Combat Medic Archive
Thread: Worth going for CM?
Message Edited by Gungeun on 08-04-2004 12:09 PM
Gungeun wrote:
What about his template:
Master Fencer/4404 CM
I want to get doc in there, so im not sure what skills to drop to get doc in.
I was a master fencer/4004 CM/3000 Doc for quite a while. With that setup I had access to nice poisons (looted some venom and got some crafted into @750 tick). This setup also allows for state heals allong withcure poison andfire blanket use. It was missing the disease cure and mind heal but I tried that mind heal once and droped that tree imediately after. I'm not much of a PVPer but got involved in a large scale battle. I tossed some average poison and found out that the other side had team speak going because within seconds of my toss, I was on fire, poisoned, diseased, dizzy, intimidated, blind, stuned and bleeding. Hehe I think my toon crapped his pants when that all happened but I backed up and fixed my issues (cept the disease) and returned. My setup didn't help me enough against the pursuingjedi but I has fine against several non jedi.
It was a great combo but decided it was time for a change and went into Rifles. I hate rangedbut got too far into it not to give the chance it deserves so I'll master it. I think Iwill try swords out next but I'll probably return to my orginal setup.
I beleive the state heals from a novice doc are worth more then the mind heal from the 0400 CM if you are only dabling in CM. Since you are a fencer, the ranged bonuses that come with the mind heal tree aren't that usefulbecause you are a point blank fighter and don't kite. That mind heal ability isdeath shortly after use to a CM. Use it and you are pretty much out of the fight.
I have the same template. Master Fencer /4-0-0-4 CM/3-0-0-0 Doctor/
This is the best template in the game. But in large scale raids you'll be one of the biggest targets in large scale raids. So you'll die more often, but in one on one duels this template is damm near unstopable.
I focus primarily (but not exclusivly) on the healing aspect of both. A recent raid that I was part of where I ran one of the groups I was able to focus entirely on the HAMs of my people, their states and in directing the group to their task.
I did die during battle at one point simply do to lag causing about 15 heals to fire at once making me an instant target
I tossed to occaisional poison or disease just to keep a hand in on good targets, but I did a lot of rezes, mind heals (especially nice to bring people back from mind incap before db), state cures and drag of incap or dead bodies... (a nice macro helps there
I am usually an agressive get out and kill things type of person so shifting to this template on my doc character was a hard paradigm shift... but I last a LOT longer in battles, am better able to serve the group and can manage things better.
Master CM all the way
Message Edited by Gungeun on 08-05-2004 09:20 PM
Gives you access to the Geno Stun Pistol and DE-10 pistol.
Good def. vs. stats.
Good melee def but hardly any ranged def.
Carbineer
Good range of weapons
Some def vs. stats
Some melee/ranged def.
Gives several shots that can give stun/blind/dizzy, several ranged KD shots, some posture change (down) shots.
For PvP a combat medic is support with offence (poison/disease), for dueling perhaps Pistoleer is best, but for group PvP a Carbineer with there ability to apply multiple stats to others is better.