Combat Medic Archive

Thread: CM Crafting question...

bonecircus
Tue Feb 17, 2004 10:35 am
#1

I recently created a second character on Wanderhome, He is currently Novice Doc 2-2-1-0, soon to be Master Doctor.

I was thinking of taking him to Master Doc/Master CM, but he would then not have any fighting skills except CM poisons and disease.

I could make my other character CM 4-0-0-4, because he is the combat oriented one. If I did that there would be no reason to keep the Doc a Master CM.

My question is this: How good would the poisons and diseases be if I made my Doc a CM 0-0-4-0, just to craft for the warrior character?


I hope this makes sense.....Anyone else have ideas?



Ocho'Rios TKM/Carbs
Captain in the Imperial Army

Smaury Oumac Master Doctor/Master Combat Medic
Seargent in the Imperial Army
bonecircus
Wed Feb 18, 2004 7:29 am
#2

Anyone?



Ocho'Rios TKM/Carbs
Captain in the Imperial Army

Smaury Oumac Master Doctor/Master Combat Medic
Seargent in the Imperial Army
AFHyper
Wed Feb 18, 2004 7:39 am
#3

Combat Medic is NOT a dabble friendly profession. So, no matter how you split up the skill tree, you will be no where as effective as a Master Combat Medic. If really want your character to be a Master Doc/CM, then you are able to have pistols 4 inmarksman. What skills in doctor are you really wanting? To rez? Cure poisons and diseases that other CM's / Mobs use on you? Buffs? Its easier to shave off skill pts in doc and still be effective than it is in Combat Medic. So, unless you are wanting D level enhances in doc. I would look there to save on the points.


But of course this is only my opinion. Hope this helps.


Hyper
NeoEcks
Wed Feb 18, 2004 7:55 am
#4

i am going to have to agree with AFHyper on this one. CM is really NOT dabble friendly. it is NOT a combat class in the classic sense of the word. a Master Doctor / Master Combat Medic is about useless in a fight. you do not have ANY finishing skills at all.


(side note, the nerf cryers will be here any moment saying that Master Combat Medic is the single most overpowerd profession that any game has ever seen in all of recorded history because poison + disease = incap. buti put it to you to try master doctor / master combat medic and see how well you fair in fights 1-on-1and/or PvE, 2/3of thegameand group combat 1/3 of the game. unless you LOVE cloning, you are going to hate dying non-stop)


it is easier to take points from doctor and still retain the ability to buff, cure poison/disease, and res than it is to chose a tree or two in combat medic hoping you will find something effective.


(side note, here come the nerf cryers, crying that you only need 4/0/0/4 or even 0/0/0/4 to be a suicide-bomber and the most over powered class the human mind can conceive. this allows you to buy andthrow the all powerful C area, as long as it is dumbed down to below a usage of 75)


however if you really want to play and enjoy the Combat Medic profession, AND play and enjoy the game as a whole while playing the profession, suicide-bomber is NOT the way to go. Master Combat Medic / your choise is better than dabbled Combat Medic


Just my $0.02




In-game Name: Eclypse
Alt: BioTech
Fun Times
-= Boredome is the disease of the unimaginative =-


Korthyn
Wed Feb 18, 2004 8:27 am
#5

Unless your planning on crafting your own doctor medicines there is really no reason to master doctor. The benefits are not significant enough to justify the skillpoint usage imo. With 4440 doctor lines you can get enhance pack d's that are experimented down to 90 medical use, these types of packs are really the common thing on the market as far as enhance packs go on Intrepid, and with some good medical use clothing it is pretty rare that i buff for under 1500 to a given stat (avg is probably 2kish, high so far being 2800ish).With these doctor skills in combination with master cm i candisease/poision/cure/res/buff all in the field.


Thisleavesyou enough points to get 0030 pistoleerwhich givesyoustopping shot... with a nice DX2 you have a pretty good finishing shot right there and can do decent damage considering the amount of supportive offense/defense you offer to a group.


Now, this spec does relatively well 1v1, unless I come up against a rifleman that strafe shots me with a jawa ion rifle that 1 shots my mind pool, I'm either going to win.. and/or triple incap the person (assuming of course they are not a TKA or have a Doctor handy to wipe my disease off their sorry arse). But... 1v1 is not why i spec'd this character the way i did. This build SHINES in group combat. I can lay down some serious heal lovin, I can dish out nasty posions/diseases and most importantly I can cure those applied to my group (which when doing with a 10 man group looks like a crazy zabrak sprinting from member to member dropping cures as fast as my feet can carry me, <prays for an ae cure soon>.


All in all its pretty fun stuff....



_________________________________________________________________________
Korthyn - [Enduring Intrepids]

Master Combat Medic - 4440 Doctor - 0030 Pistoleer
"Meddle not in the affairs of Dragons, for you are crunchy and good with ketchup."


Page 1 of 1
Previous Next