Bounty Hunter Archive
Thread: Is CM worth it?
i am master doctor with scouting and surveying skills and novice pistoleer.
i really wanted to be master doctor and master CM with pistol spec.
i read all this stuff about how crappy it is to be a CM because your stuff is always resisted, and it has low range. is it worth giving up my scouting, artisan skills, and the extra pistol abilities to go for master CM?
P.S. i really want combat medic for the combat part of it. the area heals arent as big of a deal for me. i am very good at ninja-healing my group as a doctor.
thanks for any help!
Went out for the first time last night on a hunt in my capacity as atrainee CM. A CM takes all the pain out healing (I felt more like a Cleric from DAoC!!). I am a MD too so the group gets buffed to the hilt and some nice long rangeheals. I've not even started using the poisons etc.
Definitely worth it.
I don't think CM at this point is worth it.
The only real advantage you would have being a doctor/cm .. is rez, poison cure, disease cure and beable to use doctor experimentation on CM components (which we're not sure if that's a bug or intended.. dev's won't get back to us..)
Problem with combat medics is you need 30m range .. with LoS to apply poisons. which (reguardless of experimentation) can be resisted.. (more than any ranged user would ever miss; omitting mebbie a commando ![]()
CM 'could' be worth your time if paired with another class with knockdown.. as you may have some viable way to actually apply the poisons.
Generally (speaking pvp here); you can count on your enemy having either pets.. knockdown.. or both (be it via dizzy posture change or just plain ole KD) so it's really not practical in pvp (well not as effective) having a CM/doctor combo. if you'd have to go doctor/cm combo I would suggest dropping pistol.. picking up carabineer line.. and getting level 2 special abilities (yea.. it's a combat exp skill tree
to get chargeshot1 (knockdown)
Combat medic.. all offencive aside is pretty much a griefer class at this point; diseases are strictly for griefin atm; poisons are 'ok' ..people say they're devistating and over powered.. they're brutal.. after they're applied.. however applying them is no eazy game.
You have to . .be within 30m .. with line of site.
click on your poison pack..
Wait 1-3 secs (lag depending)
animatation appears and roots you to the spot while the animation of you tossing the 'glowing ball of doom' occurs.
And throwing a disease or poision take up a 'heal' move.. in laymans terms.. you can't heal yourself or anyone else for approx 13-15 seconds after you throw it.
if anyone else knows what they're doing you'll be a dead man/woman
Add to that stunt the chances for resist can be pretty high. so it may be all for naught..
We're as Elisa (sorry if I spelt yer name wrong hun) put it.. we're pretty much the suicide bombers at the moment.
just my 2 cents.
Master Combat Sapper
I don't think CM at this point is worth it.
The only real advantage you would have being a doctor/cm .. is rez, poison cure, disease cure and beable to use doctor experimentation on CM components (which we're not sure if that's a bug or intended.. dev's won't get back to us..)
Problem with combat medics is you need 30m range .. with LoS to apply poisons. which (reguardless of experimentation) can be resisted.. (more than any ranged user would ever miss; omitting mebbie a commando ![]()
CM 'could' be worth your time if paired with another class with knockdown.. as you may have some viable way to actually apply the poisons.
Generally (speaking pvp here); you can count on your enemy having either pets.. knockdown.. or both (be it via dizzy posture change or just plain ole KD) so it's really not practical in pvp (well not as effective) having a CM/doctor combo. if you'd have to go doctor/cm combo I would suggest dropping pistol.. picking up carabineer line.. and getting level 2 special abilities (yea.. it's a combat exp skill tree
to get chargeshot1 (knockdown)
Combat medic.. all offencive aside is pretty much a griefer class at this point; diseases are strictly for griefin atm; poisons are 'ok' ..people say they're devistating and over powered.. they're brutal.. after they're applied.. however applying them is no eazy game.
You have to . .be within 30m .. with line of site.
click on your poison pack..
Wait 1-3 secs (lag depending)
animatation appears and roots you to the spot while the animation of you tossing the 'glowing ball of doom' occurs.
And throwing a disease or poision take up a 'heal' move.. in laymans terms.. you can't heal yourself or anyone else for approx 13-15 seconds after you throw it.
if anyone else knows what they're doing you'll be a dead man/woman
Add to that stunt the chances for resist can be pretty high. so it may be all for naught..
We're as Elisa (sorry if I spelt yer name wrong hun) put it.. we're pretty much the suicide bombers at the moment.
just my 2 cents.
Master Combat Sapper
Medicines? Enhancers help but are not needed. At CM 4000 with a BE shirt +15 to Heling efficiency. I can heal for 1100 ish. I like to think that everytime I heal for 1100 its like I started the fight with an 1100 buff. Consider 2 maybe 3 heals in a fight ( <<82>> gold mark ), thats 3300 hp. Who would turn down a 3300 hp buff?!
PvP vs Jedi? I think its VERY rare to be successful vs a Jedi nowadays without being SOME kind of healer, be it Doc or CM.
CM 0004 by itself I cannot speak for, no experience there YET! I plan on mastering CM myself though, so soon. I'm VERY convinced CM is well worth it!
Other advice? Easy once you get CM 4000 ( and you will ) make a macro that has this one simple line ( provided I did't forget the syntax ) I believe its (no quote marks): "/bactashot self"
Now a friend of mine is making my head turn to CH, but thats for another thread.
I do have a return question for you. What is your current medic skill, and do you have any healing efficiency mods? What do you heal for using bacta shot?