Combat Medic Archive

Thread: CM dabbling for BH

NeoEcks
Fri May 13, 2005 11:03 pm
#14






swtchry wrote:

I haven't really had a chance to play around with the x4xxx line of CM...if in everyone's honest opinion, would you stick with it in hopes that it will be looked at and fixed in a reasonable amount of time (no smuggler/GCW issues!) or would you go with the healing line anyway because a fix is not on the horizion.


Ta'l








that's a tough question. one of the things i USED to love about Combat Medic was my ability to heal other players at random. i LOVED running by a total stranger who was in trouble with a mission and lobbing an unexpected heal on the player to help out. with the CU....that is no longer possible. if they are the wrong faction or even if they are the RIGHT faction but the wrong status (on leave, etc.) you just can't heal people for the sake of helping out. in addition, if you CAN heal them you will draw aggro from the player you were trying to help, and end up kill-stealing. LAMENESS all around.


all that to say, i would tough it out and see if they can fix our chemical warfare sometime soon.


*edit*
as an aside. i RELLY miss my ranged area heals. even at MCM, when i did not NEED anymore medical XP, i loved standing in a croweded cantina an lobbing heals on the entertainers, keeping them going all night long. the social interaction was fun, and i felt like i was helping everyone out. now with the healing restrictions, it is about useless for me to try bacta spray in a cantina...


Message Edited by NeoEcks on 05-14-2005 01:07 AM




In-game Name: Eclypse
Alt: BioTech
Fun Times
-= Boredome is the disease of the unimaginative =-


Leladia-Sunrunner
Sun May 15, 2005 10:44 pm
#15

The electrolyte drain is nice and annoying to the jedi coupled with the paralyze. 0003 is all that is required so works well with a bh template that can also either put stopping shot or knee cap on them. The dots are nice but you have to keep the jedi in range long enough to toss both the fire and the poison because unless you throw both and get them to stick they don't seem to tick off enough damage to make a difference.


I played a master cm before the cu and now after, and am just not that impressed with the healing capabilities and the long timers. Maybe as enhancers start working and better personal stims become available it will be better.





Colonel Buffi Summers
Field Commander
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Imperial From the Beginning, Imperial Until the End.
Gh3ttoCru1s3r
Mon May 16, 2005 5:12 am
#16

I have some 1122 effectiveness neurotoxin enhancers....are these any good? I have master cm btw..

Message Edited by Gh3ttoCru1s3r on 05-17-2005 02:12 AM




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jKAGE
Mon May 16, 2005 6:24 am
#17

I respec'd to the bio warefare line the other night (0003). Here's a few observations after testing against a couple reb npcs:


Paralyze - lasted 10 seconds for me. I also had to be at what seemed to be melee range in order to use it. Italso broke when applying thyroid rupture and electrolyte drain. I was under the impression that it would only brakeifthe targettakes damage.


Thyroid Rupture &Elec. Drain - At this level I didn'tnotice much ofan effect. It would probably make more of a difference against melee. I had to be at fairly close range for these too. Not as close as paralyze though.


----------


Rikkimaru



MasterARP
Mon May 16, 2005 8:40 am
#18



jKAGE wrote:

I respec'd to the bio warefare line the other night (0003). Here's a few observations after testing against a couple reb npcs:

Paralyze - lasted 10 seconds for me. I also had to be at what seemed to be melee range in order to use it. It also broke when applying thyroid rupture and electrolyte drain. I was under the impression that it would only brake if the target takes damage.

Thyroid Rupture & Elec. Drain - At this level I didn't notice much of an effect. It would probably make more of a difference against melee. I had to be at fairly close range for these too. Not as close as paralyze though.

----------

Rikkimaru






you sure you didnt have a default attack on? if you did that is why the paralyze broke--not because of the other two debuffs




Arp

SouthSide Medical Center--- RIP

Fave quote: "Execute Order 66. Do what must be done, do not hestiate, show no mercy." --Emperor Palpatine to Arp

Panther5150
Mon May 16, 2005 10:08 am
#19

I used my new level 0400 CM last night and did a bit better than previously. One, I found a neurotoxin enhancer and my poisons were ticking for over 300. Two, my application rate improved but was still pretty shaky. Three, I found CM almost worthless in group grinding. Unless you are hunting big stuff or PvP, it is not very helpful. It does make a diff for the other two though getting the darned things to stick is still tough. As for healing. I found some bacta spray and toss enhancers. They helped a bit but healing is a freaking joke and I had a +25/+25 hat on to boot. With the jedi healing at 1000 a clip, my paltry little 250-300 heals looked pretty ineffective especially considering how much mind they take AND how freaking long the timer is on them.
ZentoushiMiaku
Mon May 16, 2005 10:29 am
#20


Again, if you are going to dabble you'll get some much more bang for your buck out of the healing line.



