Combat Medic Archive
Thread: Dispersal Mechanisms
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wookranger
Sun Mar 21, 2004 2:07 pm
#1
Ok, I can't make the advanced version due to junk resources. But my question is, should I experiment more on charges/range or area effect? Looked around the boards first but really couldn't find anything on it. Thx! 
wookranger
Sun Mar 21, 2004 2:39 pm
#3
Could you elaborate more? This is my first run of components so I'm not too sure what effects what in the finaloutcome of poison/disease.
Pahdbacca
Sun Mar 21, 2004 3:19 pm
#4
First...any advanced component of the junkiest resources will prolly turn out better than the best non-advanced comps.
Second..others may do differently, but I generally experiment in range so I don't have to do it in the final build.
S1ave1
Sun Mar 21, 2004 7:52 pm
#5
I'd agree that any advanced is probably going to turn out better than a standard DM. I usually don't experiment area at all on my singles, so it all goes into charges. When I do an area poison, then I drop all points first into area. What ever is left goes into charges. But that is just me
Denber
Sat Oct 16, 2004 4:58 am
#6
I got a small question, and if this has been answered in any of the stickies, I apologize (lot of stickies to browse through for a small question
)
(Advanced) Dispersal Mechanisms.
I noticed we need them to create Cure poison and disease area packs. Yet these mechanisms are schematics you learn, in the Combat Medic trees. Why is that?
I ask this, cause on our site, we use an antient character builder, where the dispersal mechanism is something you learn at Org Chem III, and the advanced version is learned at Master Medic. Seems more sense to me too, cause the Combat Medic needs them to create the apply packs, while the docs need them to create the cure packs.
So in the course of time, this has changed. I am wondering if anyone knows why? Cause in my eyes it is a bit silly we need a Combat Medic Tree, to be able to create something from the doc tree.
Agent001
Sat Oct 16, 2004 9:28 am
#7
You have never played any of the other crafting proffessions have you? Cross proffession dependancy is common among the other crafting proffessions as well. Doctors also need synth cloth made by Tailors for fire blankets....
PaxEternus
Sat Oct 16, 2004 9:54 am
#8
I think they gave Combat Medic these because they thought that crafters in Combat medic should have something valuable to other medical professions, and not just poisons and ranged stims.
Pahdbacca
Sun Oct 17, 2004 2:07 pm
#9
Denber wrote:
I got a small question, and if this has been answered in any of the stickies, I apologize (lot of stickies to browse through for a small question)
(Advanced) Dispersal Mechanisms.
I noticed we need them to create Cure poison and disease area packs. Yet these mechanisms are schematics you learn, in the Combat Medic trees. Why is that?
I ask this, cause on our site, we use an antient character builder, where the dispersal mechanism is something you learn at Org Chem III, and the advanced version is learned at Master Medic. Seems more sense to me too, cause the Combat Medic needs them to create the apply packs, while the docs need them to create the cure packs.
So in the course of time, this has changed. I am wondering if anyone knows why? Cause in my eyes it is a bit silly we need a Combat Medic Tree, to be able to create something from the doc tree.
Combat Medic components were removed from the medic tree a while back because CMs that did not take Doc crafting skills would only get 5 experimentation points for their DoT components. It was deemed to be silly that CMs would have to take the Doc crafting line in order to fully experiment on components that Docs without CM skills would never use. As a result, the components were moved to the CM tree so that CMs (who use a different experimentation skill than docs and medics) would be able to use 10 experimentation points.
As it is right now, ranged and area healing stims that CMs use require the same components as small stimpacks. In order to make CM healing meds with fully experimented components, CMs either have to take the Doc crafting line, have master Docs make schematics for them, or outright buy the components.
Many CMs are rallying to get unique components for ranged and area heals to 1) be able to fuly experiment on them and 2) Even before the range on DoTs was reduced, the range on healing stims was nerfed. Unlike DoTs, ranged and AoE healing stims have no component that can be experimented for range....in order to increase range on ranged stims, points must be spent on the final build, taking away from the power of the healing meds.
To make a long story short....it could be worse. You only need 1 component for area poison and disease cures. CMs need 3 components for all of their healing stims that they can only make as well as a master medic and must obtain the components from a master of the doc crafting line if they want the very best. I do agree with you that it is a pain to get the components.
Message Edited by Pahdbacca on 10-17-2004 05:10 PM
Mustelafuro
Mon Oct 18, 2004 9:34 am
#10
Just get the resources and ask a CM, nicley mind you, to make a schematic for ya. Problem solved.
KJFett
Mon Oct 18, 2004 9:52 am
#11
Or..just but all the rancor bile off the terms for really cheap and have area cures with 98 uses each
Couple of those, and you can outlast any CM in PVP...unless they are using bile as well. 
Happymob
Mon Oct 18, 2004 10:28 am
#12
Bile is ok, but you lose a huge amount of area affect. If you are facing a combat medic with 30m area poisons and you have 15m area bile cures, the combat medic is covering 4 times the area that you are. Personally, I prefer high area cures to high charge cures even though that means I go through more packs.
KJFett wrote:
Or..just but all the rancor bile off the terms for really cheap and have area cures with 98 uses eachCouple of those, and you can outlast any CM in PVP...unless they are using bile as well.
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