Combat Medic Archive
Thread: Combat Medic Template thread post CU
omnibuscortex wrote:
Master Combat Medic
Master Pistoleer
BH 0040
I can handle myself pretty well in a fight, provided I don't run out of aciton.
However, I have two problems that I'm hoping someone can address...
1) I get knocked down a lot. Even by wimpy NPCs.
2) My standard chain of comabt actions isn't set. I'm not sure what the best combo is. Usually I do something like this against players:
Underhand shot (KD)
Thyroid Rupture (-spd)
CM action regen debuff
CM fire dot
CM poison dot
Confusion shot
Electrolyte Drain
spam Body Shot/QuickDraw
I'm not a very good combat tactician, so this combo probably sucks. Please assist.
Wow, so close! I'm going MCM/MPistoleer/BH4000.
It doesn't have a ranged KD
However i thought of a combo we could use when i was grinding earlier. How's this...
Thyroid Rupture
Intimidate Shot
Action/Mind Debuffs
Fire/Poison Dots
Those three in my opinon could seriously hurt the damage potential of your opponent given some time. They're reduced Combat Speed(Thyroid) , Lower Damage output (Intimidate), Lower Action Regen and Constant Dots pounding them could i belive seriously put them in a word of hurt.
Currently grinding out this template.
Master Combat Medic
Master Rifleman
Doc xxx4 (for buffs + extra healing)
In my opinion this template has some pros and cons that I can forsee.
Pros:
Will out heal almost anyone
MCM skills assist kiting, perfect for rifleman
Doctor buffs will help pick up slack for lack of a second true combat profession
Doctor healing is conveinient, I despise running around with wounds
Good Ranged Defense
Cons:
Melee defense is poor, you better kite or good melee's will take you out quick
Master Rifleman specials can be difficult to use at times, very range dependent
Almost too many specials to know what to do with, not enough space for all in one menu
Let me know what you all think....
MCM MCommando TKA 4xxxx
Now Lets not be mean to the MCM MCommandos out there we may not be able to solo the krayts like a MBH MWeapon Some Healertemplate (edit havent tried to yet actualy so might be able to) but i can solo Kimo's so far and I'v only had the build for a short time. Now iv been CM before CU long time ago when they were haveing what sony called the extended range bug where U could craft meds that went "to far" This has got to be one of the best profesions out there hell if you know what your doing iv seen people in pvp win using a CDEF pistol by just makeing sure that they toke there food kept there amor in good repair and aplying heals at the proper time. Now with the Master commando its even better sure i dont get many specials other then the last line in Marksman but I get a plasma flamthrower wich is good for 500-1k damage the elemental damage and the flame that gets applied basicaly when the target gets withing range while im applying debuffs inbetween i get shoots in with the flamethrower half the time i dont even need to worry about applying fire to them half the time. Note havent tested this much in pvp did have a similar template awhile ago and it didnt go over well lots of complaining not far kinda things but that was pre CU and i had some more kd and crafted poisions >
oh the fun I had on those fools who ran around overt in our town.
JayM14 wrote:
Currently grinding out this template.
Master Combat Medic
Master Rifleman
Doc xxx4 (for buffs + extra healing)
In my opinion this template has some pros and cons that I can forsee.
Pros:
Will out heal almost anyone
MCM skills assist kiting, perfect for rifleman
Doctor buffs will help pick up slack for lack of a second true combat profession
Doctor healing is conveinient, I despise running around with wounds
Good Ranged Defense
Cons:
Melee defense is poor, you better kite or good melee's will take you out quick
Master Rifleman specials can be difficult to use at times, very range dependent
Almost too many specials to know what to do with, not enough space for all in one menu
Let me know what you all think....
Well thats my build except im carbineer rather than rifles. Damage is close and with the higher speed probably more in genral over time. But not the range unless you use a couple spacific carbines. Thing i dislike most about rifles is the extra speed hinderance. And i think less def than carbineers but not sure off hand. Things you will want most with this imo is def attachments for all ranged and mele and rifle. Also genral r speed and rifle speed same for acc. You wont be near the caps for any of that so even + 10 will give nice rewards and better bang for the buck than a bh/rifleman. ALso with the speed buff from doc i out damage the double ranged templates. The only thing they have on me is extra def...and i got tons of healing to counter that. Enhanced toss with droid and 25 healing for me is 1800. With rifleman though...you have no kd. your snare is crap expectialy holding a rilfe. at least cap your terr movement heh but all rifle is good for is damage. Look into carbines for some "tricks" :0)
I left SWG before the CU, and only recently returned (less than a month ago). Prior to leaving, I was MRifle, MDoc with some FS skills. After some much debate with myself, I justrespec'ed to:
Master Rifleman
Master Combat Medic
Carbineer 0330
Combat Prowess 4400
Medic 0400
Marksman 4044
I have been having fun with this template both soloing and in groups for PvE (I don't PvP anymore, so I do not know its effectiveness there). I have high damage output and distance from Rifleman. Besides the healing abilities, Combat Medic gives me debuffs and DoTs as well as Paralyze. Combat Prowess gives me ranged speed and ranged accuracy boosts. And with Carbineer, I pickup more defense and accuracy, but also Improved Chargeshot (knockdown), Improved Legshot (actually does more damage than Improved Headshot, oddly enough), and Crippling Shot (which does a better share than Kneecap Shot). It is a nicely rounded Ranged offensive build. Here are some the ways that this build mixes well:
Charge Shot, go prone, and Snipershot makes a good high damage opening combination. Firearm Strike + paralzye is a good combination for when they get in close, giving you time to drop some buffs. You can also use this combination to create some distance to drop down and fire off another Snipershot.
Crippling Shot is a nice way to slow them down while you toss some DoTs on them. Firearm Strike is a good backup KD if Charge Shot fails to KD them.
Message Edited by Sotaudi on 09-08-2005 05:29 PM
Gah...I've been wanting to reply in this forum formonths but the blasted website wouldn't let me register properly until today. *shakes fist*
My template is MCM/MPistols/Doc0004. I fell into it accidentally, but discovered that I really loveit as it makes me a valuable support player in groups. I don't do as much damage with my pistol as some of my Rifleman, BH, or Commando friends, but I'm effective at crowd control, and the CM attacks are always a huge help in wearing the opposition down (especiallyon krayt or kimo huntswhen I can run behind them hitting them with electrolyte drain, hemorrage, and thyroid rupture after having already blasted them with a nicely-landed deuterium toss - good times!) Plus having the Doc skills as was mentioned previously is awesome given the improved healing and buff capabilities.
I've flirted with the idea of giving up the last branch in Docand training up the first branch instead for the additional healing abilities since I really don't find myself using the buffs as much. But I love my MCM skills too much to give those up (so much so that I am dragging my feet on grinding Jedi and irritating my guild leader to boot - hee!)
I've been considering changing from MBH/MR/CM4000 to MBH/MCM/???. Any feedback on this? How about versus Jedi with this template? If this is a good move what about the remaining 37 skill points? Any suggestions would be welcome.
Thanks in advance.