Combat Medic Archive
Thread: CM guide or FAQ?
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Jacquelyn
Wed Apr 21, 2004 10:45 am
#1
Most forums have a FAQ or profession guide stickied to the top. I cant find anything like this for CM. Is there an FAQ or any links?
vortexala
Wed Apr 21, 2004 10:59 am
#2
FAQ currently in production. yes, I'm slow, sorry
. Guide is, um, not. Unless someone else wants to write one 
Will get around to fixing up the Vendor listing too.
Been sorta busy lately with other stuff, sorry for the lack of progress.
Will get around to fixing up the Vendor listing too.
Been sorta busy lately with other stuff, sorry for the lack of progress.
Mercuri
Wed Apr 21, 2004 2:05 pm
#3
Jacquelyn wrote:
Most forums have a FAQ or profession guide stickied to the top. I cant find anything like this for CM. Is there an FAQ or any links?
Combat Medic Guide to PvP:
/throwpoison..../throwpoison..../throwdisease..../burstrun
Come back 20 seconds later for incaps and deathblows.
jfang
Wed Apr 21, 2004 3:05 pm
#4
You can find various useful pieces of information about Combat Medics in the forum. Just skim back through the last few pages, and pay particular attention to the threads which are 10 posts or less, as those are the "non-nerf CM wars" threads.
As for basic advice for combat medics, what did you need to know?
Which tracks to get:
- I believe that by far, the most important skill track to get is the combat medic support track. This gives you terrain navigation (so you can start dropping scout skills, for the desperately needed SP), and lets you use area stims, and poisons (and later diseases). If you get master support, you can use the strongest individual poisons and diseases.
- After that, it is personal preference which you would like more. I think I then got /applydisease, then maxed the other track for /healmind, then finished the first track.
Experience gaining:
- To get crafting experience, you can follow any of the macros on any crafting forum (or be like me and do it by hand, the 'real' way...
). The cheapest and easiest way to do it is to follow the examples of doctors and use lokian wheat and tantoine fiberplast to grind advanced biological effect controllers, being sure to practice. You can also try to locate some combat medic resources to grind with, which would be faster (but much harder and more expensive).
- To grind med exp, until you get combat medic support 3, follow the same tricks you did with medic. After that point, assuming you don't mind angering leveling medics, you can buy a crate (maybe 5 or 10) of area stim B's at 50 CM use, and heal the entire coronet cantina for lots of exp.
- A second, less "parasitic" way to grind med exp is to after you get expert combat medic support (I think, I don't remember the exact level you need), to buy a small crate of area poison B's (you might need A's). Then, get the strongest doctor buffs you can get, or put on a set of armor, go outside of any NPC city, and aggro about 10 or 15 small creatures. Put away your weaponand /peace so you don't kill them, and start tossing as many area poisons you can (you can't kill by poison alone, and each dose of the poison gives you exp)
Crafting:
- Combat medics need a lot of random materials, most specific to combat medics so they are hard to buy. If you want to start crafting, keep your eyes open for the following (in *any* quality, many of these items are rare):
1) titanium aluminium and eleton reactive gas (arguably most important, needed for advanced injection amplifiers, which are the strength of your poisons)
2) class 2 liquid petrochemical fuel and yavin fiberplast(for advanced dispersal mechanisms, which affects charges, range, and area of effect, which you prefer is a matter of personal taste)
3) tolium reactive gas and class 1 radioactives (for advanced resileance compounds, which affect duration and potency, potency usually being the more important).
4) High OQ and PE (and DR if possible) fungi, for your poisons
5) High OQ and PE (and DR if possible) radioactives, for your diseases
6) High OQ and PE (and DR if possible) insect meat, for your diseases
7) High OQ and conductivity, and toughness non-ferrous metal (most likely copper, by nature of the resource)
- A general crafting rule is to get 100 potency, then experiment the rest in effectiveness. Different people have different tastes, but that is a good first med to try.
