Combat Medic Archive
Thread: Tka/Cm ?
CM takes A LOT of skill points. you have to master medic first, then you have to take the ranged support line in marksman to level 4. as a TKM, once you have used up the majority of your points, you are left with enough points to get three lines in CM, but just three.
you have some choises. you could take 4/4/0/4 in Combat Medic and do pretty well. you would be required to buy ALL of your effective Stims, Poisons and Diseases from other combat medics because you will not have the crafting line. also, your range will be capped pretty short because you will not have the Master Combat Medic title.
Master has quite a few advantages over dabbler that really cannot be over looked. advantages in range, speed, effectiveness, terrain negotiation, and the ever powerful C line of stims, poisons and diseases...
you could stay TKM and dabble in CM, and you mayeven be happy with it,but CM is not really as dabble friendly as TK is *ducks the on coming UH3's* let me explain:
you COULD go Master Combat Medic / 4/4/0/4 TKA. why leave out power and speed from TKA? your poisons and diseases will make up for the "lost" damage you may have been doing with the power line. in fact adding a DoT attack to this level of TKA makes quite a powerful character. i dare not lecture you (a TKM) about the advantages of each line of TKA . you know full well the powers they posses. add to those the power of a MASTER Combat Medic, and you have a powerful PvP and PvE character.
but this is just my $0.02
Message Edited by Gnuut on 02-22-2004 02:24 PM
Gnuut wrote:
However you do it be it TKM/CM 4404 or MCM/TK 4404 both have advantages and disadvantages.
Area and ranged healing with limited range of 48 meters.
Ability to heal other players mind damage and then heal your own mind wounds back.
Ability to meditate bleeds poisons diseases and wounds away. (Best at TK Master)
Ability to withstand damage with defenses from TKA. (Best at TK Master)
Ability to force yourself up from an incap.
Ability to Knockdown and Dizzy an opponent. Once applied, stack on some disease and poison and you can walk away knowing that person has been effectively neutralized.
Ability to do increased melee damage. (Best at TK Master)
Ability to target specific pools with melee damage and compliment the damage with the appropriate poisons.
Ability to Powerboost Self Buff. (Best at TK Master)
Ability to Poison and disease at long ranges. (Best at Master CM)
Ability to Poison and disease for alot of damage. (Best at Master CM)
Ability to craft the best poisons, diseases and ranged stims. (Only available by taking the crafting tree but the best meds are craftable at Master)
Overall for my style of play I did TK 4404 because I felt my poisons do enough damage, I just need some defenses to survive long enough for them to work. 4404 gives me enough defense to survive even though the speed and damageI do in melee is much less than a higher level TKA.
Message Edited by Gnuut on 02-22-2004 02:24 PM
good points... I'm currently 0302 in TKA and strongly thinking about not going 4404 and trying 0444... I'm nearly always buffed for combat and I can't see that the meditate line is going to that helpful to me.
MrDecipher wrote:
the template i use is TKM/Combat medic 3/0/0/4 and Doctor 0/4/0/0. this allows me to throw good diseases poinsons resurect players and kick but with TKM
/agree
i guess it comes down to HOW you want to do the majority of your damage, melee or ranged with a huge AoE. if you want your poisons and diseases to do wha they were really REALLY meant to do, you have to go Master Combat Medic. BUT if you want to fight the way a TKA was TRULY meant to fight, toe-to-toe with the toughest mobs / PvPers in the game, then you have to go with Master TKA.
Great Ranged with a dang good Melee back up?
or
Great Melee with a dang good Ranged back up?
it is up to you.