Doctor Archive

Thread: Are any of you retired combat medics?

JavaHulk
Sun Sep 07, 2003 12:41 pm
#105

"Most stimpacks and wound packs in the doctor tree only require organics and inorganics...as in the combat medic tree, to make the ranged you will need aluminum, organic, inorganic, and the higher ones you will need aluminum, radioactive and what not... nearly 4x the work than as a doctor... "



I swear, if they make the doctor meds more complex im going to freak out.




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Samkong73
Sun Sep 07, 2003 4:32 pm
#106

I am trianing to be a CM, but thats all i will be able to do, i used to be a novice pikeman but had to drop it because i wouldnt have enough skill pts to master half of cm, i also am trying to get novice ch but i know that wont happen, cm takes to much skill pts to be, all a cm can basicly do is heal long range, they cant fight because they arent good enough to, then why be a combat medic then huh? if you make some of the combat medic skills lower on skill pts then more ppl will be a cm i bet



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Macbeth13
Sun Sep 07, 2003 5:18 pm
#107

1) Revive: I find that this skill is has become the very definition of a healer in MMORPGs/MMOGs, if not for REZ I would have continued on my path to combat medic.


2) Experience change. I was earning doctor healing, and by the tiem I could get to a trainer I had already gained so much in the doctor line to throw that away for the Comabt Medic seemed silly.


3) Ranged healing just not that big of a deal to me. In my groups we try to stick to a close formation, f someone is attacked they run to me. I used to wear white to help them find me in the field (with a touch of red) I don't often need to run to them. But if I do I select them and click follow. I heal them and jump off real fast on the main tank. SInce I adjusted to this style as a novice medic and did it well, there was no need for "ranged" healing. Now if mobs actually targeted healers (eq style) I might have changed my mind here and opted for range.


4) Combat medic to me seemed Shaman like which had a lot of appeal to an ex shaman in EQ, however we had a whole host of people who could DO damage, and we had no one who could HEAL damage. So I did not need to HURT mobs, just HEAL friends. The doctor does that quite well without having to adjust to a whole new lien of meds and crafting. Plus.. again Revive. The ultimate heal.


Hope that covers it




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Ratgin01
Sun Sep 07, 2003 9:08 pm
#108

Example of broken skills


Poison attacks ( A ) give 12-21 exp for each successful attack on mobs. Considering the fact your having to collect so many resources i would expect far more exp and a far greaterrate of success then 1 in 20 not being resisted. Exp too low and resists way too high.


RangedDisease Area A is granted at intermedate combat crafting however requires combat medicine use of 47. Considering novice CM grants 5 use points, intermediate CM supportadds 15 , Advances grants another 15 and expert another 15. At the skill level one would use this granade ( below expert cm support )you dont have enough skill points to drop the required level to 35 or less ( even with amazing successes in lowering required useyou cant get below 40 ).


Having to reach expert cm support to use a base skill is pointless considering you getDisease Area B at expert cm crafting. Add 10 cm use more points to novice cm and lower the required skills by 5-10.


Compare doctor crafting to cm crafting and the required skill usages for the productsand the fact doctors can sell their product to novice medics and recoup their own costs ( and then some ) and you will see why people are leaving cm.




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Daffid011
Sun Sep 07, 2003 10:14 pm
#109

Quick history on me: I am a combat medicheading down theroad of switching to doctor ::master of neither at the moment::. I am not dropping combat medic yet, but I am not advancing it anymore even though it was my original goal. Yes I will, andcurrently amtaking more doctor skills. When I say "As a doctor:" these are my views of why Iam considering switching, not anyone else.



1) Ranged healing: Very very limited use.Coming from both Ultima Online and Everquest I could not imagine healing with no range. To date I haveused less than 20 ranged heals in actual combat.Stim c's at close range do just fine.


As a doctor: enhancing your group gives any medic more than enough time to get into 6 meter healing range if they are not already there to begin with. Any medic.


