Combat Medic Archive
Thread: *Combat Medic FAQ*
jfang
Thu Jun 10, 2004 2:24 pm
#28
Actually, I would recommend splitting the FAQ up into seperate posts in one thread, each topic in a seperate post (so it is easier to skim around and see what you are looking for). I'm feeling lazy, so I won't rewrite some of the things I otherwise would (like the segment I wrote in a hurry about what resources we need...) Let's see, what I would add (please double check that my numbers are reasonable, I can't access my inventory right now...):
What's a good way to gain Medical Experience?
Option 4) Find somebody who owns a pet, and have him or her get an action,focus, and willpower buff. Then have him or her spam a pet trick (you can write a macro like "trick1;trick1;trick1;..."). You can then heal the action bar. This is faster than tubling, but also more involved. (Note as of this time, this is unverified, but it seems like it should work.)
Advancement and templates:
What do you think about xxxx setup?
You can mix and match from the following set of skills:
-0004, you *need* master combat medic support. If you can not master support, there is no reason to get be acombat medic. For reference, a 0004 combat medic isbetter than a 4440 one...
-0040, you can craft everything that a master can except area poisons and diseases. In general unless mastering combat medic people tend to buy medicines (the other branches are too useful), but if you are trying to be self sufficient, it is plausible to get master crafting
-0400, you get heal mind. This is very useful if you are a teras kasi (and can meditate the wounds away), but in general considered sub-par to distance unless you are a pure healer crossed with a Teras Kasi
-4000, this increases your distance (and your life expectancy), and more importantly your effectiveness. Very important, and the vast majority of the time the 2nd most important tree to get.
Common combinations:
-0004, "I want to be a combat medic", not really useful enough to warrant the 20 SP. Area stim C's will be of help, but your poisons will be very weak
-4004, "basic combat medic", your poisons will tick for about 87% strength of a master, and be throw at 87% the distance. You have access to everything except area poison and disease C's. You can expect 525 tick 50m individual poisons, 175 tick 50m individual diseases, 250 tick 50m distance 25m areaeffect area poisons, and 100 tick 50m, 25m area effect area diseases. Good to supplement with a Nyax necklace, but starting to get worth it
-0404, "healing combat medic", if you can meditate or otherwise treat you mind wounds it's a great support profession. Your poisons will be weak though, so you will be more of an (emergency) healer. Suited perfectly for a TKM who wants to dabble with some support
-4044, "independent combat medic", you can craft your own poisons except area C's (which you can't use anyway), and are more or less self sufficient. Not the most popular template and you will be somewhat slow, but not a bad set up
-0444, "self-sufficient healer", same as 0404, except you can also craft your own area stim C's. Not really worth it (poisons and buying meds is considered better, as you can easily but a medium crate of medics and be done with it)
-4404, "serious dabbler combat medic", you are almost exactly 87.5% a master. Same basic numbers as a 4004, except you are 87.5% faster throwing, and can heal mind. This is probably the most common non-master template. The only real draw back is you need to buy your meds.
What stats should I look for in resources?
High OQ and high PE (and DR if possible) liquid petrochemical fuel.
What is Dunkawah Poison?
(Replace the last sentence.) You basically trade 30 effectiveness in the final poison or disease for 30 potency. In the current system,with advanced components a combat medic can expect 115 potency in a poison or disease C. This is sufficient for the vast majority of situations, so you are basically giving up 30 effectiveness points. This is near worthless, and assuming your server has all the components for advanced resilience compounds and advanced injection amplifiers.
vortexala
Thu Jun 17, 2004 9:45 am
#29
It's 10 seconds on Poison, 40 seconds on disease. 
And jfang, haven't forgotten about the rewrite. Will most likely get to it tommorrow
And jfang, haven't forgotten about the rewrite. Will most likely get to it tommorrow
eapers
Tue Jun 22, 2004 1:59 am
#30
http://forums.station.sony.com/swg/board/message?board.id=combat_medic&message.id=35269
A minor addition to the FAQ would be info on all combat medic tapes such as ranged healing speed and such. I suppose further testing for non-master CM's is in order for these items. Very nice FAQ.
Mattew
Sun Jul 04, 2004 2:46 am
#32
Hi want to make this question...why craft Adv Biollogical Effect Controller complexity 15 when there is Solid Delivery Shell complexity 18 with only 8 Metal and 8 Organic?
vortexala
Mon Jul 05, 2004 1:01 pm
#33
Updated.
Also, to answer the question, ABEC resource requirements are so easily obtainable that it is preferred over the ASDS for grinding purposes.
Sirgleno
Thu Jul 22, 2004 4:39 am
#34
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Do you think we should include an addendum of a rough guess as to the value of venom and bile. Something like:
"A rough guess might put 5 strength 70 charges bile at 3k a bile, and 100 strength spider venom at 10k a venom. As mentioned though, the exact number on you server may be much higher or lower, and these are just very rough guesses."
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Yes please,
I was quite dissapointed to see that it was just refering me to the galaxy trade forums, a ballpark figure would be nice. And obviously it would be important to stress that it is just a rough guess.
Do you think we should include an addendum of a rough guess as to the value of venom and bile. Something like:
"A rough guess might put 5 strength 70 charges bile at 3k a bile, and 100 strength spider venom at 10k a venom. As mentioned though, the exact number on you server may be much higher or lower, and these are just very rough guesses."
--------------------------------------------
Yes please,
I was quite dissapointed to see that it was just refering me to the galaxy trade forums, a ballpark figure would be nice. And obviously it would be important to stress that it is just a rough guess.
Blizzard1
Thu Jul 22, 2004 4:18 pm
#35
Here's a question I didn't see answered, and that I do not know the answer to. Do ranged injury treatment speed skill attachments have any effect for a master CM? Did they ever? Do they now after the 9.1 patch?
My guess is that the ranged injury treatment speed tapes will allow a master CM to throw stims more often, but not poisons/diseases. Is that correct? I only have small attachments for this skill, so it's difficult for me to tell. However, I'm thinking of looking for some if they work.
Thanks!
yuie
Tue Aug 24, 2004 5:41 pm
#37
jediyton
Wed Sep 08, 2004 3:02 pm
#38
i f you are a master cm how do you master a elite profession when it adds up to 261 skill points
jediyton
Wed Sep 08, 2004 3:10 pm
#39
you can not master anyelitecombat profession with combat medic.