days even weeks in the cantina, and med center. Took my pistol and did missions for buy my materials, took up scout to harvest meats. Picked up novice pistoleer, and novice CH because i knew that when i reached Master Doc, I would want to get out more. I still visit the med center twice a week to train those who need it, and sometimes hand out some nice wound packs, and set up my droid so the interns can make their meds. I love being a doc. get picked up for a group to lok or danth, makes for an interesting time. It's also nice to be in a class that isn't bugged to bad, and have the skills work for you. I feel sorry for those who get hit by the nerf bat.



Master Doctor Intrepid


MrVantos
Sat Sep 06, 2003 1:25 am
#44

More skills and balancing of skills between doc and CM. Idisease ppl but not very well now (never hits and silently nerfed) but i cant heal disease.


Soon to be another x CM.

Ida
Sat Sep 06, 2003 1:38 am
#45

I originally thought I would go cm, but right around when I made master medic I learned about doctor buffs & rez abilities. That plus the lower skill point requirements (cm requires combat skills, and I wasclimbing crafting trees too) cinched me on doc.





Ilori, Master Chef / Master Doctor, Starsider
Coronet, Corellia (-907, -3732)
Semi-retired
CoincoinDroid
Sat Sep 06, 2003 1:59 am
#46

Crafting : Resource requirements are just way too high. The effort put on this profession issimply toomuch for the income. Oh and I need to waste29 points on survey and another 14 on a totally useless marksman line. Add to that CM stuff requires... CM experimentation... so that I will only do cool stuff when master, until then, im just a novice medic with cool10meter range. Add to that all the broken schematicstypos that would take 5 minutes to fix by anyof your 3D modelers out there but that youdidn't even dareacknowledge to us.


Ranged healing :Wow, i dont have to run10 more meters to heal the guy, insteadI can sit on my a** and heal about the same amount of a StimA but wasting 5x the resources. Only use is when your friend is stupid and is constantly running to flee the creatures --btw, I don't have stupid friends.


Poison/Desease : This is simply useless in PvE and is a waste of resources. In PvP, itgoes like this: "Yay! I just wasted 2 days of harvesting and crafting tokill those guys and wehold the city for 5 minutes! And the loosers just told me I'm a m**** f*** for using such cheap tactics." That's at least 6K a day.At that price I could buy a cool blaster and a mods crate that will deal moredamage and stay with me for much longer.


Money : This profession is simply the worsemoney drainof the whole game. I could sell my meds... no wait... nobody is going to buy CM meds, since the med use requirements are just to high, except for the15 other CM on my galaxy. Doctors, with all their experimentation,canmake StimB that heals 3/4 healthand thatcan be used by anyone with novice medic and pharma 1. Those cansell veryeasilyat 750 piece.


Nerfs : Combat medics can't do anything, they must spend 2 days of hard work and high expenditure for 15 minutes of combat. Yet, you found a way of nerfing them. That's all the care you gave us up to now... nerfs. That and a littleamelioration (not fix)on /healdamage(that I do not use because it doesn't work half the time anyway).

CoincoinDroid
Sat Sep 06, 2003 2:01 am
#47

BTW, no offense to 3D modelers out there.



My kingdom for an edit button.

ShadowoftheVoid
Sat Sep 06, 2003 3:33 am
#48

i havent switched yet...but quite likely will...i got the class cause i could heal ppl at range and not have to worry about being in reach of the critters when the melee types run up there...BUT...


When you need 2 completely different sets of planet specific and type specific resources to make your stims and your only offensive items...poisons...its just not feasible...you dont make enough money to goto that many planets to get your resources and unlike doc meds...only another cm can use your meds you make. now granted you can make items with standard comps but at that point you A/B stims are worthless...


and like previously posted there are no combat related anything in CM...you get the support line in marksmen...and due to changes to suppressionfire...only thing that is useful then is warningshot...so now im good at chasing things off and doing heals that are anywhere from 1/2-3/4 that of docs on a good day.


AlsoI tried to use poisons/disease in pve...and when i have to make a stack of 15 just to get it to stick 1-2...thats a complete waste of my time, creds, and resources...especially when i still end up dead and watching my packs do nothing to the critter. my bleed shot in marksmen a STARTER profession does more DoT than my poison packs from my HYBRID class. And from what i saw when i used diseases (both HAM and secondary) im never going to make them again...it did a whopping 300 perm damage to something w/ 3k HAM that died from ppl shooting it in about 5 secs. ideally i would forsee you going in hitting with a disease pack/poison pack combo...dropping the max ham and current ham at the same time..but wait...it takes 10 tries each and at most ill get 5 before im dead from no mind.


as for the typos...how hard is it to do a find cmd in you code with "medic" "Chemical whatever" "13" "combat medicine" "required resources" ...dunno have i missed any other possible headers for that block of database/code?? same would be true for the cbt med use typo of 700+


ill continue to finish CM only to say i got it...but then i think ill start converting it into doc...can do more in group that way...




