Combat Medic Archive

Thread: MBH, MCM templates

Chaind2f8
Sun Aug 14, 2005 7:28 am
#14






Xoreshear wrote:


I might go MBH|MC| Combat Medic xxx4. My question is how well will paralyze stick with just xxx4? Anyone know?





It'll stick everytime - it just want have a very long duration.



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VegasDroopy
Sun Aug 14, 2005 9:10 pm
#15

Here is what I am.... I am a MBH/MCM/0400 Carbs... I am also capped in Carb Speed/Acc and Gen. Acc. Almost in Gen. Speed. I also have a nice elite that does over 1100 in dmg. Add being +25 in healing eff., and its not a bad template. The only ones that give me a problem are lag and jedi with stasis, which I am learning to work around.



Tajis Vikrant - Jedi Padawan, Crimson Phoenix Pilot
"Foreplay, cuddling - a Jedi craves not these things"
----------------------------------------------------------------------------------------------------------------------
Derenar - Elder Bounty Hunter, Smugglers Alliance Ace
"I'm not going to kill you. I want you to do me a favor. I want you to tell all your friends about me."

Chaind2f8
Sun Aug 14, 2005 9:57 pm
#16






DasFieldMarshal wrote:


Is mcmthat much better than 4000 cm? And why?






I've tried both the CM4xxx and CM4xx4 combinations and I gotta say that without MCM you're not really reaching your fullpotential. With MCM you have access to DOTs to deal damage through defenses/armor, Traumatize to seriously handicap an opponents mind and therefore healing, hemorrhage to help prevent them from spamming attacks, Thyroid Rupture to hinder their damage dealing capability, and Paralyze to buy you time to heal and regroup if ever necessary.


The only weakness to MCM is a lack of Accuracy/Speed which can be remedied through the use of Skill-enhancing tapes. My template is MCM/MBH/Carbineer 0400 with Combat Prowess x3xx. My template alone will give me 200 Carbine Accuracy and 79 Carbine Speed (this is taking into account the General enhancements). Now on top of that I can stack +25 Carbine/General Accuracy and +25 Carbine/General Speed. This will leave me with 250 Accuracy while wielding my Carbine as well as 129 Carbine Speed - more than enough to compete against (if not obliterate) any Master Carbineer template out there.





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Cpl_Fisher
Sun Aug 14, 2005 9:59 pm
#17







DasFieldMarshal wrote:


Is mcmthat much better than 4000 cm? And why?





electolight drain, thyroid rupture, poison/fire.....



Member of the Rock alliance.
CO of DD 214
Member of EC-p8r militia
"Have faith in God, but believe in antimatter"
Bounty Hunters kill for credits, Commando's kill for the hell of it!
Xoreshear
Mon Aug 15, 2005 12:00 am
#18






Chaind2f8 wrote:





Xoreshear wrote:


I might go MBH|MC| Combat Medic xxx4. My question is how well will paralyze stick with just xxx4? Anyone know?





It'll stick everytime - it just want have a very long duration.






Good to know,


If I do go xxx4, I would be using it much like I use my Smuggler daze now. To increase and control distance, as well as to grab some heals while making the target passive. Twenty seconds isn't a lot and is most likely enough.





Zashar Shasp
Naval Pilot of the Imperial Inquisition
"Eradicating blind romantics stewed in tripe anywhere they are found."
ganesh666
Mon Aug 15, 2005 5:17 am
#19






Chaind2f8 wrote:

The only weakness to MCM is a lack of Accuracy/Speed which can be remedied through the use of Skill-enhancing tapes. My template is MCM/MBH/Carbineer 0400 with Combat Prowess x3xx. My template alone will give me 200 Carbine Accuracy and 79 Carbine Speed (this is taking into account the General enhancements). Now on top of that I can stack +25 Carbine/General Accuracy and +25 Carbine/General Speed. This will leave me with 250 Accuracy while wielding my Carbine as well as 129 Carbine Speed - more than enough to compete against (if not obliterate) any Master Carbineer template out there.





I thoroughly agree, mcm, mbh carb 0400 would be at a disadvantage without tapes. But if you can afford to fully cap in speed/accuracy then you will be a force to be reckoned with. I have this template and am fully capped and i'm enjoying myself hugely.

Reac
Mon Aug 15, 2005 6:39 am
#20






I was MBH/MCM Pistoleer 0003 (Imp Stopping Shot) and picked up 2400 Medic (2 line for Stabilizers - State Heals) since MBH/MCM can't heal any dizzy/stun/blind states.


Loved it overall....hated it for upfront damage output (PvP wise) Torso Shot/Adv Crit and Body Shot were the only decent ranged attacks with a weapon.


