Combat Medic Archive

Thread: TKM CM

MandalorianKing
Mon May 31, 2004 10:10 am
#1

I have TKM and ive just taken on CM and i love it so far but i can master cm stupid skill points well i was just wondering what the best lines would be to take up in CM since i dont plan on dropping TKM. Anything would be good

Zimky
Mon May 31, 2004 10:16 am
#2

i just took a look at the character builder, and if your only planning on having TKM and CM then you can go TKM/4404 on CM, you would be losing the crafting tree so you would have to find another CM to make you supplies
jfang
Mon May 31, 2004 10:21 am
#3



Getting master combat medic support is essential. If you can't master support, there is no reason to be a combat medic.


After that, distance is the most important. This increases the damage (up to 75%), and the distance, not to mention it lets you throw diseases. Without this, it is also mostly worthless to get combat medic. If you are going to be a pure healer, there is an argument to get speed first, but that's only if you are a pure healer.


After this, you should get speed. Getting speed will let you reduce throwing time, but if you have an elite combat class, reducing throwing time is less important (you can afford to take a few hits from being rooted).


(Alternatively, since you are a TKM, with meditate, you might want to get master speed, so you can get healmind.)


Lastly, get crafting. The reason to get it last is that you should be buying medicines from a master combat medic until you master it yourself. the extra two experimentation points make a huge difference in the quality of the meds.


Assuming you are going to drop TKM, I believe that 4404 is the standard template. I've never done it myself though, so am not 100% of how the skill points settle out.
Gnuut
Mon May 31, 2004 11:43 am
#4



MCM/TKA 4404 I frequently used healmind and meditate to keep my group up. I used a nastily modified D18 tohelp me land suppresionfire so I could catch up to my enemy as they tried to kite me. I would routinely lay on state attacks, used center of being and warcry to my advantage along with my AE poisoning capabilities. Using Dizzy lunges I'd lock my enemy into a dizzy loop so my poisons and diseases could do the dirty work as they flopped like a fish.The targetted attacks for the different pools is a big bonus. Decent for PVP and PVE.


MCM/0444 All the power and defenses but no meditate, PB or FOW. Firestrike swears by it. Great for PVE but not in PVP.


MCM/4440 Horrible for tanking and PVP imho. You really need the melee/ranged defenses as well as the UT for tanking in PVE. The loss of a mind targetted attack is bad too.


TKM/CM 4404 Good overall if you plan on your primary damage being TKA. However on a raid you lose alot of damage and range bonuses that you get at Master CM. Decent for small scale PVP but not large scale.


I've tried all of the above and finally decided (after a brief stint as a CM/Rifleman) to go back and use TKA 4314 as my secondary profession. I lose KD2 but I gain a bonus to speed, damage as well the /unarmeddizzy attack. I still have Melee mitigation 2 and the rest of the defenses available to a Non Master TKA. So far I am pretty happy with it in both PVP and PVE.


Geno cavewith MCM/TKA 1213 #1


Geno cave with MCM/TKA 1213 #2




Grau'din
Elder Combat Medic
Magnumus Mysterium MYST
I am not a support class.
I am a chemical warfare expert.
I am a bio-warrior.
I am a zerg-stopper.
I am a Master CM. Run for your life....

MandalorianKing
Mon May 31, 2004 1:26 pm
#5

thx for all your help guys I think m gonnago tkm/cm 4404


happy hunting



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