Combat Medic Archive
Thread: Best 2nd proffesion for mCM?
Hi all,
I am planning to become combat medic, but i am wondering what the best second proffesion would be.
I could gomaster rifleman which gives a nice combination of mind poison, mind bleed andfast mind shots.
I want to keep my second proffesion combat related, so no entertainer or artisan.
Can somebody help me out on what to take a second proffesion?
Thanks in advance,
Starrie
Although Rifleman would be an exellent combonation of mind attacks, rifles have a very long range and are usually pretty slow. This means you would have to stay way back from the battle area in order for your rifle to be effective,which may hinder your ranged heals and posions. Also, each of your rifle shots will take a while to process which will also hinder you healing speed and poisoning. I am personally a Carbineer/Novice CM and i find that it works pretty well. Carbines have a good range and if you can get it sliced for speed, can be fairly quick. My EE3 Carbine has a speed of 2.4, and i usually add 32% speed powerups. Pistolier also has good range and excellent speed, so I personally would recommend Carbineer or Pistoreer because it allows you to focus on both combat and tossing around heals and poisons!
-Lihpson
I am Master CM, 4 - 0 - 0 - 3 in Rifleman and a Novice Doctor (0 - 0 - 0 - 1).
I really like the rifleman tree, but am not entirely strong in combat alone. I get excellent XP and contribute well in groups, when I am not getting aggroed. But if even 1 melee person aggroes me, i am out (most of the time).
I think it really depends on your play style. Melee i would recommend against, it takes a huge toll on your HAM, and you end up healing yourself more than your group. Pistols are quite popular and are more mobile than rifles.
I get setup, and can crack off between 1 and 4 shots usually before i have to relocate from ideal distance (60m) to healing range (within 40m). Because rifle can do mind dmg, they also have a heavy mind cost. Laser Rifle is 60 mind cost per special, and when you get +40 rifle speed, those specials can come pretty quick. Of course, you also use your mind pool for healing, so it can interfere that way.
Good luck, hope that helped.
Thanks for the answers again.
I got a few questions (again)
Whats the max range you can throw those things? Is it the same for all the things?
Do you reallyneed artisan + surveying 4 or is buying of the bazaar also sufficient enough?
What's your secondary proffesion? ![]()
You will start out with a ranged of about 17-20. I think the max is 40m. As you get better packs they will have better range, and with better materials and expirementing you can get higher ranges.
Buying everything from the bazaar could get a little expensive, but you definatly don't need any artisan abilites. You get medical forage, and i think some surveying for Medic and CM. Those can be helpful, or hire an artisan to do surveying for you. Harvesting your own resources is definatly the way to go, or at least harvesting as much as you can!
I hope this was some help.
-Lihpson
Thanks for the answers ![]()
I assumed the max range was 65m for cm, but it appears to be 40m ![]()
So what do you guys think, pistoleer or carabineer?
Personally I went the CM/Doc route, but you say you're looking for a combat profession for your secondary ![]()
That leaves you with three choices pretty much - Pistoleer, Carbineer or Rifleman.
I can't really speak to all 3 but I would think Rifleman is a bad choice since working with poisons you need to be a little more 'up close and personal'. Carbineer seems like a good choice as it should be most effective at the maximum range of your poisons. Of course Pistoleer is an excellent choice, since it imposes no real restrictions on your combat medic abilities.
Melee classes are straight out. Other than the aforementioned problem of soaking up too much damage, with the new change of poison not being able to incap you would have no way of dealing the final 1hp of damage reliably.
Lol, now its starting to get confusing ![]()
What is the max range you can throw poisons?
Does it depend on the recources you use?
Thanks for all the responses!
- your skill (the higher, the better);
- range of medicine (it's modified by your level).
Being master CM I usually throw poisons and heals from 50 m, although I think it's possible to make better range medicines with better resources.
My template is:
Master CM/Master Doctor/Marksman 0-1-0-4/Novice Artisan
I thought it will be impossible to shoot with such low pistol skill (dropped half-trained gunfighter). But I found smith who makes good d18 and dl44 pistols and feel ok.
I prefer to harvest my resources myself. It adds more interest in game and makes me independent from professional suppliers
And believe me: CM resources (especially good) are not that common on bazaars.
Range all depends on how you allocate your experiment pts. Range is found in the charges. Potency is altered in ease of use. and the damage or heal effect is altered in effectiveness. I usually aim to be able to throw under 45m and put all the rest into effectiveness/potency.
Plus the unit toughness does help your charges too.