Combat Medic Archive
Thread: I think I've gone insane...
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allgoodnamestaken
Fri Aug 06, 2004 3:51 pm
#1
Hey all short time reader, first time poster 
Please remain seated, I would hate to be the cause of any injuries...
I have recently changed my template from TKM/MD to MCM/MD, I bit ofa shock to my character combat wise. I am still trying to wrap my head around crafting my own Meds for CM skills. I should add that I mostly, any almost always hunt PvE with my friends and I figured CM would be a good addition to the group as well as my doc skills. The ranged healing has it's appeal to me as the bastages are always screaming for heals....as they run away from me. Hard to train those combat types.
The main thing I am wondering is what should be the minimum resource rating I should use for my crafting. For my Doc meds I try not to go below 900 in the critical areas if at all possible, atleast 900 rating in the main critical area if all else fails. For my range heals, is malleablitity of the mineral resource types an issue, as I have noticed in my doc meds (although not listed), it does seem to effect the outcome of the final product.
In addition are any of the disease/poisons worth while to use PvE? The only (and I stress only) time I PvP is when I get fired upon due to TEF while healing( I can help myself - wounded spoldiers on the battlefield is bad for morale), so poisons PvP are not really a concern. I would like to aid combat somewhat, but I have been humbled, by a spice fiend no less. Going from TKM to Carbines 3 1/2 is a bit of a shock.
Any opinions or insights would be appreciated (although mostly hoping for constructive ones) 
Just a noob tryinglearning his trade..
Ariven
Fri Aug 06, 2004 3:59 pm
#2
allgoodnamestaken wrote:Hey all short time reader, first time posterPlease remain seated, I would hate to be the cause of any injuries...I have recently changed my template from TKM/MD to MCM/MD, I bit of a shock to my character combat wise. I am still trying to wrap my head around crafting my own Meds for CM skills. I should add that I mostly, any almost always hunt PvE with my friends and I figured CM would be a good addition to the group as well as my doc skills. The ranged healing has it's appeal to me as the bastages are always screaming for heals....as they run away from me. Hard to train those combat types.The main thing I am wondering is what should be the minimum resource rating I should use for my crafting. For my Doc meds I try not to go below 900 in the critical areas if at all possible, atleast 900 rating in the main critical area if all else fails. For my range heals, is malleablitity of the mineral resource types an issue, as I have noticed in my doc meds (although not listed), it does seem to effect the outcome of the final product.In addition are any of the disease/poisons worth while to use PvE? The only (and I stress only) time I PvP is when I get fired upon due to TEF while healing( I can help myself - wounded spoldiers on the battlefield is bad for morale), so poisons PvP are not really a concern. I would like to aid combat somewhat, but I have been humbled, by a spice fiend no less. Going from TKM to Carbines 3 1/2 is a bit of a shock.Any opinions or insights would be appreciated (although mostly hoping for constructive ones)Just a noob trying learning his trade..
I did the same conversion on my doc... seeing durni con red was disturbing.. Right now I am at mcm/mdoc/nov artisan so I only have marksman pistols 1
go for as high a quality resource as you can... as for malleability I recall something a dev mentioned a while back that said mal was used in part to determine the ease of assembly...
I have recently been able to exceed the meds I can purchase with the ones I can make, and as I gain experience making them it is getting more fun to see what changes what... I recommend you just sit down and experiment with different qualities and stats on resources to see how things turn out..
When you do, get a bunch of resources for your componants (ASDS, ACRDM, ABEC, ALS) and whip up the best you can and then craft a bunch of crates of them... it makes it easier to experiment with the higher end stuff if you have all the same standardized componants sitting right at hand to work with.
allgoodnamestaken
Fri Aug 06, 2004 4:18 pm
#3
Well that's good to hear, just keep my existing crafting standards.
So, I'm gathering that using the Disease/Poisons in PvE are ineffectual?If they are effectivecould I get by using B level or should I aim at using C level only?
eapers
Fri Aug 06, 2004 5:18 pm
#4
allgoodnamestaken wrote:
Well that's good to hear, just keep my existing crafting standards.
So, I'm gathering that using the Disease/Poisons in PvE are ineffectual?If they are effectivecould I get by using B level or should I aim at using C level only?
Combat medic doesnt seem any good (damage-wise) in PvE until you tackle some really high ham, high resist baddies (think krayt ancients or NS elders). If you're prepaired, you can stick 6 poisons on any stat. In addition to this, anything you fight gains BF, and BF increases the damage disease does, for very large tics every 40 seconds. May as well stack 6 of those too.
But CM vs rancors or meatlumps isn't worth it, no.
PsionicHawk
Fri Aug 06, 2004 8:36 pm
#5
Only against the highest mobs (NSE, Dark Jedi Masters, ect) are diseases worth it. Also stacking all forms of poison is good too.
Against Middle-Range mobs (think Acklay, lower level Nightsisters) poison is still worth it but I tend to throw only two stacked poisons.
Brainplay
Sat Aug 07, 2004 3:49 am
#7
allgoodnamestaken wrote:
Hey all short time reader, first time poster
Please remain seated, I would hate to be the cause of any injuries...
I have recently changed my template from TKM/MD to MCM/MD, I bit ofa shock to my character combat wise. I am still trying to wrap my head around crafting my own Meds for CM skills. I should add that I mostly, any almost always hunt PvE with my friends and I figured CM would be a good addition to the group as well as my doc skills. The ranged healing has it's appeal to me as the bastages are always screaming for heals....as they run away from me. Hard to train those combat types. You may want to introduce them to the joys of well made 80% composite or 75% ubese. Once you get your templates down and practiced a bit you find that healing in combat is sorta a dead issue even for pistoleers. If you want to continue healing your friends and they dont want to pick up novice medic introduce them to the wonders of nightsisters, corellian corvette, and the death watch bunker. Well nightsisters are still pretty easy as long as you have a melee in the group.
The main thing I am wondering is what should be the minimum resource rating I should use for my crafting. For my Doc meds I try not to go below 900 in the critical areas if at all possible, atleast 900 rating in the main critical area if all else fails. For my range heals, is malleablitity of the mineral resource types an issue, as I have noticed in my doc meds (although not listed), it does seem to effect the outcome of the final product. Malleability is supposed to affect the experimentation base and assembly of the stim although PE takes a huge chunk of the base. Conductivity is supposed to influence the range of the stims unfortunately its surprisingly not easy to find aluminum with all three qualities very high. If you do, buy or farm ALOT and keep it in a nice safe place. OQ is of course your main stat to watch out for like all other meds.
In addition are any of the disease/poisons worth while to use PvE? The only (and I stress only) time I PvP is when I get fired upon due to TEF while healing( I cant help myself - wounded spoldiers on the battlefield is bad for morale), so poisons PvP are not really a concern. I would like to aid combat somewhat, but I have been humbled, by a spice fiend no less. Going from TKM to Carbines 3 1/2 is a bit of a shock. Health poisons and various diseases can be useful in PvE but only against very heavily armored npc's with incredible HAM pools. Unfortunately those are very rare. Everything else can beout damaged by any master combat profession vs. your poisons. You've picked a pure support template my friend and requires someone to support but doesn't leave much else for you to do on your own. Blowing up a janta statue with carbines 3 must suck.
Any opinions or insights would be appreciated (although mostly hoping for constructive ones)
Just a noob tryinglearning his trade.. Dont worry, everyone of us has had to go down this road...well except for the hologrinders but thats besides the point.
Its kinda refreshing to have someone ask for help on a forum riddled with nerf trollers.
Never be afraid to ask questions here. We're happy to help ya ![]()
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