Combat Medic Archive

Thread: What skill tapes are usefull for Master CM and Dabbler CM?

Newgurus
Thu Apr 08, 2004 7:27 am
#1

Right now on my alt I'm 4/0/0/4 but I could go Master CM to go along with my other class mix on him. Right now I have the ability to get a Nyax Ring and another +8 to CM effectiveness which would give me +13 total. I guess it was be the best to get +25 if possible to effectiveness to make up for not being Master CM.

Are there any other skill tapes that would be useful for me to make my character more effective in PvP? I have read that the effectiveness tapes are useless for someone who is Master CM. Why is this? I was really hoping there would be some sort of a class FAQ but I don't see one. I know the Combat Medic Use tapes do nada so I don't need to be reminded of that but I would appreciate if someone could let me know if any other skill tapes would make my character more useful. Are there any bioengineered clothes that make CM's more effective I could put skill tapes into so I don't buy things that are unneccessary?

Any help would be appreciated.



___________________
Dutchoven / Ceiree (My Alt)
Master Weaponsmith / Master Rifleman/Master Combat Medic
(+20 Weapon Experimentation, +26 Assembly and +25 Weapon Repair) / (+25 Med Exp, +25 Med Assembly, +25 CM Exp, +25 CM Assembly)
Dutchoven Guns Located NE of Anchorhead, Tatooine at 316, -4956
Ranged and Melee Weapons, Ranged and Melee Powerups (all +33.16% Primary)

jkray8472
Fri Apr 09, 2004 12:01 am
#2

The BioEngineered clothing for Wound Treatment and Injury Treatment bonuses help out...but not at ranged healing. They do increase the power of your normal stimpacks, and woundpacks.


Combat medicine effectiveness caps at +100. Therefore a master combat medic with +25 skill tapes (like my character) deals the same damage with poisons as a master combat medic with no skill tapes in effectiveness. However, a 4/4/0/4 combat medic with +25 skill tapes WILL raise his skill up to +100...thus giving him the same damage ability as a master.


The other valuable types of skill tapes for you to use (at both dabber and master) are the Healing Range and Ranged Injury Treatment Speed. Both of these tapes should apply bonuses to Master, and if you are not a master, they should bring you up to the level of a master (if you can get +25 for both of them). A 4/4/0/4 CM with +25 effect/+25 speed/+25 range...is the same as a master CM, he just can't toss the Area Disease/Poison C packs.





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"Never piss off a healer. They know how you're put together...they can just as easily take you apart."
Kiarda Kismet
Master (in order) - Medic, Doctor, Teras Kasi, Smuggler, Carbinier, Marksman, Artisan, Architect, Combat Medic, Pistoleer, Scout, Squad Leader, Image Designer, Entertainer, Dancer, Brawler, Fencer, Merchant, Pikeman, Swordsman, Creature Handler, Rifleman, Ranger, Bounty Hunter, Commando, Musician. Droid Engineer.
Unlocked 6/5/04
Newgurus
Fri Apr 09, 2004 12:31 am
#3

Thanks a ton! That was exactly the info I was looking for.



___________________
Dutchoven / Ceiree (My Alt)
Master Weaponsmith / Master Rifleman/Master Combat Medic
(+20 Weapon Experimentation, +26 Assembly and +25 Weapon Repair) / (+25 Med Exp, +25 Med Assembly, +25 CM Exp, +25 CM Assembly)
Dutchoven Guns Located NE of Anchorhead, Tatooine at 316, -4956
Ranged and Melee Weapons, Ranged and Melee Powerups (all +33.16% Primary)

Newgurus
Fri Apr 09, 2004 12:40 am
#4



jkray8472 wrote:
The other valuable types of skill tapes for you to use (at both dabber and master) are the Healing Range and Ranged Injury Treatment Speed. Both of these tapes should apply bonuses to Master, and if you are not a master, they should bring you up to the level of a master (if you can get +25 for both of them).





Lets say I got master and got +25 to the healing range. Does this give me more range to throw my poisons from as well? Or does it only apply to ranged stim and wound packs?

If it does apply to poisons, what kind of extra amount of range would I be looking at? The way I was reading it, a poison pack with 35 for range is actually able to be thrown from 70 meters so any bonus on top of this would be particularly deadly I would assume.



___________________
Dutchoven / Ceiree (My Alt)
Master Weaponsmith / Master Rifleman/Master Combat Medic
(+20 Weapon Experimentation, +26 Assembly and +25 Weapon Repair) / (+25 Med Exp, +25 Med Assembly, +25 CM Exp, +25 CM Assembly)
Dutchoven Guns Located NE of Anchorhead, Tatooine at 316, -4956
Ranged and Melee Weapons, Ranged and Melee Powerups (all +33.16% Primary)

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