Rifleman Archive
Thread: Did I read correctly DOT weapons are DOA?
He could be right. Right now it is up in the air if one other profession may be getting DoTs of some type. Also there are DoTs that aren't Bleeds. It is highly likely that Fencers will be the only ones with Bleeds. But they may not be the only ones with DoTs. Combat Medics and Commandos may have DoTs though neither would be Bleeds. There also could be new types of skills that would effectively be DoTs though they haven't existed before.
Cyrrex wrote:
Apologies...it was not in the documentation, but rather the Fencer correspondant who stated that only they will have access to bleeds/DOTs. This could be erroneous, and as you said, could also change.
Loot based dots are DOA but profession dots are not:
currently 3 professions will have dots (2 definitely 1 probable)
fencer: Bleed
CM: poison / disease
Commando: Fire
Combat Medic
Primary Role: Medical Combatant
Secondary Role: Combat Healing
Offense: Strong(4)
Defense: Weak(2)
Crowd Control: Moderate (3)
Combat Medics are the natural progression of Medics into the combat field. Their medical expertise turned to the goal of eliminating the enemy culminated in the creation of powerful medical weaponry that can quickly leave opponents crippled and powerless. They also have the ability to competently heal their allies while in the thick of battle.
Combat Medics will retain their healing abilities but they will always be secondary to the capabilities of a Doctor.
Combat Medic Profession Changes
Pre-requisites change: from master medic and marksman ranged support 4 to general healing line, pre-combat medic line, and marksman ranged support 4.
Fencers of course Retain dots:
Fencer
Primary Role: Close Range DoT Specialist (Damage-Over-Time via Bleeds)
Secondary Role: Close Range Crowd Control (Position Control)
Offense: Strong(4)
Defense: Weak(2)
Crowd Control: Moderate(3)
The Fencer is a lighting fast attacker who specializes in hit and run combat. While Fencers have fairly weak defenses making them less than ideal for standing toe to toe with their opponent, they will employ many abilities that help them reduce their need to stay within range of their target.
As a primary Damage Dealing profession Fencers will have damage output second only Rifleman and Swordsman, however their attack style is very different and unique. Their defensive abilities will end up being very weak ensuring they must rely on hit and run tactics. Basic Crowd Control abilities support their role as hit and run combatants making them a very potent damage dealer in combat.
Profession Mixing Tip: Because of their weak defensive skills Fencers will benefit greatly from additional defensive skills from Teras Kasi or Pikeman or a player could choose to widen their offensive arsenal by adding Swordsman abilities.
Commandos will probably retain Dots:
This view of course is unsupported in the Released Cu docs but StarNick is reassurring the commandosin many places as he has been in contact with the devs on this...
"Our Flamethrower will still be in the game...and will be packing DoTs as ever. We'll be one of the few professions that will have DoTs in this fashion...Weapons with DoTs are in reference of the current loot drops...many of which cause a whole lot of imbalance."