Haydir Ter-Luceyn TKM/mBrawler
Tyranny Jedi
Krys Ter-Luceyn Dancer/Doctor
Tomas Ter-Luceyn Artisan/Architech/Musician
Luceyn l60 NE Hunter - WoW
CavemanJack
Sat Sep 06, 2003 3:33 am
#49






Shug_Ninx wrote:

We're wondering how many of you doctors were once combat medics that decided to migrate into the doctor profession. If you did "retire" from the life of the combat medic and decide to take up the role of a doctor, can you tell us why you made the switch?


Haden Blackman


LucasArts Producer







How about a master Combat Medic that's on the verge of retiring the proffession? And not just retiring Combat Medic, but retiring from ALL medic proffessions. I have master wound treatment from Doctor in addition to master Medic/master Combat Medic.


And here's why (in no particular order):


The complete, totaly, and utter lack of any kind of communication from the dev team. The CM correspondent left, quit, said "C-ya!" and there's been nothing about a replacement. We can't get any answers to anything. The medical proffessions are truely the red-headed step children of SWG. When we finally get a response to our CM issues, it's in a hodge-podge thread titled "Remaining Correspondant Issues", and we aren't even listed in the thread!! Medic proffessions in general get a few lines in the "General Stuff" section of the post! You people can spends days/weeks discussing ONE RIFLEbut can't bother to tell the medical proffesions anything. This is a slap in the face.


Stealth nerfs. When the LoS and xp changes were posted, they read as if they were going onto the Test Center. Nope, they went straight to the live servers. No warning at all, just BOOM! LoS is now required for DoTs and no xp for healing pets. Yes, the LoS thing was a problem, and throwing our DoTs through walls was kinda out of whack. There wasn't even any kind of talk about letting us sacrifice some effectiveness to get increased range on our packs. 38m is the best range I can get on any of my DoT packs. That gives the ranged fighters 26m of free shots before I'm close enough to hurl a poison pack at'em, and pray it's not resisted. Most people I know in the medical proffessions feel the required xp should have been raised, not healing pet xp nerfed. Hell in 2 hours on Lok hunting with a big group I got enough xp to train a tier3 and a tier2 skill, and there were NO pets in the group. This is a slap in the face.


My biggest peeve, mind damage. Can't heal it, except for some stupid little 'damage stim' that's a rare drop from gungans on Naboo, and that only heals 50pts to all 3 bars regardless of your skill. I'm a Master Combat Medic, I can bring my friends from 5health/action back to FULL health/action, and I can do it from over 40 meters away. So why am I still watching my friends fall incapped/dead when we go hunting bigger game? Cause the mobs/npc's seem to target everyone's mind bar. Opps, so sorry, you can't heal that, you're dead. See ya in the cloning center. Keeps the riflemen from crying doesn't it.


And why can't Doctors buff the mind stats? Entertainers can't do it for squat. Sure you'll get a boost to your mind pool, but stop watching the show and in less than 5 minutes you've got the blue -## scrolling above your head, indicating you've lost your little extra bit of mind pool. Not even 5minutes of help for the focus or willpower stats either. Opps, riflemen would cry if they couldn't one shot people's mind pool because a master Doctor buffed all three stats by 1500-2000pts. CMs can disease all 9 stats, but Doctors can only buff 6 of them. One of the primary reasons I dropped all of my Doctor skills except wound treatment (kept that only for the revive ability).


Pet stims. What were you thinking?? Almost every CH I knew had novice medic, and several invested some points in first aid to get more out of each heal they did. So now the Bio-Engineer types can make these stim packs that can only be used on pets, require no medical skill at all, and can even (gasp!) heal mind damage. Yeah, let me use an overly expensive pet stim instead of the play command. So you freed CH from needing any medical skills. There's 15+ points they can dedicate to other stuff, like combat proffessions. How about giving medics survey and sampling abilities? Free us from having to take/keep novice Artisan. We need to be able to survey to find resources we need, and we need to sample them to make sure we get the highest quality we can to make the most effective med packs possible. Give us survey1 at Organic Chem2 and survey2 at Organic Chem4. Could be even nicer and give survey3 and 4 on the second and fourth boxes of CM and Doctor crafting. Do you have any idea what a pain it is having to pay someone to survey/sample for you, then wait for them to be able to do it, and finally have to pay all thier travel expenses to get the planet specific stuff we need for advanced components? Slap in the face.


And speaking of sampling, what's this negative effects mess for radioactives? Did you forget that several Combat Medic components and packs require radioactives? You could've at least thrown the tailors a bone by giving them radation suit schematics so we could go buy them (at probably extremely high prices) to offset this. But no, we need more down time for some reason. Slap in the face.


Crafting. Oh lord, why can't they fix our stuff. For the best possible results a master Combat Medic has to go to a master Doctor and get schematics made for components for our ranged stim packs and disease/poison packs! What would it hurt to add +medicine assembly and +medicine experimentation to the Combat Medic crafting line exactly like it is on the Doctor crafting line? Why are infection amplifier, resilience compound, and dispesion mechanisms in Medic anyway?? They're Combat Medic only components! Either give us CM only components for the ranged stims that use CM med crafting and move the IA, RC, and DM to CM med crafting, or give us the med assembly and med experimentation! Hell, right now I'd faint if we even got a "we're looking into that" response from you people.


