Combat Medic Archive

Thread: What should a great Combat Medic carry with him at all times?

MissMargaret
Sun Jun 13, 2004 5:29 am
#14


About the foods and whatnot -


Ahrisa boosts your focus - I have some that's 400+ for 43 minutes, great stuff.

Muon is a spice - I don't use it at all, since I'm a PvE support template, but it can save your butt in PvP.

Canape, food, boosts secondary mind stats - mine lasts about 10 minutes.

A lot of the foods mentioned above are defense modifications, against knockdown, stun, stuff like that. Nice, but not 100% needed (in my opinion - I can never remember to take them, so...)


I'm onValcyn, so I can't really talk about pricing and vendors there,but, if you're low on the pistol tree, you may consider obtaining novice artisan and working your way up the survey tree until your pistol skills are a little higher. I've happily played as a MCM/Pistoleer 4/0/2/0/Artisan 0/0/3/4 for the last 6 months. I can survey for my own resources and save a lot of money that way... plus, I sell a bunch of materials to other CMs that don't tie up their skill points in little things like vendors and survey


Other thing you might try is making friends with an artisan that likes to survey. Ask them for waypoints where you can place your own harvesters, or see if they'll sell you materials at a contract rate. And you'll want to have a doctor friend make you schematics for ranged stim components - as a master medic, my components, quite frankly, suck.


Rancor biles can be used in place of dispersal mechanisms, spider venom in place of infection amplifiers, if I remember correctly. If you don't know what materials you'll need, take a look at www.swgcraft.com, they show all the ingredients for CM schematics.


If you're doing PvP, I'm assuming either you're overt or you're tef'ed. You will not be able to heal your tef'ed/overt opponents. If they are neither tef'ed, nor overt, you MAY heal them, but you can make up for that when they go to "enemy" status. You will not be able to poison/disease players on your own team.


Area stims are a ranged area heal. Max range depends on quality of materials + your willingness to give up effectiveness vs charges in the experimentation process.

I keep my area stimCsat about a 35m range, 25 area effect level, gives me more points to put into effectiveness. Pistols are sort of a mid-range weapon, so that may work for you.


What I carry:


Crates of components for area & single target stims and wound packs.

Crates of components for area & single target poisons and diseases.

Resources for above, plus power for harvesters.

Crate of area stim Cs.

Crate of area health poison Cs.

Singles of area action poison Cs.

Singles of area mind poison Cs.

Singles of mind diseases (all 3 stats) - my guild is medics/scout/artisan/entertainer based, so they love me keeping this on hand.

Singles of health area disease Cs.

Singles of area health poison Bs.

Crates of Brandy, Ahrisa, and Won-Won (secondary health stat food).

Crafting tools.

And in my crafting droid, my +20 experimentation outfit, plus backups on foods and area stims.


Hope that helps a little




Parvati Inu: Valcyn
Parvati's General store - Amyrlin, Naboo, waypoint 48, 3744 - nearest starport is Keren.

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