Combat Medic Archive

Thread: Combat Medic Template thread post CU

Puttley
Fri Sep 23, 2005 9:07 am
#131

my personal choice would be for pistols xxx4 for 30s +root+ stopping shot and some more defences. (it'd also help support the scatter pistol you're cirtified for at Master BH). the scatter pistol is kinetic damage so no PSGs getting in the way, and jedi aside - most people get energy layered armor not kinetic.
WrightDawg
Fri Sep 23, 2005 9:13 am
#132

Thanks for the quick response. Do you think this is a better temp. than rifleman and cm 4000 or would it be a mistake? Maybe I'm just playing it all wrong, but I've been a bit disappointed with MRifles and everything I've read about MCM seems very exciting. If nothing else I can just try it out as quick as it is to grind up a prof. these days. Any feedback on this new temp. versus my current one?



Thanks again.


Xova
Fri Sep 23, 2005 10:06 am
#133






WrightDawg wrote:

Thanks for the quick response. Do you think this is a better temp. than rifleman and cm 4000 or would it be a mistake? Maybe I'm just playing it all wrong, but I've been a bit disappointed with MRifles and everything I've read about MCM seems very exciting. If nothing else I can just try it out as quick as it is to grind up a prof. these days. Any feedback on this new temp. versus my current one?



Thanks again.








Going Master CM you are going to become a short-range fighter as your DoT attacks have a range of 35m and your state attacks/debuffs have a range of 10m. Given that you have previously been a Rifleman - which is a long-range combat profession - making the switch is going to mean an adjustment in your play-style, especially if you want to get the most out of your new CM skills. So I would suggest keeping that in mind. If you like being in the thick of battle, constantly moving around, getting up close to the enemyand think that style will work for you, then certainly give MCM a try.


As for your template, the MBH/MCM template seems to be the FOTM for those BH'ers that specifically want to gain an edge in hunting Jedi. If that's the case, then I have to agree with Puttley and recommend that you also train up Pistols 0004 for the improved melee/ranged defenses as well as Stopping Shot. Stopping Shot can be an incredibly effective root, making it easier for you as an MCM to apply your DoT attacks from a safe distance. Add to that the +40 each to your melee and ranged defense mods and it's a good branch of skills to have under your belt (plus you get a nice area attack with Fan Shot.)


So just be prepared for the switch from long-range to short-range (in terms of being able to use your CM skills), and know when you do start grinding that CM is all medical XP and that you only get med XP from healing. So one heal per MOB kill is all you need to get the full XP credit for a kill. And plan on only healing and not doing any fighting for a while, because any weapons use during your grind will take away from your medical XP. My best advice on grinding up your med XP is to get a big grind group, target whoever is tanking, and only heal them using Bacta Shot or Bacta Toss. You use less mind, there's less of a chance that you will aggro the MOB, and by focusing on the tank, you are more likely to get in a heal for every creature kill since they are going to hit every creature.


Good luck!






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

sunflwgal
Fri Sep 23, 2005 10:16 am
#134

I'm an MCM with xxx4 Doctor (for those sweet, sweet buffs) and I am working my way through mastering Rifle, Carbines and Pistols.

I'm not much for PVP (but I have done my share) and it's proving to be a lot of fun.

Right now, since I've gotten my faction armor, I'm usually designated puller. I throw a deuterium canister, fire off a knockdown shot and then the rest of the group opens up. The creatures are dispatched posthaste.



======================================
Socia Sitari
Imperial Ace Pilot ("The Black Rose")
Elder Bounty Hunter/Elder Combat Medic
======================================

WrightDawg
Fri Sep 23, 2005 11:18 am
#135






Xova wrote:






WrightDawg wrote:

Thanks for the quick response. Do you think this is a better temp. than rifleman and cm 4000 or would it be a mistake? Maybe I'm just playing it all wrong, but I've been a bit disappointed with MRifles and everything I've read about MCM seems very exciting. If nothing else I can just try it out as quick as it is to grind up a prof. these days. Any feedback on this new temp. versus my current one?



Thanks again.








