Combat Medic Archive

Thread: Best 2nd proffesion for mCM?

SjtarrieNL
Thu Oct 23, 2003 7:38 am
#1

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




Starrie - Farstars Space Pimp
Lihpson
Thu Oct 23, 2003 9:19 am
#2

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




********************************************
Gihpson
Master of Polearms
Personal Motto: "The more the better!"
Theme Song: "Burnin Ring of (mind) Fire"!
technocore
Thu Oct 23, 2003 10:20 am
#3

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.





Soneri S'iil - *Retired*
Master Combat Medic / Master Rifleman
Visit the EEF Mall in Fortress City on Lok
Weapons, Armor, Resources, Poisons, Meds, Spices, Smuggling Gear and More!
/waypoint -2000 -3750

Ranged1
Thu Oct 23, 2003 1:31 pm
#4

I would say carbineer. Rifles take too long in between shots and you won't be able to toss your stims until higher level at your recommended range. I went against pistol wielders because.... there are too many of em. :/



--Raanged
Your local Sniper/Squad Leader.
SjtarrieNL
Thu Oct 23, 2003 2:10 pm
#5

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?




Starrie - Farstars Space Pimp
Lihpson
Thu Oct 23, 2003 2:51 pm
#6

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




********************************************
Gihpson
Master of Polearms
Personal Motto: "The more the better!"
Theme Song: "Burnin Ring of (mind) Fire"!
SjtarrieNL
Fri Oct 24, 2003 12:31 am
#7

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?





Starrie - Farstars Space Pimp
BenderTheGreat
Fri Oct 24, 2003 12:44 am
#8

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.




::::::::::::::::::::::::::::::::::::::::::::::::::::::::
Ailix Fry - assassin/doc/jedi
"What you must know is how man reacts.
Weapons change, but man who uses them changes not at all.
To win battles you do not beat weapons - You beat the soul of the enemy."

::::::::::::::::::::::::::::::::::::::::::::::::::::::::

PrankBird
Fri Oct 24, 2003 4:29 am
#9

CM + Rifleman good mix because you can throw posions at 60m and shoot your rifle at 60m as well.



--
Prado - Master Doctor for RAB
LuchenAthos
Fri Oct 24, 2003 7:17 am
#10

I have MCM and enought doc for enhance D"s (0,2,3,0). Then jus tpick a prefession with a bleed. The bleed/poison stack is nasty. I was orginally a pistoleer but felt to much like a cookie cutter so I becaome a swordsman. THe mind bleed / poison is very nasty combo. The down side is your onot only a target because you are CM but because you are melee.
SjtarrieNL
Fri Oct 24, 2003 9:02 am
#11

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!





Starrie - Farstars Space Pimp
Allina
Sat Oct 25, 2003 8:54 am
#12

Maximal range depends on:
- 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.
KG4MVP
Sat Oct 25, 2003 6:45 pm
#13

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.




Erra involved

In the words of Sun Tzu "Hurry to where you are unexpected."
Page 1 of 2
Previous Next