Combat Medic Archive
Thread: Hi all!
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awentwor
Tue Feb 15, 2005 5:35 am
#14
Yeah... they don't decay so the only way to lose it is to destroy it. Avoid that radial button *Destroy*... very very bad.
nimar06 wrote:
gone unless a csr gives you a new one so dont destroy it lol
Vatslav
Tue Feb 15, 2005 5:40 am
#15
hehe, great 
well thx for anwsering my question 
and once again......thanks A LOT to people who helped me with Milliche /bow, /worship
SensiMillia
Mon Apr 25, 2005 3:04 pm
#16
I have recently taken on CM and working through it just now (FAQ sticky is really handy), and wanted to jsut say hi.
Before someone flames me I *didnt* pick this up as a CU FOTM prof, and am actually trying to work through it before the CU comes. My main used to be Master Smug/TKM/Pistols but had to give that up for a erm 'other' profession. I wanted Smuggler back and am working through that on my alt. I spent a while deciding what to go with it, toying with Pikes at one stage and deciding to stick to ranged. Someone happened to mention how cool a CM he was hunting with was the other day, and the ranged heals he was giving out, and it got me thinking, how useful it might work with Smuggler, and potential group stuff after the CU. That and the guild I'm in doesnt have one at the minute so, would work well for events.
Anyway just trying to say not trying to be 'uber' or jump on any bandwagon (after reading some of the posts in here today), and hope to stay CM for a long time...looking forward to being flamed posting with youand hopefully picking up some knowledgefrom the grizzled vets!
any thoughts on how it works with smug? Now and later?
BadgerSmaker
Tue Apr 26, 2005 1:59 am
#17
Hello to you too. 
As the CU is literally days away, then I think we should pretty much disregard your template in the live version.
I think the easiest thing to do would be to respec TKM into CM... or at least a few lines of CM. Then you have all the "mezzer" specials from Pistoleer and Smuggler, plus DoTsand the CM "mezzer" specials.
It also gives you a few ways to heal to stay alive. Try it out on TC and see if you like it.
Brainplay
Tue Apr 26, 2005 4:42 am
#18
There is actually only one "mezzer" ability attributed to CM. It doesn't actually mezz but is rather a pure root. Your opponents can return fire on you until it breaks in the few seconds it lasts. Pistol and smuggler roots and snares are much more worth it as you can apply them at a further distance and can be used with rifles as far out as 65m.
Our debuffs aren't too bad although with a 15m range on them it makes for a very risky application. Only one area heal to speak of and thats actually given in the medic trees instead of CM only. The refresh times on all of these are surprisingly long and the heals themselves are relatively small.
SensiMillia
Tue Apr 26, 2005 8:27 am
#19
Thanks guys.
I'm at 4004 CM at minute, and halfway through smug. I'm planning on taking the meditate TK branch and using that for the crafting line if I can in a repsec, and can grind the speed easily enough later today. Then am hoping I have some spare to put into pistols but will need to check the prof calc on that.
Had a great time last night playing with CM a bit in a group, and really enjoyed the group heals and poison/disease. Although Im guessing I better not get too used to it, as thats going to be the last I see of it in that form lol!
I get get on TC at minute as I'm on dial up and havetn updated TC since pre JTL unfortunately so can't test, one question though - what are theses 'mezzes' you speak of!? I've seen them mentioned a lot as one of the new specials but not totally clear on what they are..?
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