Combat Medic Archive
Thread: MCM+MDoc or....
Currently I am Master CM going for some carbineer skills. I also am a master surgeon with 2 blocks of doc crafting.
I group almost exclusively, and am wondering if it would be more beneficial if I were to master both doctor and cm and stick with carb specialist, or stick with what i have and put points in carbineer. The problem currently with my usual group is that if something attacks me I die and then everyone else does. I am debating if I would stay alive longer with combat skills, or with doctor buffs. Any ideas/suggestions?
You stay alive longer with doctor buffs for sure imo. Having weapon skills won't really save your life if you are in a group killing tough stuff. All that really helps in staying alive is using Warning Shot (which you will have by being a CM anyway) and then getting your pet or someone else to attack it while it runs away, so it goes after them and not you. You don't need to go all the way to Master Doc for the buffs. I have the best buffs except for master and they are great.
Although the drastic variance on them can be annoying at times.
its a matter of getting a group that nows what there doing
make sure that they no if you call for help cause you got aggroed, that they should get you out of trouble first before worrying about themselves
Also, suppression fire is a great special for getting mobs to back off long enough for you to move out of its way, and let someone else poor fire into it.
I'd like to be able to hold my own if i get jumped without burst run...but doc buffs are so tempting. Elbikan you look like your template is close to what i was looking at [Doctor(0/4/0/2) Carbineer(2/4/0/2)]. Any pointers?
Well, for doctor, to use the best non-master enhances you need (0/2/3/4) at a minimum. I have another box in wound treatment until I get the speed line of Carbine mastered. Imo, if you want the full wound treatment line for rezz, I'd get more med use rather than more med crafting. Due to the fact that sure, you can make the enhance b's, but you won't have enough skill to use them, so what's the point. If just want rezz and a couple boxes for doc, I'd recommend (0/4/2/0). Sure you'll have to buy your doc kits, but at least you'll be able to use them.
As for carbineer, I highly recommend reading the Carbineer boards for your final decision on the template. I've read that leg shot 3 is hardly different from leg shot 2, though cripple shot is good, hvy ham cost for hvy dmg. I went speed for scatter shot also, but mainly just so I could shoot faster. Also, last I read that charge shot for carbine was crappy, although that was pre-patch, so you should definitely read up and see if it is worth getting now.
Due to the fact that I'll run out of skill points once I master the speed line for carbine, I haven't been reading the Carbineer boards lately. So I'll have to check over there to see what changes the patch had, if any. Again, I highly recommend reading the Carbineer boards thoroughly before choosing a final Carbine template, since it can take a lot of time to build up the xp. (Especially when everyone in the group wants you to heal once they know you can!) ![]()
As far as carbine specials go, how do you like burst/wild/scatter shots? opinions on them? Most people say the only worthwile one is crippling (and I do like that Maurader title)... the only thing I fear about getting higher enhances is more god-awful resource searching.
Not sure... it'll take a bit to get my combat skills up, so we'll see as I go up that ladder.
Burst shot is the next best dmg in one shot, 2nd only to cripple shot. (Don't have Burst Shot 2, but I've read that there is virtually nodifference from Shot 1, similar to the diff between LegShot 2 and3) I like scatter shot for PvE only, since I don't always hit the action pool. I can use Burst shot a couple times and if it hits health both times, I can use scatter shot and guarantee that they take a decent amount of health damage to finish 'em off.
As for wild shot, I haven't used it much yet, though it may slow their attacks like it's supposed to. If so, that would be nice, but not really worth all the xp/skill points alone. From what I've read, the only line worth going up if you are looking at Special Moves would be Cripple Shot or Burst Shot. Otherwise, decide what skill line you want to go up based on the + Modifiers. (Counterinsurgency resists are said to be broken, see a pattern here?
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As far as fearing the resources for higher enhances, they aren't anywhere near as bad as the high end CM stuff. Check out the med resources needed over at swgcraft.com. (It is currently down as I type this however.) I think the only difference from B and C/D is that C/D require seeds and reactive gas. Not too sure, but they are much more common and not as specific as the CM stuff. Once swgcraft.com is back up, I'd check up on it. Or ask a doc with master crafting.
If I have time tonight I'll post the resources needed on here.