Combat Medic Archive

Thread: I need some help from the Combat Medics

ssgBrown
Thu Apr 08, 2004 5:22 pm
#1

Hi guys Im looking for some information on Combat Medic. Im wondering what skills in the combat medic prof I would need to be a good healer to myself and friends and still be a strong PVE player. I was considering a template of this; Commando 0040, pistoleer 4442, and combat medic 4404. I know with this template I would not be able to craft my own meds but thats ok. What I was wondering is to be an effective healer to myself and other and still be able to cause poison and disease would 4404 CM be the minimum I would need or could I possibly take less skill points in it. Please let me know what you think.
SioBabble
Thu Apr 08, 2004 5:26 pm
#2

If the main goal is to heal, go 0/0/0/4 initially. Or as many ranged support boxes as you can get.Then go for distance.


If you can afford to buy your ranged stims and poisons/diseases, avoid the crafting line and concentrate on the distance, speed, and support lines.


/mindheal is a very powerful ability, so consider going after it. I've found it to be a real asset as an MCM.






Tazz vonMannstein Baron-Administrator of Corellia, master navigator of Corellia, captain of the Gregarious Gurreck

Sio Babble MBH/MCH/Cabana Boy; master of Tyson, the GNORT OF DEATH

Jeffn Akbar Nerfed from here to Lok MD/MCM

Zanti Agaesia Bothan MBE, 12 point Master Chef, Havoc Squadron Ace pilot


ssgBrown
Thu Apr 08, 2004 6:02 pm
#3

I have a little change to make. After thinking about that template I feel that the commando is spreading this char a little thin so I came up with something a little different. Master CM. Master Pistoleer. With the remaining 18 skill points either dumping them into carbineer or into scout 0010.
GotEgg
Thu Apr 08, 2004 9:05 pm
#4






ssgBrown wrote:
I have a little change to make. After thinking about that template I feel that the commando is spreading this char a little thin so I came up with something a little different. Master CM. Master Pistoleer. With the remaining 18 skill points either dumping them into carbineer or into scout 0010.






That's a good plan - except for one part:


After Master CM and Master Pistol, you will only have 4 skill points left, not 18. - You must have missed the Marksmanranged support 4 prereq for CM. You could do Master Doc + Master Pistol and have 18 points left over... but you're choices become quite limited if you want to do MCM





Venxen Rehq :: Master Swordsman | Master Brawler | Master Loot Monkey

Veho Rehq :: Master Fencer | Master Doctor | Master FOTM'er

R.I.P Rruhg :: Master Bio-Engineer | Master Doctor

CMMaster
Sat Apr 10, 2004 2:03 am
#5






GotEgg wrote:





ssgBrown wrote:
I have a little change to make. After thinking about that template I feel that the commando is spreading this char a little thin so I came up with something a little different. Master CM. Master Pistoleer. With the remaining 18 skill points either dumping them into carbineer or into scout 0010.






That's a good plan - except for one part:


After Master CM and Master Pistol, you will only have 4 skill points left, not 18. - You must have missed the Marksmanranged support 4 prereq for CM. You could do Master Doc + Master Pistol and have 18 points left over... but you're choices become quite limited if you want to do MCM







As well as master pistoleer + master CM is pretty gimped in PVE



Don't Bother______________
Masta' Shake
I really have no more witty statements to say anymore about this damn game

Page 1 of 1
Previous Next