2) Relearning healing: Ranged healing speed is just a filler tree that serves no real purpose other than being a 4th tree. This tree could be better used for anything else. I feel theranged healingdistance tree is a very close second due to howinfrequent healing rangeever plays a factor, but that is my personal feeling.


As a doctor: I do not have to dedicate 14 more points just so I can heal as fast as I did when I was a master medic. All the doctor trees give some form of new potency or abilities.


3) Poisons(PvE): They augment damage somewhat which is very nice, but if the poison kills your target, you get no resource rights, no chance for credits or items. It is an incentive to NOT use them. This was a problem in Everquest forYEARS and makes me very very gunshy. I have not used them lately to see if they are still to resistant for my taste. Actually I dont really use them anymore.


As a doctor: The difficulty to cure them is a problem. There needs to be some real balance between these two. I will admit not a very large experience in curing them, just word of mouth.


4)Income: Nothing I can craft in the combat medic tree can provide me an income.


As a doctor: I can make enough to support my resource needs with the medicinesi craft and any "MED USE 5" medic can use. I never thought I would enjoy crafting and merchanting, but i do.


5) Resources: far to diverse and demanding to complete on your own with both combat medic items and doctor crafted items (that are used to make combat medicines). IE:*On my serverthe vast majorityofthe resource sellers cater to artisans because they have greater income and customer base than any medic*.


As a doctor: My total types of resources are cut in half and my healing is still as effective if not moreso. More playing time for me!


6) Healing potency: As I climb the Combat medicine tree my healing power gets greater with the new stims I can craft, but the people I am trying to keep alive have the same health pool. The same health pool that was sufficiently covered with my lower level stims. To be more effective with the new stims I would need a doctor around to enhance my group. Any doctor is going to heal as good if not better than my combat medicines as long as people dont runaround like foolswhen they are getting hurt.


As a doctor: My enhances allow me to choose which stim pak to use. Stim C,D,E are all useful depending on situation and level of enhancement. The enhance packs are the single best thing in medicines and are nearly essential in certain places. I also heal way better thanI did as a combat medic because my stims are higher quality with more doctor crafting. *I am not asking for combat medics to get action/health enhances*


7) Death: When someone dies, they clone. Nothing a combat medic can do about it. The vast majority of death occurs from mind damage which I cannot do anything about anyhow.


As a doctor: Still no solution to mind death, but I can bring them back into the action and become the hero of the film. Second best part of being a doctor. *Yes I think combat medics should get revive.*


8) Experience: I had1 tree of doctor mastered and another half finished before I even qualified for novice combat medic.This isn't asevere problem I have, just an observation.


As a doctor: I became a doctor so I would not waste healing experience and I had character points to spend.


9) Master medic: To become potent I feel that I must master the combat medic trees and the entire profesion due to the limited ranges, high medicine useage on the medicines and some of the low potencies on themedicines at lower levels especially when compared to the stims I learned at the same level of doctor crafting. Dabbling just does not produce as much as it does with doctoring. I do however believe this class should not be a dabbler profession. Catch 22 maybe, but since 1/2 of the trees do nothing but increase numbers that should not really require raising I feel my points might be better spent elsewhere....


As a doctor: I can dabble in a few trees and still be effective in the areas I choose to bethus freeing points to round out my character with other skills. All the trees have abilities and new usefulness.


9) Nerfs: I fear for the future of theprofession because of how deadly mind poisons are perceived in PvP. Not becausemind poison or any of my medicines are so deadly themselves, but because of the nature that *ANY* mind damage plays in player combat.


As a doctor: No fears. The profession is actually great.


10) Mr celophane: With my combat medic tag up I rarely get any conversations from people for groups, chatting, help with something or whatever. A very invisible class as far a healers go.


As a doctor: If my doctor tag is up, I feel very involved in the community. People asking for help, healing and other things. It is just far more accepted in the community for for whatever reason.


