Combat Medic Archive

Thread: Secondary Professions for Combat Medics

SpinalInjury
Tue Nov 04, 2003 7:36 am
#1



Kijan Darkblade
The Regulators -TR
Master Combat Medic
www.bloodfinpvp.com

The Regulators build empires...
Fight builds clubs
SpinalInjury
Tue Nov 04, 2003 7:46 am
#2

Here I will outline a few of the options Combat Medics have for a second profession, as well as the benefits to those professions.

Doctor:

Revive and Buffs. These are esential abilities, and have proven very worthwild to have. Doctors also have their place on a battlefield. Master doctors can easily counter a flamethrower dot with their wound packs. You can also then cure poison/disease. As Combat Medics already know the lethalness of their poison, many choose Doctor so that they can cure poison when a rival combat medic applies it to them. Downfall of being a Doctor is the lack of offensive power. You have nothing to back up your poisons except that awesome CEDF pistol you've been toting around.


Pistoleer:

Fastest damage in the west. Stopping shot, Fan shot, etc. These are deadly in their own right. This gives combat medics a viable second source of damage. In reality, a Master Pistoleer/Master Combat Medic could survive even long after running out of poisons. When weapon speed caps go in, Pistoleers will cap at .5 speed. This will directly effect how fast your poisons can be thrown.

Carbineer:

Hmm...this is a class that has potential, but as of right now the usefulness of the carbineer is lacking. Their moves have high HAM costs, their weapons are not the best damage, and relativly slow when compared to pistols.

Rifleman:

Sniper shot, sniper shot, sniper shot, sniper shot. You want to farm faction as a Combat Medic in PVP? This is the class for you. Why do you ask? What do you get when you combine 80M range poisons, and a 64M ranged deathblow? A Combat Medic that will have enough FP to buy a Deathstar. Riflemen do slow down your poison throwing speed, but hey...you have to sacrafice to gain something. Strafe Shot 2 at Master is just ugly. It is one of the ugliest shots to get hit with I've ever seen. I have seen a strafe shot 2 incap 4 people with 1 shot. When weapon speed caps go in, Riflemen will cap at 3 speed. This will directly effect how fast your poisons can be thrown.

I'm not too sure about other weapon types, because I have not played around in the brawler profession much. I know that heavy swordsman would be a viable option, if you could get to their ability that hits for 500-1000 mind damage.

These are just my opinions on the advantages and disadvantages to the above professions as secondary professions for a Combat Medic.



Kijan Darkblade
The Regulators -TR
Master Combat Medic
www.bloodfinpvp.com

The Regulators build empires...
Fight builds clubs
Portdog
Tue Nov 04, 2003 8:11 am
#3

I trained doc in order to get cure poison and revive. the rest will go into carbineer. Only reason I didn't choose pistol is because I prefer to stand behind group and heal/poison. Carbine seemed to be the best choice(in the hopes that it will be fixed on day, after guild chat is fixed hopefully )





Argosz / Ramodab
Detchi
Tue Nov 04, 2003 8:29 am
#4

I'd like to make a correction to the above statements concerning carbineer. I think it is the perfect class for to suppliment Combat Medic, and being a Master CM and near Master Carbineer I know both classes fairly well.

First, HAM costs are very managable with carbineer. Like any good class the drawbacks have workarounds. Many of the complaints you hear about high HAM are from new to mid level carbineers that pick up the highest damage carbine they find and start spamming specials. I have a thread in the carbineer forums that lays out 5 or 6 easy ways to reduce HAM costs.

Next, the action pool. Carbine focuses its highest draw on the action pool with minimal cost to mind. After 10 or 12 specials a group area heal refills your HAM quite nicely, allowing the carbineer pounding on a Krayt to keep going without worry. In other words, the side effect of using one class ability renews the abilities of the second class.

Speed. The biggest myth is that carbines are too slow. Whats slow about a 1.3 speed E11 with light armor piercing? What about a 1.9 speed laser carbine with medium AP dealing 3000dmg? While we are missing a few speed mods per level, skill tapes and enhancement clothing can easily close the modifier gap.

Damage. I see many people complain about damage, yet I consistantly outdamage my fellow group members when attacking MOBs or in PvP. A Master pistoleer may attack 150% faster than me yet even with a sliced Krayt will only do AT BEST 2/3 of the damage I do.

Charge shot. This ranged KD is perhaps the best kept secret of the Carbineer class. With a 1.x speed carbine I can drop an enemy from 65m away, apply poison and step out of their range before they get off the ground. Many pistoleers miss from this distance, and riflemen just dont have our pluses to hit while moving.

I CAN SOLO A KRAYT DRAGON. I killed two last night waiting for my friend to run back from the clone center. No pets. Drive by poison, wait. Drive by poison, wait some more. HAM gets to 2000 range, pop with charge shot to pin the dragon down and Burstshot 2 to deal massive damage from a safe range (well, is any range really safe with a Krayt?). I took home an extra pearl for my patience and effort.



