Combat Medic Archive

Thread: Combat Medic Template thread post CU

SITHDUKE
Thu Aug 11, 2005 8:12 pm
#118






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.






--------------------------------------------
Jedi Padawan
---------------------------------------------
Teras Kasi Master & Master Rifleman




omnibuscortex
Sat Aug 13, 2005 3:16 am
#119

problem is, intimidate shot doesn't last long. i'd use it to land a critical state afterward, like a action regen debuff, but otherwise, meh.





Pash Aylor
Evil Imperial So and So

Galactic Home Show Winner
Puttley
Wed Aug 17, 2005 5:57 am
#120

my new template is : M.Rifles, CM 44x4, BH 44xx FS x4xx for speed. works really well, pretty much a tank witha rifle. i have to rely on th x4xx CM for the extra damage i loose over having M.BH/M.rifles. sadly i dont get KD but the x4xx BH tree has a nice extra speed over the other trees and the adv duelist is invaluable. i find any template i play with revolves around BH 4xxx and CM 4xxx. i'd probably drop the rifles for carbines but i'd then have to loose my uber +350 health/ energy resist tantel - a problem as i pvp vs jedi alot. then who needs to - i can thyroid rupture them - they can't hit, fire and poions and they're always healing and then some ok shots from rifles (damn stupid snipershot having to be prone...grumble....grumble...) my only issue is when i group for pve i heal everyone- my group then rarely if ever dies, but i die regularly that agro from healing is a pain.
nanod
Thu Aug 18, 2005 9:12 am
#121

I'm currently working on MCM/TKM, and i feel invincible! My buddies i go grinding with say they can take on an army with my by their side. I usually pull (taunt the bols, or whatever youare hunting) with neurotxins. My health level hardly goes down, and when my group jumpsin i pull back, tos some bacta to whoever neds it, and jum back in to fight tkm style. When it's dead, i heal my group, meditate, and then back to the action!! I WAS getting double XP for CM and TKM, but now i have no idea whatthe hell is going on with our XP, can someone explain that to me?




Nanod MCM/MBH/Master Fisherman/Master Baiter - Student of the Grand Master Baiter Hairy Palms
D - R Guild Member
Grinding on Tempest

JayM14
Sat Aug 20, 2005 1:19 am
#122


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....


aptech
Sat Aug 20, 2005 4:41 am
#123

what does anybody think about mbh and mcm. good combo or no. i am mbn master carb. now



darrel farnham
Battron
Mon Sep 05, 2005 2:49 am
#124

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.





Starsider
Maivi
TKM , Master Swords, Master Fencer
Past
Marksman, Medic, Cm
Dabbled in
Commando, Doc, Smuggler, Entertainer, ID, Pikeman
Post NGE Jedi noob
Quandry
Mon Sep 05, 2005 5:45 am
#125



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)



_______________________________________________________________________________________________________________________
Carbineer for Life
Weapons||Armor
Li'lith of Tarquinas
Alderaan Memorial Hospital
Loot Vendor (-6851 -4108) Galia Naboo


Dr-Chocolate
Tue Sep 06, 2005 8:28 pm
#126

master cm/master rifleman/novice smuggler
Sotaudi
Thu Sep 08, 2005 5:23 pm
#127



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.


Charge Shot or Firearm Strike, Legshot, then Headshot = a lot of damage output in a short time.


It is good for grouping as well. Having the ability to toss heals from a distance while standing back and KD'ing incoming critters right as they get to the lair is great fun. And I can easily withstand getting aggro as long as it is not 4 or 5 critters at a time. And when I run low on action, I can toss DoTs to stay in the fight while action regens. And I can rez if someone goes down.

Message Edited by Sotaudi on 09-08-2005 05:29 PM



Sotaudi Crestlighter
Master Rifleman / Master Combat Medic
"The Physician's Pain Reference"

Former Professions
Master Doctor | Master Swordsman | Master Brawler
Master Scout | Ranger



The_Old_Ferenczy
Wed Sep 14, 2005 2:14 pm
#128

My lass is on trackfor MC/ MCM/ Pistols 0031....


Thinking the defensive/offensive capabilities should be great....a ranged AOE Intimadate and a AOE root....nothing to sneeze at....


Weapons we're looking at:

-Proton Rifle

-EnhancedFWG

-Enhanced Plasma Thrower


Any suggestions?



<<Thibor Ferenczy>>
<<Master of Dirty Tricks & Narrow Escapes>>
<<Wanderer of Tarq's Finest Cantinas>>
<<Captain of the Spurned Harlequinsalvage and transportvessel>>

Xova
Wed Sep 14, 2005 2:39 pm
#129


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!)






=====================================
ZIkuriZ
Entertainer | Muse | Highlight
=====================================
The lovely lady of the mystical starlights.

WrightDawg
Fri Sep 23, 2005 8:58 am
#130

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.


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