Poisons, disease, and area stim reading:
- Potency: chance of poison sticking (if you have more than 100, you are almost certain to stick a med)
- Duration: how long a med lasts in seconds
- Range: distance tossable in meters
- Charges: number of uses
- Area of effect: diameter area of effect of the poison from your initial target (it might be radius, but I think it is diameter)
- Combat medic use: you need at least this much combat medic use skill to use this poison
- Effectiveness: amount of damage per tick
How do skills work:
-To find your 'real' range or your 'real' tick damage, take the number written on the med, and multiply by (100 + personal skill rating in that attribute)/100. At master, your poisons are exactly twice as strong, and throw for exactly twice as far
Other relevent information:
- There is a hard cap of 100 combat medic effectiveness. If you are mastering combat medic for good, don't bother buying any effectiveness skill tapes or items.
- + combat medic use items (like + med use items) do not do anything. This is by design from the devs, so don't but that +5 tape for 500K.
- Rancor bile can be used for your dispersal mechanisms. In essence, you trade 20 m of range (for advanced components) for 80 uses of the med and 5 or 10 strength. For PvE, it might be worth it (especially if you are grinding med exp by tossing a lot of area poisons). For PvP, the effective loss of 40m is more than most combat medics think is worth it.
- You currently can toss a poisonmore than 65m. This is a known bug, the devs are trying to fix it, and it is considered an exploit by some.
- You can currently toss a poisonin the water. Many consider this an exploit. It is not clear if the devs are working to fix this or not (at least not that I've heard).
- You can only have one of each type of poison or disease, but otherwise they stack. For example, you can only have one individual mind poison C on a target, but this stacks with an area mind poison C, an individualmind poison B, an individualmind disease C, and an area mind disease C. I have heard rumors that different combat medic poisons do not conflict with eachother, but have not verified one way or the other
- You need line of sight to your original target. After your area poison hits though, all eligable targets in the area of effect are hit, regardless of line of sight or range issues. This is as designed by the devs.
- I believe that a poison ticks every 10 seconds, and a disease ticks every 10 seconds after a 40 second wait. I have not timed it myself, nor do I remember any of the exact numbers. You can look it up in any of the nerf cry posts which mention anything about numbers though.
Jacquelyn
Thu Apr 22, 2004 9:25 am
#5
FJANG is AWESOME!
That covered everything I was curious about including what kind of resources to be watching out for as I level. This is great. Please cross reference this with any other FAQ's that are under development. IMO this should be stickied or merged with anything that is stickied.
Great work, lets not let this info fall by the wayside.
Megatroid
Thu Apr 22, 2004 9:46 am
#6
Thanks, Fjang. Vortexla, please sticky this. When i was leveling and just starting to craft, it was very difficult to find this info. BTW, (flicks wrist) you're fired. J/k
jfang
Thu Apr 22, 2004 1:33 pm
#7
Thanks for the thoughts, Jacquelyn and Megatroid. I'd feel better if you spelled my name correctly... 
But it's the thought that counts. 
I'll drag this forum away from the trite nerf cry and get a "useful" thread to stick yet. And it will be right after the combat revamp too, I'm sure (double meaning intentional)...
vortexala
Thu Apr 22, 2004 3:10 pm
#8
Actually... jf, if y'don't mind, I'll add that to the FAQ...which will get posted this weekend sometime as a work in progress.
jfang
Thu Apr 22, 2004 3:34 pm
#9
Vortexala, I have no problem with you adding what I wrote up to a FAQ. It might be prudent to verify the numbers, and fix the spelling mistakes though. 
There were a few questions mentioned in in the "Soon to be CM" post too, which you might want to add. In particular:
Which pool should I poison?
- If you are fighting in PvP, target mind as it is the only real unhealable pool. For PvE, unless you have a particular reason to target a pool, target the pool you are most likely to incap the victim with if you didn't have poisons with your poison.(For example, if fences target health, then use a health poison.) Otherwise, your poison and disease damage is "wasted"
Should I disease a NPC or creature mob?
- For the most part, use poisons and not diseases against NPCs. Most mobs will be dead by the time the disease ticks twice, making it not worth it. However, against "strong" mobs, if the battle wears on long enough, the disease damage will add up (especially as diseases cause battle fatigue, which in turn causes disease to do more damage). If you expect the fight against an individual creature will go on for more than 5 minutes, I'd personally say go ahead and throw a disease too, but that's just me.
What are the stats of some good poisons and diseases?
-On a relatively good (not excellent), non-loot drop poison or disease, you can expect potency to be around 120, range to be around 35, and effectiveness to be around:
1) Individual poison: 310
2) Area poisons: 210
3) Individual diseases: 120
4) Area diseases: 95
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