Combat Medic Archive
Thread: Is a melee profession better for Master Combat Medic?
only the non damaging offensive tosses are close range, and i think its around 15m or so, everything else i can toss from normal range weapon mode. you will be waisting 14skill points if you go melee, sense it uses the ranged support tree of marksman. people have done melee/cm over ranged of course but me personally favour ranged over melee.
Message Edited by fessestarsider on 05-20-2005 08:53 AM
I'm a converted TKM / MCM, and find it's a very survivable combination ( if not the quickest killer ). I find healers ( particularly CMs ) draw aggro quickly, and therefore must be able to survive heavy attack from mobs. TKM does a great job of that, and plus leaves me close to the melee guys more often than not -- giving my /bactaSpray even more effectiveness.
Another bonus is that TKM/ MCM really requires absolutely no equipment for the most part. And, a TKM can heal his own wounds, leaving the combo nearly self-sufficient ( I still have to stop by the cantina now and again to fix up battle wounds ).
On the minus side, it does require 3 novice boxes, and that's a bit steep price to pay. Plus, it's not a quick-killing combo, so if you're about massive amounts of damage, it's not the combination for you.
Personally, I would think Pistoleer / CM would be a wonder ranged combination, and take fewer skill points, but I've not experimented to find out. TKA/CM has just been too much fun to me to do any more experimenting.
(On the side, TKM/MD is an even more survivable melee combination, but the damage output is quite a bit less than even TKM/MCM)
After5CST wrote:
I'm a converted TKM / MCM, and find it's a very survivable combination ( if not the quickest killer ). I find healers ( particularly CMs ) draw aggro quickly, and therefore must be able to survive heavy attack from mobs. TKM does a great job of that, and plus leaves me close to the melee guys more often than not -- giving my /bactaSpray even more effectiveness.
Another bonus is that TKM/ MCM really requires absolutely no equipment for the most part. And, a TKM can heal his own wounds, leaving the combo nearly self-sufficient ( I still have to stop by the cantina now and again to fix up battle wounds ).
On the minus side, it does require 3 novice boxes, and that's a bit steep price to pay. Plus, it's not a quick-killing combo, so if you're about massive amounts of damage, it's not the combination for you.
Personally, I would think Pistoleer / CM would be a wonder ranged combination, and take fewer skill points, but I've not experimented to find out. TKA/CM has just been too much fun to me to do any more experimenting.
(On the side, TKM/MD is an even more survivable melee combination, but the damage output is quite a bit less than even TKM/MCM)
On the contrary, you have enought SP left to get a bit of fencer, or another melee prof to add specials for damage.
MTK / MD / Fencer 0220 + my 1h Necrosis sword = haven't lost a duel yet. The trick? A speed slice, plus adrenal boost, and you really lay the smack down.