Switched to MBH/MCM Carbs 0400 for Imp Legshot and Imp Cripple shot. Weapon damage increased ALOT with Adv Crit/Imp Leg Shot lineup and the Imp Cripple (ranged snare) compliments my electrolyte drain if they get close (PvP)I'm not missing the root since it was a 50/50 crap shoot sticking on a jedi and I just pop a paralyze when they rush me. Pistoleer root is a crapshoot and is overrated imo. What I lost in melee/ranged defense from the pistoleer line Imade up forusing carb def/ranged def/melee def AA's on my armor.


I've actually had more success (and fun) with this template vs jedi/pvp. Wheras before I would always rush the jedi/pvp and open up with paralyze and debuffs..it was always a long drawn out fight...and always drained a lot of mind upfront.Now I stay at 50m range..open with a KD, Cripple shotand lay in some damage (Adv Crit/Imp Leg)...jedi will either die before they reach me/realize what's going on or will rush me burning FR to overcome the snare and healing on the way into me. Jedi are now using their mind pool first. I will then pop a paralyze and debuff them, replacing the Cripple shot with Electrolyte Drain /Thyroid rupture etc...and go back to range. I've had a few jedi do the "oh hell turnaround" after this (specially cause I usually just standthere shootingand let them rush me...like a spider drawing in a fly) and then I pop the MCM stuff


Once I switched Templates I went on an AA buying splurge and now I'm capped (+25+ using AA's) on Gen Ranged Speed/General Ranged Accuracy/Carbine Speed/Carbine Accuracy/Carbine Defense/Healing Efficiency,Melee Defense and Ranged Defense with a few points Med Warfare included.


My equipment: Regular RIS suit 75% AB Sliced (Helm/Chest/Legs Adk'd)...w/ 4 slot pre-cu composite gloves/boots...4 slot +16 Ranged/Melee Bio Eng shirt...Imp Prototype PSG...a Light Weight Military Backpack w/mods...and a Nyax Necklace (+5 Med Warfare) and I use an Elite Carb or my Proton Carb (just love this gun) with 7% speed/2% damage slices...using High Efficiency barrels pups (Inc damage). If you're going tohunt jedi/pvp...take the time to invest in your gear, it will save your ass.


Fun Stuff.


Regards.

Message Edited by Reac on 08-15-2005 10:25 AM



Reac Dro'Luk

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Arch Mesa, Tatooine - Eclipse

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Cahnuuk
Mon Aug 15, 2005 6:57 am
#21



Chaind2f8 wrote:


Cpl_Fisher wrote:
It gives you 2 high damage shots as opposed to a pistolerr 0/0/0/4 temp which you have 1 (advanced crit)



Simply haveing MBH/MCM gives you two high-damaging attacks that are both on different timers - Torso Shot and Advanced Critical. According to my combat log Torso Shot actually does MORE damage to my target than Advanced Critical provided it doesn't hit a +Critical+. I must say however that after trying the Pistoleer xxx4 line I'd still recommend Carbineer x4xx as this gives you access to carbines that are immensely more powerful than pistols in Minimum-Maximum Damage vaules. You'll find that Stopping Shot will rarely ever land against a Jedi and then you're stuck without another shot for 30 seconds or so afterwards. At least with x4xx in Carbines you're gaining more accuracy as well as a good +Snare+. You can actually start off your attack from a ranged now and eat away at them alittle before they close the gap.



Depending on the jedi's template, you may need to paralyze to give yourself some precious regen time. If you use Torso Shot, the bleed tick will snap them out of Paralyze almost as soon as you apply it.



Ganx Quad - Imperial Goon (Bloodfin)
Cahnuuk Esko - Missing, presumed dead
Bringing defeat to the rebellion, because the Empire has better dental
jahlad
Mon Aug 15, 2005 7:51 am
#22

im currently master bh, master carbs pistols x4x4 and planning on moving probably to master bh, master cm and x4xx carbs.....mainly for the healing and the cm debuffs. with master bh my general ranged skills are still good with any weap tho i think it likely that ill be using a pistol probably



Jahlad: Jedi waster
Jah'lad: death watch bunker wannabe


ikotchoo
Mon Aug 15, 2005 8:15 am
#23

i know, i miss that combo badly, but it did give a way unfair advantage in pve. you could kite anything for days if it took that long. needless to say, i don't mess w/ krayts and kimosas much now.
IBeDaMaster
Tue Aug 16, 2005 8:45 am
#24

About the whole what to do on your prfoession thing, mbh, and mcm and 0400 carbineer would be great, but im mbh m barbineer and 4000 cm and it's the best thing ever you heal almost as good as any jedi does and your a really good tank and damage dealer! So definetly think about what your going to do!



Erip.
BigZak
Tue Aug 16, 2005 10:41 am
#25

Now wait a minute, I am MBH/MCM/Carbineer0300 because I did not have enough skill points to be Carbineer0400, so how are you guys getting 0400 in that????

Violet Vette, Radiant
Ilcbar
Tue Aug 16, 2005 2:19 pm
#26

With:

Marksman -0044

Medic -0400

Scout -4000

Bounty Hunter -Master

Combat Medic -Master

Carbineer -0400


You should have 3 skill points left.



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