Going Master CM you are going to become a short-range fighter as your DoT attacks have a range of 35m and your state attacks/debuffs have a range of 10m. Given that you have previously been a Rifleman - which is a long-range combat profession - making the switch is going to mean an adjustment in your play-style, especially if you want to get the most out of your new CM skills. So I would suggest keeping that in mind. If you like being in the thick of battle, constantly moving around, getting up close to the enemyand think that style will work for you, then certainly give MCM a try.


As for your template, the MBH/MCM template seems to be the FOTM for those BH'ers that specifically want to gain an edge in hunting Jedi. If that's the case, then I have to agree with Puttley and recommend that you also train up Pistols 0004 for the improved melee/ranged defenses as well as Stopping Shot. Stopping Shot can be an incredibly effective root, making it easier for you as an MCM to apply your DoT attacks from a safe distance. Add to that the +40 each to your melee and ranged defense mods and it's a good branch of skills to have under your belt (plus you get a nice area attack with Fan Shot.)


So just be prepared for the switch from long-range to short-range (in terms of being able to use your CM skills), and know when you do start grinding that CM is all medical XP and that you only get med XP from healing. So one heal per MOB kill is all you need to get the full XP credit for a kill. And plan on only healing and not doing any fighting for a while, because any weapons use during your grind will take away from your medical XP. My best advice on grinding up your med XP is to get a big grind group, target whoever is tanking, and only heal them using Bacta Shot or Bacta Toss. You use less mind, there's less of a chance that you will aggro the MOB, and by focusing on the tank, you are more likely to get in a heal for every creature kill since they are going to hit every creature.


Good luck!






Thanks for the information and the tips. I think I'm going to make the switch and see how I like it. It keeps the game fresh to try new things anyways. Thanks again.

Sakya
Fri Oct 21, 2005 12:14 pm
#136

Ok im wanting to go MCM/Mcarbs and either doc 0004 or pistols 0004. I generally like to solopve and i dont pvp very much, when i do its usually in a group. So based on my play style which do yall think is better?



Sakya
KupyiLabe
Sat Oct 22, 2005 12:34 am
#137

I'd go doc 0004 so you can self-buff.

But then, I'm a master doctor considering switching to CM to save the SP (and pick up novice BE for base busting), so take that with a grain of salt.



--
Kupyi Labe :: CorSec Technical Specialist
"Justice may be blind, but she has very sophisticated listening devices."

Joron Darkdust :: Freelance pilot-for-hire
Joron Darkdust grinds his coffee with his teeth and boils the water with his own rage.

Jiurra :: Engineer and tinkerer
Droid engineering is user friendly. It's just picky about who its friends are.
iucpxleps
Mon Oct 24, 2005 11:16 pm
#138

I changed my template to MCM/MRM/0404pistols from MCM/MBH/4xxx rifles which was MCM/MBH/0004 pistols, yeah i change a lot hehe..


Im just stuck between my current tempalte and xxx4 doc instead of pistols..I like high end PVE support role with my CM toon. I just cant decide on dropping the pistols for doc line..does it worth it? My heals are OK so that leaves the buffs for the exchange...




swg has more bugs than endor
Devil_Tiger
Thu Oct 27, 2005 7:29 am
#139

Several weeks ago I decided to change my template from MCM/MCarbs/0400 BH to MCarbs/MCommando/4000 CM and I absolutely love it. Solid defense, solid offense, good healing. Mangaging action is critical though when using heavy weapons and use of a 110 med droid, while not required, boosts heals enough to allow soloing most things. I haven't tried to solo a gorax, krayt, or GDK but I expect it to be a tough fight like before. The increase in damage potential,good crowd control, area crowd control, area dot, and decent heals make this build a joy to play. The drawback from my previous template is weaker heals, lack of crowd control debuffs, shorter duration dots, weapon dependent dot, and unable to rez a fallen comrade.


My only real limiting factor now is action, since I heal less often than before and have no debuffs to apply to drain my mind. Even with regen enhancing food, action still has to be managed to keep throwing heals when needed. All in all, a very fun and enjoyable template to play in groups or solo with.

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