Combat Medic Archive
Thread: My template for CM/Doc
I was looking at the builder and came up with this template for my CM/Doc
Master CM
Pistol Specialist
Novice Doctor (Treatment IV and Crafting IV)
Novice Artisan (Survey IV)
4skill pts left over
Assuming that the revive pack is 35 med use as some1 posted, then I will be able to use the packs to rez people and still be maxed on CM.
I kept the Survey cuz after experiencing the resource shift and seeing how harvesters now need to run at 100% to work, relying on harvesters is looking less and less attractive. Besides AFKsurveying nets much more resources than harvesters just that u cant to various types at once.
Drawback is that wound speed doesnt improve and thus you dont get access to cure poison and disease.
This all depends on if what the medicine use requirement on the revive packs is. If Novice doctor med use is viable, then I'm going with this spec...otherwise i might have to surrender out of survey which would suck....
Any comments?
I was looking at the builder and came up with this template for my CM/Doc
Master CM
Pistol Specialist
Novice Doctor (Treatment IV and Crafting IV)
Novice Artisan (Survey IV)
4skill pts left over
Assuming that the revive pack is 35 med use as some1 posted, then I will be able to use the packs to rez people and still be maxed on CM.
I kept the Survey cuz after experiencing the resource shift and seeing how harvesters now need to run at 100% to work, relying on harvesters is looking less and less attractive. Besides AFKsurveying nets much more resources than harvesters just that u cant to various types at once.
Drawback is that wound speed doesnt improve and thus you dont get access to cure poison and disease.
This all depends on if what the medicine use requirement on the revive packs is. If Novice doctor med use is viable, then I'm going with this spec...otherwise i might have to surrender out of survey which would suck....
Any comments?
I was looking at the builder and came up with this template for my CM/Doc
Master CM
Pistol Specialist
Novice Doctor (Treatment IV and Crafting IV)
Novice Artisan (Survey IV)
4skill pts left over
Assuming that the revive pack is 35 med use as some1 posted, then I will be able to use the packs to rez people and still be maxed on CM.
I kept the Survey cuz after experiencing the resource shift and seeing how harvesters now need to run at 100% to work, relying on harvesters is looking less and less attractive. Besides AFKsurveying nets much more resources than harvesters just that u cant to various types at once.
Drawback is that wound speed doesnt improve and thus you dont get access to cure poison and disease.
This all depends on if what the medicine use requirement on the revive packs is. If Novice doctor med use is viable, then I'm going with this spec...otherwise i might have to surrender out of survey which would suck....
Any comments?
You are correct!
But I imagine that the higher end meds (good buffs, etc) will require a higher Medical Use skills, I plan on going up that line at the expense of others. I'm going Carbine instead of pistol as it's range is medium. More likely where a CM will be.
Master CM, Doctor 0.4.4.4 (Rez, 90% of all medicine and buffs), Scout 1.0.0.0 (exploration 1, needa gotta have it), Marksman 0.0.4.4
What are your plans for attributes and for class (wookie, human, etc...)?
I've been looking into a very similar setup as you mentioned. I figure I would just drop Surveying when I needed the credits to finish off Doctor. By then I figure I'll be able to rely on harvesters or friends that I know are planning to be master Artisans.
Raist
Im Zabrek...
Ill have to check my stats but i think im maxed on all my mind stats...
I was gonna drop survey and rely on harvesters too, but have you seen what the last patch has done to the harvesters? Not to mention the daily resource shifts are making it impossible to just leave a harvester in place.
Think you should drop artisan as a whole =P
Revive packs can be dropped till novice doctor easily, so don't worry about that.
I disagree. Surveying is SO useful. The only people who would want medics to drop artisan as a whole are the people who want to be their suppliers ![]()
Once you're a master Combat Medic or Doctor, if you HAVE suppliers for everything you need (it would be expensive, I imagine) then I can see freeing up those few skill points to get 3 or 4 more skill levels in one of the profession -- if not just for the better medicines. This is an unlikely scenario to me, though.
Your post inspired me to use the character builder to determine my own track. Here's what I came up with and, in the end, leaves me with 0 points:
Master Medic
Pistol Specialist and Ranged Support Specialist
Master Combat Medic
Novice Pistoleer (Tier III - Expert Pistol Stances and Griips)
Novice Doctor (Wound Treatment IV and Medicine Knowledge IV)
I currently have Survey III in Artisan track, but will at some point have to surrender that down to just Novice Artisan for the sake of being able to still survey. By then I would imagine that harvestors will be doing most of my resource gathering, I will just need to be able to locate them.
So tell me what you think. I wanted to specialize in at least one of the Pistoleer tracks and I picked the one that sounded the most appropriate. Any thoughts?
Actually, now that I look at it, I should amend that. The one attribute I've found that comes in most handy when escorting fighting groups is Terrain Negotiation, perhaps as much as weapons skills. If you can't keep up, you can't heal em. So this is how I would change it.
I added up to Tier III Exploration fo the TN
I knocked the Novice Doctor back to just Tier IV Medicine Knowledge as the most useful in the field.
I also knocked back to just plain Novice Pistoleer with no further specialization.
This combo left me with just two skill points and a good mix for a CM/Doc field expert IMHO.