Combat Medic Archive
Thread: Combat Medic Template thread post CU
Message Edited by Ladywolff on 05-19-200505:29 PM
Message Edited by Ladywolff on 05-19-2005 05:29 PM
SpidermanPuddin wrote:
Personally, I love CM now. It was always an intriguing profession (that I never got to try) but I did once respec went live and loved it.
First the classic: Master Rifles/Master CM
I tried this with Doc 0004 to buff and also with Doc 4000 for advanced heals. It would seem that the heals way out do the buffs. This might also increase your Bacta Toss, but I'm not sure.
However, Rifles slow you down too much and their damage isn't worth the price. Especially since there's not much of any other states that you can add.
Then I tried Master Pikes/Master CM
I loved this! But I found that in groups I couldn't get to any creatures fast enough before all the ranged bastages took them out... I got to throw a posion in once in a while, if I got lucky and stood back and healed. Ulitmately I didn't like this because I of the extra points I wasted gettings Novice Brawler and 2 trees for Pike.
I also tried Master BH/Master CM/Rifles 4000:
This, I didn't like. The BH specials are powerful especially with the combination of a powerful rifle but it still didn't seem to fit right.
Eventually I found MCarb/MCM/Doc 4000:
This is the way to go, for me. Lots of healing. You don't have the advantage of the rifle range, but you don't need that because CM's specials are close anyway. Also Carbines offers more defense and has KD and a good stare.
You can win most of your duels with this template (even without enhancers and food), I have anyway. Usually I start off with a shock, then paralyze. (Usually they get a shot off by now so you have some damage there, but that's alright, they are nuetralized for now.) Then I apply thyroid, then drain. The trick to CM is patience - paralyze and heal. Then I might apply tramatize & hemoridge. Right about the time hemoridge is applied they start to move. This is when I use the Fire and Posion. Then Charge shot and KD them... From there I alternate from legshot to rapid fire (because the cool-down on these work great together).
Also another great tactic, as stated above, is to KD first thing. The paralyze. Personally I'd go for Shock before Paralyze because it tends to make it last longer. Then just go through and puts states on them and heal yourself while they sit there scared off their arse and wodnering what the hell is going on.
...I'm going to try and do a few more tactics tonight and even get sone enhancers for better heals.
The pain idea is to get your oponent running slow, so that IF you get in a tight situation you can catch up to him, paralyze him, and then heal yourself and then knock all the rest into him.
OOO! one more thing. Bacta Infusion, to me, works great because it will heal you while they are paralyzed and then you can use a bacta toss on yourself. PERFECTION!
MCM/TKM
Its a nice temp dont have many problems with other melee or ranged, even other cm/ranged
Master CM | Master Smuggler
..EXCELENTtemplate ifused properly, and aslong as youdont mind pissing people off ![]()
Message Edited by Skull-Taker on 05-28-2005 06:10 AM
Brainplay wrote:MCM, Doctor 2/2/0/0, Master Rifleman.
This gives me the full CM heal line, an "improved" bacta shot, a heal over time that stacks with other heals, better overall healing efficiency, a 10% on call buff, and the ability to cure fire, poison, disease, bleeding DoT's. While I might not be able to fully cure an enhanced DoT in a single shot, I can eliminate enough that the damage is inconsequencial. Oh and I can heal wounds which is a very sought after ability right now.
The master rifleman gives me ranged offensive power that comes with some nice abilities and a snare. The DoT's and debuffs help for groups as well (those that seem to work).
I can go with 1/3/0/0 for better cures and stabilizers but I went for the heals as they seem to be more useful in PvE and PvP.
Wow, my first time posting in the Combat Medic forums (just passing by). I needed to make a comment or two in regards to using Rifleman with your MCM & Doctor template.
Improved Head Shot is a nice, damaging special, but consider that several of Rifleman's specials that set it apart won't really be used by you. Cover, Conceal Shots, and the highly damaging (but windup) Sniper Shots. These 3 specials require the character to be in a Prone position... stationary.
From what I understand, to use the heals, you can't be laying prone. And that's where Rifleman is supposed to shine.
My suggestion is Carbineer in place of Rifleman. Carbineer's specials like Rapid Fires and Charge Shot require you to be standing. You retain mobility to move around the battlefield and tend to your group. You'll still be able to use all of Carbineer's specials. Also, Improved Crippling Shot is a FAR more effective Snare. It lasts longer and the slowdown is very noticeable compared to Rifleman's Improved Knee-Cap Shot. The Charge Shots are also KD attacks but they have a charge movement animation towards the target. Also, the Full Auto Areas are a damage type of AOE with a very, very wide arc. To me, Carbineer would suit your CM / Doctor template more.
Message Edited by Warmaker01 on 05-28-2005 05:18 PM