Combat Medic Archive
Thread: For the people who have gone MCM/MBH and a row in rifles/carbine
Have yet to have a knockdown recovery fail on me yet except as a result of fat thumbing several specials at once. KD strategy has moved from a checkmate move to a crowd control movement strategy.
I have to agree with Phaylen. Jedi knights can only be taken 1vs.1 if you hit them with surprise and incap them before they hit their 1500 heal. Otherwise you can expect a LONG fight which you can still win if you keep the crowd control on them and stay out of their saber throw KD range although its alot harder than it sounds. Their force bar wont run out before your action bar does. It will even last longer and is more efficient than 3 master CM's or doctors combined. The MIND bar drains much faster and doesn't regen in combat hardly. And pray they dont use Aura (aka god mode).
I watched a jedi soak up damage from a full 8 person group most of which were BH for 20sec. I could only wish for that kind of healing power and defense in a single package.
Himmelhai wrote:
What I did was only go up only3 boxes in the extra ranged prof which left me enough points to get 2400 in basic Medic to get Stabilizers.
The KD recovery we already get. I was initially worried that the stabilizers wouldnt work reliably because I wasnt sure which skill mod afected it (cure, augment, effect, etc) But so far each time it has cleared all states on the first try!
I am MCM/MBH, 0003Pistol, 2400 Medic which im not sure if only taking 3 boxes in carbs or rifle is viable as I notice you diddnt mention pistoleer dabblers in the subject as 0003 in pistols is a pretty common build.
Plus it saves hotbar slots to have all your state recoveries in a single skill rather than each individual one.
You're actually better of making a macro to run your innate state clears instead of using stabilizers. Stablizers will clear 1 and rarely 2 states in a single shot but will just as often fail. The innate state clears seem to have an almost universal success rate and only eat action when they are used (and they are used only if you have a state on you). Just be sure they are set with no delays between them.
Instead of 2/4/0/0 I'd suggest getting 0/4/2/0. At such a low level of healing efficiency the 2 boxes will help much more. ALL efficiencies and defense no work on a diminishing ladder. In other words the higher you go the less and less improvement you see. At lower levels you see more boosts granted for very little while at higher levels you need bigger increase for smaller boosts.
Also consider that while MBH is nice a regular elite profession can match it and beat it easily with the extra points left over going into offense and defense while still retaining the MCM tag.
foogee wrote:
Also consider that while MBH is nice a regular elite profession can match it and beat it easily with the extra points left over going into offense and defense while still retaining the MCM tag.
Id like to see some stats on whether or not that is true because the BH also has 1 line of some elite prof to go with the best defences in the game... does anyone know of any?
Master Bounty Hunter
85 general ranged accuracy
40 general ranged speed
95 melee defense
120 ranged defense
Master Rifleman
85 rifle accuracy
105 general ranged accuracy
65 rifle speed
20 general ranged speed
35 melee defense
100 ranged defense
Master Carbineer
65 carbine accuracy
105 general ranged accuracy
50 carbine speed
20 general ranged speed
60 melee defense
75 ranged defense
Master Pistoleer
40 pistol accuracy
105 general ranged accuracy
45 pistol speed
25 general ranged speed
80 melee defense
85 ranged defense
That's the basic stat bonus comparison between the professions themselves.
Also keep in mind the difference between Novice Rifleman and Novice Bounty Hunter is only 15 points these days. Not nearly so much as in the past.
-Shima