Combat Medic Archive
Thread: New to CM...
Cool, thanks for the feedback. I do have fun with the Cm for one reason - challenge.
one thing allwasy lacking in this game has been substanative challenge. Sure things take long or have high HAMs so are hard but few things present a real challenge. With Cm though in a supoprt role what is needed of me is allways chanigng and vibrant and that is quite engaging. lair after layer and qwest after qwest so much of the game is the same thing with differant HAMs and skins btu Cm seems to allways be dynamic because I never know what the people in the group are gonna do and therefore, what I need to do to support them. So it is a refreshing challenge and I am enjoying it so far.
At this point I think I am going for most carbineer (crow control) and root from pistoleer - pistols is great and all but there is no good dmg shots in the line so need to get some power from elsewhere and the extra range of carbines will much better suit a support role and get me back to deal with the med aggro thing.
Excellent point on the combat xp. If they are going to treat healing as weapon xp, then we should get credit for the combat. Something I agree we should push. If they don't give us combat xp for heals, they definately should when we use our chemicals...(and of course we NEED xp for using that also! Seriously that is a huge part of who we are!).
I was a MCM before the cu, so I haven't personally dealt with many of the issues others have had with the grind, but it seems that do your distant healing line first as they are by far the most helpful. The chances of your chemical warfare attacks sticking is very low until you are a master and they aren't even kind of effective without clothing enhancers, etc (and then only marginally so). I'd do that last. Biological Warfare is nice for the paralyze. It's a good crowd control tool that can keep a tough enemy out of the fight until you are ready to deal with him.
Bio-suppresion is again pretty useless unless you do a lot of PVP and then the debuffs come into play. I only do this before chemical warfare because Shock is needed to increase the chemicals to a point of some effectiveness.
I really enjoy CM and I hope you do to as it is a great support profession. Prepare to tank as heals (especially area heals) create an insane amount of aggro on you and a lot of good templates are recommended for the pistols and carbs to suppliment (think crowd control). I'm a master rifleman and while it's nice, I don't think it meshes the best with cm anymore (max range for a bacta toss is only 35m which negates the rifles range advantage). I just can't give it up!
The MTK allows you to handle this agro and keep the mobs from attacking the rest of the group.
So, not only are you able to heal your group, but you can prevent them from getting damaged in the first place by using the area taunt effect of Bacta Spray.
CM also has some nice debuffs (reduced combat movement speed) and of course Paralyse.
Groups I'm in are normally able to finish off lairs using Area Attacks once we get it down to about 6-9 mobs. I just stand there taking all the agro while the rest of the group picks off the mobs one by one.
(oh, and TK damage is not nearly as bad as everyone says..it's just that the combat log reports incorrect damage output. Combo attack actually does 1000-1200 damage)