Combat Medic Archive

Thread: Fencer/Cm?

MagicalHAt
Thu Jun 24, 2004 1:52 am
#1

I really enjoy fencer and i want to be aswome at pvp is fencer/cm any good at all?



IGN: Magichat
jkray8472
Thu Jun 24, 2004 6:04 am
#2

You cannot master both, so there's a tradeoff.


Do be warned however, that CM is not the ultimate PvP profession. However, the many nerf-criers in here would lead you to believe that.



--------------------------------------------------------------------------------
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Pahdbacca
Thu Jun 24, 2004 6:29 am
#3

From an earlier post, so some of it may not make sense........



CMs get a skill mod called CM effectiveness that increases as they train up the range tree. Effectiveness is used to determine a multiplier that is applied to combat meds.


All combat med DoTshave a range and effectiveness (damage per tick)rating. The multiplier is appled to these ratings to determine the range and damage per tick.


Novice CMs do 1.05 time the range and effectiveness of a stim's rating.


ACM with ranged 1 does 1.2x the stim rating


ACM with ranged 2 does 1.35x the stim rating


ACM with ranged3 does 1.5x the stim rating


ACM with ranged4 does 1.75x the stim rating


AMaster CM does 2.0x the stim rating.


For example, a single mind poison C has rating of 34m range and 320 effectiveness. A CM with ranged 3 can throw that stim for 1.5 x 34m = 51m and have it do 1.5 x 320 = 480 damage per tick. A master CM with the same stim can throw it for2.0 x 34m = 68m and have it do2.0 x 320 =640 damage per tick.


This is explained in the FAQ if you want to look up the specifics and/or the equations.


With a CM med use of 75, you should be able to use everything but Area C DoTs just fine. Area C DoTs can be experimented down, but will do only about the same damage as area B DoTs at that point.


As for your question, that is up to you to determine if you want to go CM or Doc. Shop around and see what kind of stims you can buy and/or have a friend make for you. Also, keep in mind that CM med use tapes do not work. I have been told that effectiveness mods do work until you reach +100, but I have never been able to confirm this myself. Also, CM mind heal does not work on yourself.




Couple of additional things to keep in mind....



  • To ge a CM med use of 75 you need all 4 boxes of CM support....IMO if youu don't get this you can't use very many meds to make it worth you trouble.

  • To be able to use diseases you need ranged healing distance 2 (this is the same line that changes the distance/damage you stiims do)

Good luck with your toon




-----------------------------------------
Pip Tazo = Master Doc / Swordsman - Always the CM at heart
Zhose U'nare = Master Smuggler / Pistoleer - resource hound

Former CM correspondent - Member of Team Black Bar
" If you're dependant on venom to be effective than you're doing something wrong." - Obata
Gnuut
Thu Jun 24, 2004 7:27 am
#4

I'm very happy as an MCM/Fencer 4440. I don't get the best accuracy but the defenses for both PVP and PVE are outstanding.



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....

Mmaxx
Thu Jun 24, 2004 7:51 am
#5

I'm a Master Fencer / 3004 CM / 0400 Doc. I don't really PVP much but this is working great at PVE. My poisons aren't the greatest but even with my decreased abilities, it still does over 400 damage to each pool every 10 seconds (600 if I throw in the areas with it). If your doing ok as a fencer in PVP then CM will only compliment your current abilities. I have the doc to mainly for state heals with the rez being a bonus. But remember that other do more damage per second the CM.


If you want uber PVP god template then I doubt you'll be impressed. CM is GCW geared since it's a great supliment to a large crowd. Being able to heal large groups at once is great. Have the enemy group poisoned and diseased while they get shot and beat on is a great bonus but 1 on 1 there are better ways to damage pools then waiting for 10 second ticks to go by. Being a Master Fencer mean getting hit less then everyone else and doing nice stun damage.....complimenting that with poisons can't hurt.


Jo'ran
MagicalHAt
Thu Jun 24, 2004 9:22 am
#6

First of all


CM is the best pvp proffession in the game right now.


I hardly loose a duel asa Master Fencer/ Master brawler/ Pistoleer/Medic

But for 5 nights straight when a group of 5 imperials raided our city i have been forced to hide inside the base and use a **edit**ing turret.


Because the **edit** cm's throw there 96m ranged 800 damage tick posion thru the walls of our bases.


It really is BS and if you dont believe me come to new banir on rori (ahazi) at 4 am EST and check it out.....



Now


Would a Master Fencer / Cm: 4/4/0/4 be any good? I would never craft my own poisons but thats ok.



IGN: Magichat
Mmaxx
Thu Jun 24, 2004 10:47 am
#7

Well if you are looking at thowing 600 tick poisons 96m then you'll need to drop you master fencer. You'll need to be MCM to get the best range and best poison effectiveness. You'll loose your current knockdown ability, a noticeable chunk of you COB, and either a lot of your accuracy or your defences. If you want MCM, you cannot master a melee prof. I guess you'll have to try it out and see. Grind your way through and if youdon't like it, you can get your master fencer back in no time.


good luck
MagicalHAt
Thu Jun 24, 2004 11:22 am
#8

I dont want MCM i want to know if 4/4/0/4 in it can get the job done that would give me everything cept master of it and crafting.....



IGN: Magichat
Mmaxx
Thu Jun 24, 2004 11:30 am
#9

As stated above you'd have 1.75 times the stim rating in range and in effectiveness. A MCM gets 2 times the ratings. If that is enough for you then yes. Instead of a 600 poison tick thrown 60 meters, you'd have a 525 poison tick from 52.5 meters (assuming the poison was rated at 300 ef and 30m range).


Jo'ran
MagicalHAt
Thu Jun 24, 2004 11:57 am
#10

ah thats fine lol woot!


now what posions do you guys use in combat?



IGN: Magichat
Mmaxx
Fri Jun 25, 2004 5:42 am
#11

All of them


seriously. all of them. all area hams and all single hams. disease them while you are at it, don't expect to get much fencing done while applying all your areas and singles but throw in a COB before starting tossing poisons and you'll be better off. You get stuck for 5 seconds throwing a poison so you'll have to COB a couple times to poison everyone with everything.... you are usually the first target so keep that COB going at all times.


good luck


Jo'ran
Razmyth
Fri Jun 25, 2004 5:48 pm
#12

currenly right now i am 4/4/x/4 in CM and master fencer, it is a great combo, although poisons rlly aren't helpful at all in pve because no fight lasts long enough for them to be useful. Its very fun though for groups.



Radiant

Dacee Dustrunner

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Morganite
Sat Jun 26, 2004 1:28 am
#13

While it is a decent combo, the idea of being a combat medic for reasons other then healing revolves around working from range. Since combat medic is one of the rare classes that being a master truly means something, being a master is almost a pre-requisite. In the current scheme of gameplay, I would suggest MCM/MP. With the snow cake and a good geo blaster, you can hit fencers. The biggest advantage of fencer over pistols is intimidate/warcry. Warcry+poison is very dangerous. Seriously, fencer/doc is a perfect means to negate a mcm/anything.


I still think the best pvp template in the current scheme is mcm/md. you are basically god with this template, you can give life, and take it away. With new banir's lame house layout to limit access, 1 doc inside working turrets and curing bounced poisons/diseases, and a mcm/md outside hucking packs, 2 people can easily defend vs. huge groups.



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