Combat Medic Archive
Thread: Any Q's?
I've got a few... as a starting profession is it best to start Medic, or Artisan for the surveying tools. etc?
In the manual it states that "at first" you need to be at close range to heal a person. Which skills are needed to be trained to increase the distance you can heal from?
Is willpower our primary stat?
Thanks ![]()
Artisan for the tools. Then you can spend 100 of your starting credits on picking up novice medic. If you go medic you'll have to buy survey tools from an artisan out of your starting credits.
Small stims, which are what medics get, have a range of 6 meters if I recall correctly. You need to be a combat medic to heal with a further range then that. Combat medics get things called ranged stims which are work pretty much like healing grenades. Depending on experimenting and how good of materials you use making them they can get a pretty big range on them.
All three mind stats are the biggies for medics. They are the ones that healing affect.
How much time should we spend on combat? I don't want to be caught defenseless early on.
Hello =) im planning on being something like a Combat Medic / Carabineer (or pistol dunno yet)
so i got a couple of questions about combat medic
1. how effective are the ranged healing stims? are they as effective as the single target close range ones from the medic line?
2. how big is the area effect on the healing grenades
3. i hear we get abilities like poison / diesease and poison / diesease grenades, what does disease do to an enemy target?
4. what does poison do to an enemy target? (im guessing a dot) if it is a dot, how much dmg does it do? and are they worth it?
5. what weapon do you suggest for a combat medic? carbine / pistol / rifle?
Nydes wrote:
Hello =) im planning on being something like a Combat Medic / Carabineer (or pistol dunno yet)
so i got a couple of questions about combat medic
1. how effective are the ranged healing stims? are they as effective as the single target close range ones from the medic line?
2. how big is the area effect on the healing grenades
3. i hear we get abilities like poison / diesease and poison / diesease grenades, what does disease do to an enemy target?
4. what does poison do to an enemy target? (im guessing a dot) if it is a dot, how much dmg does it do? and are they worth it?
5. what weapon do you suggest for a combat medic? carbine / pistol / rifle?
#1 Ranged Stim-A is equivalent to a regular Stim-A. This makes going through the ranged stims a little painful since they start out worse than the Stim-C's (or D) that you probably use. You will use both.
#3 disease inflicts wounds.. so it doesn't do anything worthwhile in PVE right now, and is kind of a grief tool in PVP. Poison is not worth the time right now, it is resisted a lot.
#4 you're better off using Healthshot2 from Master Pistol, or the equivalent from rifle/carbine. (hopefully this will change)
#5 Any weapon will work, but to start as a medic in combat a carbine or pistol will make your job easier as you will tend to be nearer to the monster and the brawlers, who will need your healing abilities.
Mummblyjoe wrote:
My one question is this, how is it that one earns theranged support specialist xp that we need to be a combat medic? What weapons should I use? Thanks for your help.
No matter what weapon you use, you will recieve 10% of the xp in combat xp.
ie, when you kill a womp rat outside Mos Eisley as a newbie, you will get about 100weapon xp and 10 combat xp.
I think they will be good in PVP too.. although doctors will be very helpful too.. Stim-E and F are amazing. I just like the ability to not have to run up next to someone to heal them every time.
The poison needs to be improved, considering how it needs all that crafting and special resources.
To advance in the ranged support skill boxes, you require Combat Experience. As was stated above, you get awarded 10% of your overall Xp in the kill as Combat XP. So, if the kill was worth 1000 Pistol XP (using a pistol of course
), you'd also receive 100 Combat XP.