11) Crafting: I'm not going to beat the "bugs & typos" to death, the point is already made there. However, it is very complex and diverse. So many different qualities go into one medicine and having 3 different types of resources requires makes it very difficult to make superior output when compared to doctor crafting. I am not sure if some of the qualities required are not possible on some of the materials in some schematics. Like I have said, it has been a while since I have payed attention to combat medicines.


As a doctor: much easier to focus on good quality resources with only needing 2 instead of three. Far less "experimental" categories and generally much easier to understand. Perhaps I just have not spent the time doing real experimenting with combat medicine craftingto understand it as much as I do doctor crafting.


12) Diseases: Perhaps a good idea during concept and creation, but I just don't think it is panning out to be anything useful.


--------------------------


I hope this gave you some insight into what you were looking for. I will be around for some time to see how the profession develops. Its just a matter of juggling skill points.



Daffid Owen - Kettemore




Daffid Owen
"Anyone who runs is rebel. Anyone who stands still is well-disciplined rebel "
Kriege
Mon Sep 08, 2003 12:11 am
#110

I'm melee and wanted to be a pikeman/combat medic then I gave up combat medic after figuring out that I couldn't master combat medic because I had to waste 29 skill point on novice marksman and the ranged support tree which I will never use lol.




Radiant - Master Pikeman/Doctor/Ch
FishWan
Mon Sep 08, 2003 1:16 am
#111

Daffid011, healing poison in PvE is very simple and effective. I only make advanced poison pack A, and one application is enough to heal a poisoned person or pet from the various venomous stuff on Yavin IV. I haven't been back to Endor recently, but it's probably just as easy.


Don't know about curing poison in PvE, though. I imagine if the poison is powerful enough it'd be pretty hard to get there in time. If CMs are going to get ranged AOE poison, why don't docs get ranged AOE cure poison? Or why don't docs get some kind of "Poison Resistance" buff?


Escia




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RaMaR
Mon Sep 08, 2003 3:35 am
#112

The first and big problem of CM is the type of resources needed, and the quantity (for example: see adv cm component and adv doc components...).


Please fix this cause if you want be master doctor and combat medic, you havent points to artisan and scout and it's very difficult get your resources.


And....if u fix this,nobody will shout "nerf cm!". Please fix



RaMaR on Bloodfin


Master Doctor


Almost Master Combat medic (stand by, cause resources...)

SolzDevius
Mon Sep 08, 2003 6:29 am
#113

Hey, I'm a Master Combat Medic (have been for some time now), and while I've enjoyed it relatively for a while, I do have some major gripes that, had I known about them before investing all my hard-earned med xp into the Combat Medic tree, might have changed my mind.


First is the crafting issue, which has repeatedly--and deservedly so--been brought up. Why is it a Doctor can craft my components better than I can? I used my med crafting xp (and a TON of it, I might add) to get Master Combat Medicine Crafting, but where's the reward? I'm in the middle of trying to start a combat medicine business but I have to partner up with a Doctor to make the best stuff. I understand the importance placed on interdependence, but I don't think this falls under that rationale. Regardless, it doesn't particularly matter anyway since I haven't been able to load the schematics to advanced components anyway.


Second, why not have revive player on the Combat Medic tree as well? Or, and this would make even more sense, Cure Poison and Cure Disease? I had to get Master Wound Treatment and (I believe) Advanced Wound Treatment Speed to get Revive and Cure Poison, two incredibly important abilities that are required IN THE FIELD. It's all fine and good if you've got a Master Doctor that can run around with you in a group, and it's really helpful to have them. But they call us Combat Medics for a reason, we're the guys that get into the thick of things with the troops. To have to use more med xp (which is funny now, because I've got more than I can ever use without more skill points) to go up the Doc tree to get abilities that serve little purpose outside of the field of battle seems more than a little wasteful. Besides, if you can poison someone, don't you think you oughtta be able to cure it? And forget disease, there's no way I can give up any more boxes to get Cure Disease, it's just rediculous.