The poisons don't do worthwhile damage if you can ever get them to land at all with just one line of poisons.



And you're right, your heals will suck untill you go up the healing line. Each of my heals hits for 450-600. I can easily outlast anyone with that. Even Jedi. You keep them at range and heal the little damage that gets through and you can outlast their force.





Axel Zapani
Master Combat Medic - Doctor - Pistol Whipper
--ISD--
--=-- Somehow for now, this skin will have to do.. This is the last night in my body. --=--
jKAGE
Mon May 16, 2005 11:44 am
#21


So it seems like cm4000 is the most worth while line for dabblers at the moment. My question now is how does this compare to just having medic skills? The medic board claims:


Medic Novice 100-300

Medical Support 1 200-370

Medical Support 2 300-420

Medical Support 3 400-550

Medical Support 4 500-660


per heal for 15 sec timer. That doesn't make sense that a 0040 medic can heal for the same amount as a 4000 cm..


Message Edited by jKAGE on 05-16-2005 11:45 AM

ScumX
Mon May 16, 2005 7:46 pm
#22

I have the medic support 4 and I can only heal for around 300



---------------------------------I
IIIII Darrian Eclypse IIIII
I Master Bounty Hunter I
I Master Rifleman I
I Combat Medic I
----------------------------------
Panther5150
Mon May 16, 2005 9:11 pm
#23

Well after some testing tonight, I found some helpful info. As MBH, MR, Combat Medic 0400, I can stack Fire, Poison, Bleed on opponent and this ticks for a LOT of freaking damage. So, before you discount this line, think about a 700+ damage tick hitting folks. KD, Snare, eyeshot...this is pretty deadly if used correctly. If you have a rifle and are out ranged you are golden.
NeoEcks
Mon May 16, 2005 11:16 pm
#24






Panther5150 wrote:
Well after some testing tonight, I found some helpful info. As MBH, MR, Combat Medic 0400, I can stack Fire, Poison, Bleed on opponent and this ticks for a LOT of freaking damage. So, before you discount this line, think about a 700+ damage tick hitting folks. KD, Snare, eyeshot...this is pretty deadly if used correctly. If you have a rifle and are out ranged you are golden.






That is EXACTLY why i am a Master Combat Medic / Master Bounty Hunter. my fire, poison and bleed stack quite nicely, and at MCM they tick for more damage, and stick more often than when dabbling.


my template me LOVEY!






In-game Name: Eclypse
Alt: BioTech
Fun Times
-= Boredome is the disease of the unimaginative =-


ZentoushiMiaku
Tue May 17, 2005 4:33 am
#25






Panther5150 wrote:
Well after some testing tonight, I found some helpful info. As MBH, MR, Combat Medic 0400, I can stack Fire, Poison, Bleed on opponent and this ticks for a LOT of freaking damage. So, before you discount this line, think about a 700+ damage tick hitting folks. KD, Snare, eyeshot...this is pretty deadly if used correctly. If you have a rifle and are out ranged you are golden.






The only problem with that, is that it takes about 3 throws of each to actually land both. At least in my experience it did. I tested the line for around 2 days before I went back to healing.


Infact the max Neuro or Deut did was around 200 each and that wasn't on a level 80. You've also got to stack up Torso shot ALOT before it gets worthwhile bleed damage.


Message Edited by ZentoushiMiaku on 05-17-2005 07:35 AM




Axel Zapani
Master Combat Medic - Doctor - Pistol Whipper
--ISD--
--=-- Somehow for now, this skin will have to do.. This is the last night in my body. --=--
jKAGE
Tue May 17, 2005 5:40 am
#26


Torso shot stacks itself??


I also did some testing last night with a friend on the 0400 line. We found that the dots are MUCH more reliable the closer you are to the target. When he was a couple meters in front of me, he stuck me every time. At a distance he had big problems, but the poison was easier to stick than the fire. At max range, fire would not stick at all.



----------------


Rikkimaru


Message Edited by jKAGE on 05-17-2005 05:41 AM

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