Combat Medic Archive
Thread: Master Doctor + Master Combat Medic Worth the lack in combat?
Im just wondering because currently i cannot decide, so ive decided maybe ill just take up both, i love the enchances from doctorand i love poisons/diseases/area effect heals, so im wondering if master doctor/master combat medic, pistol specialist, support specialist wound be a good class combination, seeing how you arnt very skilled with your weapon?
Also, does the components to cm stuff take medical expirimentation? if so wouldnt a doc/cm be able to make much more potent poisons?
Nydes wrote:
Also, does the components to cm stuff take medical expirimentation? if so wouldnt a doc/cm be able to make much more potent poisons?
Your correct in that they take med experimentation, not CM experimentation. But a Doctor still cant MAKE poisons. We just get gimped all around on sub-component crafting, even for stims......
Your skill trees would look somthing like this
Medic (Master):
4/4/4/4
Combat Medic (Master):
4/4/4/4
Doctor:
2/4/3/4
Marksmen:
0/4/0/4
Pistoleer: (or any weapon of your choice)
0/0/0/1
This is not a bad way to go, you get a KD effect from pistoleer but you can't get defences while going doctor crafting (which is really half the reason you should go doctor right now when combined with CM. An alternative would be to go rilfemen and get mind shot 2 if that is your preference.
No I don't think it's worth it..
However that's a guess.. with no Dev responce we're left guessing if the Doc experimentation on our components was an intentional nerf.. or just an oversite.
Assuming it's an oversite. expect a fix sometime in the new year.
However I still don't think doc experimentation is worth the points invested in doctor as you have a serious lack of range.. in PvE it might work well.. in pvp you'd be hopeless as your max range is 30m approx.
if you 'have' to have doctor.. make sure you go carabineer.. 0/0/0/2 so you atleast have a ranged knockdown to use so you can apply your poison.
That's my 5 credits.
PsionicHawk wrote:
Your skill trees would look somthing like this
Medic (Master):
4/4/4/4
Combat Medic (Master):
4/4/4/4
Doctor:
2/4/3/4
Marksmen:
0/4/0/4
Pistoleer: (or any weapon of your choice)
0/0/0/1
This is not a bad way to go, you get a KD effect from pistoleer but you can't get defences while going doctor crafting (which is really half the reason you should go doctor right now when combined with CM. An alternative would be to go rilfemen and get mind shot 2 if that is your preference.
Hmm i didnt think of it that way, but actually that seems like a good setup, master combat medic for good poison/ disease/ ae heal/ ranged heal, enough enhance for good buffing (and d's) can craft good ones (health and action d's but no the secondary stats) and can craft cure poison kits and use them, along with rez kits, plusa little more skill in pistol, even a pistol whip to use so i can apply poisons to someone without having them run (along with 2 stacking healthshots)
Hmm run into battle buffed, pick a target /healthshot1 /healthshot2 /applypoison (health) and if i really dont like them /applydisease (health) and they dont really stand much of a chance
Yeah, i actually do have an artisan friend that i have help me trace the materials, that or i ask other CM's or Doctors who know the difficulty of getting componants and are often willing to share locations.