Which brings me to my third point: if you really, really feel you have to have Master Doctor and Combat Medic, good luck going out and having fun hunting on your own. Why? The resist rates on mob's are so phenominally high on poisons (not to mention hunting with poison just seems fundamentally wrong--aren't we going to eat these critters?), that it makes them virtually unusable on anything but the lowest level non-aggroing mobs which, if you have any second tier (pistoleer, rifleman, carbineer) combat skills would be a breeze anyway. Oh wait! I forgot! If you have Master Doctor and Master Combat Medic (and actually want to be able to try and find your own resources for meds) you don't have any second-tier combat skills. I've spent countless hours debating on whether or not to give up my novice pistoleer. I really don't want to have to give up the ability to get missions from a mission terminal that are worth my time, but if I want to Cure Disease I'm going to have to.


Sure, Combat Medics as a profession are inherently a support class, but if one wants to be an effective supporting member of a group you have to virtually give up your effectiveness as a solo hunter against anything more than Durnis, Gorgs or any other lower-level creatures. Not that you can do anything with the carcasses, because you had to give up Novice Scout to get Cure Poison. Then again, that +10 terrain navigation when you get to Master more than makes up for it.


Gryfh Brombelly, Master Combat Medic, Chilastra Galaxy




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JoramHH
Mon Sep 08, 2003 6:49 am
#114

I too think it's a little odd posting this here but at least it's something. I am currently a CM but am seriously considering dropping it for a doctor. There are only two things that prevent me from doing that right now. I really like the ranged healing ability and secondly, I am going to milk that combat bonus for my combat profession. Once I have my combat profession up as far as it can go, I may drop most if not all of my CM abilities.


The reasons I feel like changing are, the poisons and disease are too weak against most anything except other players. Since I do very little PvP that negates 2/3rds of the usefulness of my profession.


My primary ability, healing people from afar, is severly hampered while in combat because it is sometimes difficult to know who needs help, especially when not in the same group. I would think a "Medic!" button that a player could press and thenhave a little red cross over him would be a great visual aid. In a group it's easier but in the heat of battle, another visual aid would still be great.


Also, while in combat, it is extremely difficult to know when your heal is going to happen among your actions. I've taken to not even engage the enemy but half the time, they attack me anyway.


Finally, the requirements for even the "B" level heals (and above perhaps) seems out of proportion to their affect. You have to advance 2 levels in combat medicine use to even use them. And some of the medicines and poisons, you have to advance 3 or 4 levels in combat medicine use before you can use them even though you can craft them almost right away. I don't know if this is due to typos or what?


Oh, I guess I have one last pet-peeve that may cause me to go to just a doctor and that's the LOS rules. I can shoot through hills but I can't toss my meds (or poisons) over a fence? C'mon. That's just silly.


HoTron-rex
Mon Sep 08, 2003 7:20 am
#115

I am a master CM that is perparing to dump it entirely in favor of doctor. Already began Dr and have ground halfway up the tree adopting some TKAs who are looking to become CHs and need scouting exp. they give me meat, i give them heals, we're happy.


anyway, i hit master CM and realized i was only a ranged healer. thats it... in the end, ranged healing is not worth it at all when you can buff someone's secondaries to prevent them from dying before you can get to them with a smallD or a smallE even. and poisons are still the biggest joke in the CM skill set. it doesnt do JACK in pve and i never use it anymore anyway for the simple fact that i dont want whatI kill to be unlootable by my whole party and give no one exp. this becomes especially true cause we're hunting high level mobs with high level drops and i dont want to be screwed out of loot since i used a poison. poisons are good in pvp you say? hahahahaha, it makes me laugh now when i see people say that. lets see here, it takes me like 9 different resources (most class name specific) to make a poison that is worthwhile in pvp. then, after i make this pack after travelling the galaxy to find them for months since this crap doesnt always spawn (all while being tied to the artisan tree and wasting more points since no one supplies this stuff to such a small market as CMs) I get to use it.


