- Proposal
- Summary of improvements:
1. Add an AOE to a few offensive abilities/debuffs.
2. Tune infect to be more viable in PVP.
3. Increase the effectiveness of Thyroid Rupture.
- Justification
- The combat medic profession is not viable in PVP and has limited uses in PVE with multi-target scenarios.
- Motivation
- Rebalance the offensive abilities to be more useful for group settings or against multiple targets. Give more value to x444 lines of the profession tree.
The combat medic profession needs re-tuning to be a viable profession in group PVE/PVP settings.
Problem areas:
-Heals are group-focused, but offensive abilities are single-target-focused.
-Offensive abilities are mostly only useful in PVE.
-The very long cooldowns of offensive abilities are not conducive to PVP. Being single-target only makes this problem worse.
-Several abilities like Infect, shock, and thyroid rupture are useless in PVP. The amount of battle fatigue given for Infect for example is way below the threshold needed to affect healing strength. (It takes 11 Infects to make a player get enough BF that their heals are affected).
The result of these conditions makes 3/4 of the combat medic tree worthless in PVP environments and poor in most PVE environments. The 'combat' part of combat medic is really only useful in PVE when attacking a single high-level mob (think krayt farming, or bosses). Many of the dots and debuffs are not useful in PVP and are almost not worth using in PVE because of the extremely long cooldowns and single-target factor.
Suggested improvements:
1. Add an AOE to a few offensive abilities/debuffs.
This would bring the offensive/debuff side of combat medic more in line with the group focused heals that the profession currently has. The result would help shift the profession from solo player high-level mob farming profession to a more group-centric role for PVE and PVP alike.
Suggestions for AOE are 1 ability in each line of the tree. Spreading the AOE abilities between lines would make a master more effective and prevent OP partial profession builds (for example if all the dots were AOE in x4xx). The AOE's should not be in a cone from the combat medic but rather in a radius around the target hit. (ex.- deuterium toss hits enemies in a 3m radius around the target it was thrown at. This is a much smaller radius than Bacta Spray)
A possible AOE setup of one in each tree- Bacta Spray, Deuterium toss, Hemorrhage, Thyroid rupture.
2. Tune infect to be more viable in PVP. I would suggest either of these two options-
Option 1- Increase the battle fatigue given so that the target goes over 250 bf from a single toss of infect (the threshold where healing is affected).
Option 2-Change infect so that it does to players what it does to mobs- reduce the target's action in regular intervals. I believe this is what is in the tooltip description of infect under the HAM. This would make Infect viable in PVP without adding all the dreaded wounds that everyone complained about.
3. Increase the effectiveness of Thyroid Rupture.
Simple- just make it more powerful. Right now the attack speed reduction is so low that it's not even noticeable in testing with a timer and apparently only noticeable over very long periods of time. If over the duration of a single use of Thyroid Rupture, the target's number of attacks has not been significantly reduced due to the time increase then it is not worth using and needs to be adjusted.
Problem areas:
-Heals are group-focused, but offensive abilities are single-target-focused.
-Offensive abilities are mostly only useful in PVE.
-The very long cooldowns of offensive abilities are not conducive to PVP. Being single-target only makes this problem worse.
-Several abilities like Infect, shock, and thyroid rupture are useless in PVP. The amount of battle fatigue given for Infect for example is way below the threshold needed to affect healing strength. (It takes 11 Infects to make a player get enough BF that their heals are affected).
The result of these conditions makes 3/4 of the combat medic tree worthless in PVP environments and poor in most PVE environments. The 'combat' part of combat medic is really only useful in PVE when attacking a single high-level mob (think krayt farming, or bosses). Many of the dots and debuffs are not useful in PVP and are almost not worth using in PVE because of the extremely long cooldowns and single-target factor.
Suggested improvements:
1. Add an AOE to a few offensive abilities/debuffs.
This would bring the offensive/debuff side of combat medic more in line with the group focused heals that the profession currently has. The result would help shift the profession from solo player high-level mob farming profession to a more group-centric role for PVE and PVP alike.
Suggestions for AOE are 1 ability in each line of the tree. Spreading the AOE abilities between lines would make a master more effective and prevent OP partial profession builds (for example if all the dots were AOE in x4xx). The AOE's should not be in a cone from the combat medic but rather in a radius around the target hit. (ex.- deuterium toss hits enemies in a 3m radius around the target it was thrown at. This is a much smaller radius than Bacta Spray)
A possible AOE setup of one in each tree- Bacta Spray, Deuterium toss, Hemorrhage, Thyroid rupture.
2. Tune infect to be more viable in PVP. I would suggest either of these two options-
Option 1- Increase the battle fatigue given so that the target goes over 250 bf from a single toss of infect (the threshold where healing is affected).
Option 2-Change infect so that it does to players what it does to mobs- reduce the target's action in regular intervals. I believe this is what is in the tooltip description of infect under the HAM. This would make Infect viable in PVP without adding all the dreaded wounds that everyone complained about.
3. Increase the effectiveness of Thyroid Rupture.
Simple- just make it more powerful. Right now the attack speed reduction is so low that it's not even noticeable in testing with a timer and apparently only noticeable over very long periods of time. If over the duration of a single use of Thyroid Rupture, the target's number of attacks has not been significantly reduced due to the time increase then it is not worth using and needs to be adjusted.
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