Combat Medic Archive
Thread: Secondary Professions for Combat Medics
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.
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
)
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.
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>
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 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.
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.
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!