"Target resists effects" "Target resists effects" "Target resists effects" "Target resists effects" "Target resists effects" "You apply poison to Target" "Target uses eyeshot on you for 250dmg" "You run as hard as you can" "Target uses eyeshot on you for 250dmg" "Target uses eyeshot on you for 250dmg" "Target uses eyeshot on you for 250dmg" "You slow down" "You are tired" "Target incapacitates you" "Target laughs in your face" "Target DBs you" "Target is offline" "Target is online" "Target goes about his way without significant damage, or continuing poison"


now why would I continue to subject myself to that in pvp? please, someone tell me why. thats the main reason i'm going to quit when i get master Doc. its absoloutely freaking demoralizing to waste 2 months of play time stockpiling resources and grinding exp to find that the best skill i have doesnt work way more than half the time, and gets me killed while my target only has to /quit to rid himself of poison effects... as far as pvp goes, I am merely a suicide bomber who has to hope her opponent is opponent is too dumb to know how to cure poison themselves...


all this i could forgive if someone came to our humble section of the forums and said "hey, making this profession work matters to us. we want to see people playing CM because we believe it should be a rewarding profession. we realize there are some simple typo bugs in your crafting that we will work to fix post haste. also, heres what we've been thinking about our vision for your profession, what are your thoughts?" and 2 months after the game, the typos are still there and I still have yet to see a peep from a developer. kind of disheartening. the fact even that Docs are getting dev attention with this post while CMs are not further drives me away from it.


In short, if in the time it takes me to make master doctor you Devs dont fix the typos and give us some contact, i'm ditching the profession. being a buggy ranged area of effect healer CANNOT be worth the skillpoints, or be compared to the working class of Docs with buffs and ressurections and cures.




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Logray
Mon Sep 08, 2003 7:49 am
#116






PlatypusLord wrote:

Serioulsy the combat medic lacks the whole combat part. If the combat medic could say put poision darts in his rifle or carbine I would also be a combat medic regardless of the **edit** crafting.





That is a great suggestion. If Combat Medics could craft and use weapon powerups that would give them poison darts, I would be ecstatic.



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Hooster
Mon Sep 08, 2003 7:53 am
#117

Hi Shrug,


It's SO appreciated that someone has taken the time to at least ask us a question!


I am a 4-0-2-4 Combat medic. Novice Dr, Pistoleer 0-2-0-0, a little artisan, and was at Master Scout, but have been dropping scout and artisan skills to feed my CM monster.


Why am I almost ready to leave CM? Dr's do everything I do better, for less points.


When I am in a group, my most effective CM skill is an Area Stim A. I have Ranged Cs, and because of my Dr skills, Stim Ds. With the way the mobs are hitting, I have to spam my Area Stim As to keep the group alive. I can not be attacking because the heals go in the same queue as my combat. If a team member gets hit, I have to start a heal. If he gets hit a second time before my heal goes off, he's dead.


A Dr can buff so the team can take more hits before going down. If they die, the Dr can res them getting them back into the game. As a Combat Medic, I can't add as much to the group. If the Dr survives the whole group can be back in action very soon, if the Dr dies, they all have to wait for a run back from the cloning center. If the CMlives - you have to wait for the run from the clone center. If the CM dies, you have to wait for the run from the cloning center.


My poisons and diseases are a joke. They do so little over time. I have Health Shot 2 from myMarksman line, and poison A from CM. I hit a mob with both and watched what happened. By the time the mob bled to death, his mind was down 1/5. This was the time it hit. The only viable poisons/disease are the master ones. What advanced class gets it's only viable attack at master? They should also change the titles to Bio Terrorist, and Suicide Bomber. I'm sorry, that's the only attack we have been left with.


My big question then is, where is the Combat in Combat Medic?


Yes, I have made the macro that does pease, heal damamge, assist. Your hud does not re-target the mob, so you don't see if you are doing anything. This also slows your healing response times down, so against hard red mobs, it's not a smart tactic either.


We have one of the most difficult professions to master in the game. We have some of the most useless rewards and abilities for that investment. I know 2 other CMs in our guild that have already given up CM for Dr. I'm the last stuborn one (or is that foolish one?)

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