What about the advanced resilience compound schematic? It won't load into the tool for us to make them! Just like the harvesting mechanism schematic for Architects. But Architect's schematic got fixed (wonder if Medic/CM/Doc complaining helped there?), but CM gets over looked again. 13 chemical release duration mechanisms required for the ranged stim E, but only 3 bio effect controllers and 3 liquid suspensions. Can you say "typo"? Knew ya could! How long does it take to delete the "1" from "13" and see that it goes into a patch???


And area disease packs, in one of the recent patches, appear to have thier combat medicine use requirement multiplied by TEN! 730 combat med use required. 840. On and on. Did another typo slip into the system? Not like disease is actually useful anyway! In PvP the target gets incapped and a death blow before the disease can even tick once. Or as a 'parting shot', someone starts shooting at you, you disease them, they incap and then DB you. You can come out of the clone center and laugh as the disease slowly eats them up. Take advange of the 'revenge TEF' bug and hit'em again, but disease cures when they target gets a death blow. All in all, an interesting idea that turned into a waste of resources.


Healing actions go into the combat queue. This just bites. This means anyone going into a medical proffession is forced to take the pistol for a weapon. The delay on rifles and carbines are too long for timely heals. Can't spend points in the advanced/elite weapon proffessions for better speed because the points were eaten by the Artisan skills.


Poisons finally got some attention not too long ago. They're actually useful now. Except for all the screaming about mind poison. I can already hear the nerf bat starting to swing. Of course noone cries about mindshot or headshot.. or if they do the riflemen manage to drown out the cries. Poisons can be a help in PvE taking down high HAM mobs, especially if you target the bar that's taking most of the damage. Still not sure they're worth the effort though, I still get alot of resists, and PvP I have be a suicide bomber, run in and hope I can throw the poison before I'm incapped.


There ya go, the main reasons that surrender skill button is looking better and better. Maybe I'll become a commando. They seem to at least get some responses. Or better yet, a Rifleman. They got lots of discussion about a single rifle. Yep, rifleman is the way to go. That proffession seems to have the dev wrapped around its little finger after all that attention on the T21 and all the changes they actually asked players about.


In my opinion being a top notch Medic/Combat Medic/Doctor is the hardest thing to do properly in the game. You have to understand how the healing system works. You have to understand how the combat system works and how it interacts with the healing system. And you have to understand the naunces of the crafting system, how each stat on a resource is going to affect your finished product, to make the best possible med packs you can make and really shine as a medical proffession. Yet we're the least appreciated proffessions and can't even get a "we're looking into that" from the dev team.




Kaece Solen
Master Instigator
4344 Apprentice
Intrepid
--

The current system for hunting Jedi is nothing but sanctioned grief play.
CavemanJack
Sat Sep 06, 2003 3:49 am
#50

Oh yes, one last peeve, that's really starting to be an annoyance. Healing during faction fights. My PA is Imperial, and we feel it is in the best interest of the Empire to try and make sure we have control of zone bases. So we go off to these bases and the combat types start killing rebels left and right, and there I am following the lead elements through the base, getting combat xp for healing (don't need any more combat xp by the way), but I'm not getting any faction. Try to get some faction and adding my fire to the fight, but again throwing heals and my guildmates alive sucks away almost all the faction points I coul dhave gotten. Combat xp for healing during fights is great, for those that still need combat xp. But what I want is faction points for healing during faction fights. Yeah, probaby be a royal pain to figure out how to do that one in a way it can't be exploited, but right now it's just bogus that there's no faction points awarded for making sure the raid goes successfully and with as few casualties as possible.





Kaece Solen
Master Instigator
4344 Apprentice
Intrepid
--

The current system for hunting Jedi is nothing but sanctioned grief play.
Cloud-Walker
Sat Sep 06, 2003 4:08 am
#51

hmmm sounds like it time to eliminate the ranged skill treerequirements, that would be great and would definitly convince people to go both into CM and doctor. hehe then ya have a healer that kicks glutis maxmis.

Merrin
Sat Sep 06, 2003 4:13 am
#52

I am both a Master Combat Medic and a Master Doctor; the only reason I hit Master Doctor first was because of the Ranged Support Specialist prerequisite. I don't intend on retiring either profession, I enjoy playing both(barring some of the more annoying issues and bugs - but what class doesn't have them to one degree or another?).

The only skills I "retire" are with my leftover 18 skillpoints, I go from weapon specialist to scout to artisan to entertainer and back again shifing around depending on what I need or decide on a whim to be for the time being.



---------------------------------------
Merrin Nightwind
Master Doctor, Master Combat Medic, Carbine Specialist
Starsider, Test Center
#starsider @ stratics.frws.com
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