Combat Medic Archive

Thread: Need some suggestions for Combat MEDIC dabbling (talking about healing here)

Gallion
Mon Feb 16, 2004 2:12 am
#1

To use area Cs, you will need Combat Medic Support 4. To get the extra boost for healing, you'll need the distance tree. To make your own area Cs, you'll need to master combat medic.
KetherSWG
Mon Feb 16, 2004 2:21 am
#2

Crap, good point. I didn't think about the Effectiveness boost.


But I was just going off of swgcraft.com, and they have Area Cand Ranged E listed at Crafting 4. Is that incorrect?



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NeoEcks
Mon Feb 16, 2004 5:47 am
#3

if i HAD to dabble in the profession, and not master it, i would suggest 4/0/0/4. reason being that the first line influences your efficency of healing and the last line effects your med-use (higher level meds) and terrain negotiation. you will heal well, and run faster than your mates on rough terrain, making it easier to get within rage to lob your area stims.


you can find many good combat medics making and selling area stims on their vendors, so you would not need the crafting tree. also the mind heal at this point is really not worth the wounds it causes you for using it unless you can use the meditate skill from TKA to meditate off your own wounds (not that you have a lot of time to sit and meditate during a fight)


if you really need to conserve points you could go 2/0/0/4


and if you REALLY REALLY need to conseve points but MUST have the ability to use area stims, you could go 0/0/0/4, but at this point you will not be a particularly effective healer, so be prepaired to have to throw twice as many heals as you would like in order to keep your mates on their feet. combat medic is one of those classes like armorsmith, pikeman (and now creature handler) that is better off all or nothing. dabbling will get you little perks, but nothing as effective as taking the dirty fighting line in smuggler


just my $0.02




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KetherSWG
Mon Feb 16, 2004 1:42 pm
#4

I'm 2/0/0/0 Medic right now, and I'm sick of chasing down my groupmates so I can heal their sorry asses. I'm strongly considering picking up CM so I can just toss ranged stims or area heals on the group during GCW base raids and whatnot.


What I'm looking for is some info on exactly how far I should progress to reasonably attain my goals. I want to conserve skill points while still being an effective ranged healer.


I also want to state that I have no interest in being a "poison chucker". (Not that there's anything wrong with that.) So I'm not even concerning myself with crafting poison or disease delivery stuff.


The ability to heal mind is also a strong point for me, so I guess I'd need thefull Speed tree, right? Probably fullCrafting tree. But how much Range and Support would I realistically need?


I guess my main question is: Can I experiment the range up and med use down on the Area Cs and RangedDs or Esenough for me to use them and still be effective at lower levels?


Any input from those in the know would help me decide. Thanks!



+ Jaron Ninefive +
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Xytroncore
Mon Feb 16, 2004 3:19 pm
#5

I don't think it's possible to lower the med use of ranged E's enough to be used at anything but master combat medic, they come out at 93 med use for me, you'd have to cut 18 levels off that med use to be able to use it, so it's probably not possible.



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PadiOne
Tue Feb 17, 2004 12:20 pm
#6

Definitely go up the support tree first. You can use most ranged stims with support II. Get support 4 if you want to use area stims. Area C's are great. I would suggest that you get 2 0 0 4 or 0 0 0 4.



____________________________________________

SioBabble
Wed Feb 18, 2004 1:30 am
#7






PadiOne wrote:

Definitely go up the support tree first. You can use most ranged stims with support II. Get support 4 if you want to use area stims. Area C's are great. I would suggest that you get 2 0 0 4 or 0 0 0 4.







Absolutely the correct way to do it.


The AOE stims are also the key to massive med XP; toss one in a cantina, and watch the XP build up.





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