Millenix
Detchi Osvos
________________
Sithe

Detchi
Tue Nov 04, 2003 8:31 am
#5

Ok, the Krayt dragon part is more of a testament to the power of being a Combat Medic, but I had to throw it in!



Millenix
Detchi Osvos
________________
Sithe

baba-booie
Tue Nov 04, 2003 5:15 pm
#6

i'm going Carbineer as well. It just makes sennse to me to use a weapn that is medium range and pulls from different HAM bars than Mind. I need mind to heal my group, not use my weapons specials.


Beside, as a medic a CM can heal his ownAction and Health bars while be blazes away with Carbine specials. It's working well for me so far.


Daccha <SHDWS>

Mortecai
Tue Nov 04, 2003 8:26 pm
#7

This is a future spec that I have been debating after holocrons.


Master Combat Medic/Rifleman 4 0 0 4/Doctor 0 2 4 0/Marksman 4 1 1 4


this allows you to get the mind bleeds, the head shots, speed and rifle accuracy, doctor buffs(need to buy them but you can use without a doctor nearby), all the combat medic skills. Use the dlt20 rifle for long battles since its more of a action rifle than mind rifle and nice laser rifle for those emergency situtations.

Bennyboy4308
Wed Nov 05, 2003 7:19 am
#8



Mortecai wrote:

This is a future spec that I have been debating after holocrons.

Master Combat Medic/Rifleman 4 0 0 4/Doctor 0 2 4 0/Marksman 4 1 1 4

this allows you to get the mind bleeds, the head shots, speed and rifle accuracy, doctor buffs(need to buy them but you can use without a doctor nearby), all the combat medic skills. Use the dlt20 rifle for long battles since its more of a action rifle than mind rifle and nice laser rifle for those emergency situtations.






The difference between a 4/4/4/4 and a Master Rifleman is huge. You literally double or triple your speed just by mastering. Plus your missing out on the 2 best attacks, flushingshot2(its 0/0/3/0) and strafeshot2 (master rifleman). Rifleman is a very very undabbleable class if you want to be really effective.



~Enaw~ [PV/XF Da 800g3ym@n] <RebelemO FactKr>
Bennyboy4308
Wed Nov 05, 2003 7:22 am
#9

And I'd like to add that Master Rifleman + CM is a great solo PvP template. Mind poisons + Headshots (Throw in some mind bleeds if you want) takes down guys fast. Plus when your a master you can autofire any gun regardless of speed at 1 per second so it doesn't really hinder healing. However, novice rifleman would be terrible with CM since its so slow. So if you're planning on mastering rifleman, its a very very long and hard road, but very rewarding.



~Enaw~ [PV/XF Da 800g3ym@n] <RebelemO FactKr>
Altitude25
Wed Nov 05, 2003 3:28 pm
#10

I'm Master Pistoleer and just 17,000 crafting xp away from being a Master CM as well. So far it's a pretty good template. I still get my butt handed to me by Commandos and BH/Pistoleer dabblers, though.



Cicero Jaxon, Staff Sergeant of the Rebel Alliance
Master Gunfighter, Master Combat Medic
Ahazi Galaxy
Mortecai
Wed Nov 05, 2003 5:40 pm
#11

Ben'jai hmm, that sad to hear. I heard about the master rifle skills being great..but doctor buffs are almost necessary nowadays with the ham damge everything causes...something to think about though..good input.
TsunamiKata
Wed Nov 05, 2003 9:05 pm
#12






Mortecai wrote:

This is a future spec that I have been debating after holocrons.


Master Combat Medic/Rifleman 4 0 0 4/Doctor 0 2 4 0/Marksman 4 1 1 4


this allows you to get the mind bleeds, the head shots, speed and rifle accuracy, doctor buffs(need to buy them but you can use without a doctor nearby), all the combat medic skills. Use the dlt20 rifle for long battles since its more of a action rifle than mind rifle and nice laser rifle for those emergency situtations.




Mortecai,


Your template is nice, but it lacks the ability to cure poison and disease. You're as good as dead without those abilities, especially when they implement decay rule.






TsunamiKata Hunter
The Dark Messiah
I'm the new evil, F3aR m3!
whippet
Thu Nov 06, 2003 5:18 am
#13

I've been working mostly as a PvE'er rather than pvp, which i shall turn my attention to once my PvE'ing is done, - i get a holocron :/


I have Master CM, 2/2/0/0 CH and 0/4/0/4 marksman. And with a graul mauler and the huge heals i can throw, i havn't found anything yet in this game that i cannot kill solo by tanking the pet and using health poison/health shot 1.


Example - monday night this week i killed 14 krayts and got some tissue, a pearl, some segments and some scales for an evenings work.


So if you wanna PvE rather than PvP this template is thebusiness


When the CH nurf hits though i think i'll take master pistoleer and go overt weeee!

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