Combat Medic Archive
Thread: I need some help from the Combat Medics
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.
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 ![]()
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