Combat Medic Archive
Thread: Keep Current Template, Or Go All The Way To Master Combat Medic
i am a solo player as well. so much so in fact that i just got my FIRST EVER set of doctor buffs two days ago. i started playing the game June 28th (i was away on a trip the day of launch ggrrrrrrrr) and i never wanted to depend on ANYONE to survive in battle. while it was nice to have the extra HAM, i am NOT dependant on buffs the way some players are. they log on and immideately start spamming ANYONE BUFFING?!?! i enjoy being able to play the game solo, and now that i know what buffs are all about they are an extra, but not a requirement.
personally i would suggest you go Master Combat Medic. i have had one in the past and i am working on two more (i have 4 characters that i play and HALF are going Master Combat Medic).
the answer to your question is a resounding YES. the abilities of a Master Combat Medic FAR out weigh the cost of dropping Doc. the increase in power range, speed and effectiveness is only surpassed (in my eyes at any rate) by the jump in power, speed, accuracy and damage one makes going from unarmed IV to Teris Kasi Novice. you will see a HUGE difference in being able to lob Area Poison and Disease Cs. as i am sure you know the GOOD ones require a usage of at least 85 though the best are in the 90 range. this of course requires Master.
if worst comes to worst and you miss Doc too much you can re-learn it the same day you drop the Combat Medic skills. you get Med XP for EVERYTHING you do as a Combat Medic, so the XP will be there. but i HIGHLY doubt you will regret the change.
just my $0.02
To further clarify my thinking:
MCM mind heal is not so great, the speed is good (but not essential), but what's really great is the range bonus you get at MCM.
Having to get within 20 meters to apply your disease and poison does not complement the long-range attacks of a rifleman. More range at MCM would work so much better.
That being said, if I'm attacked, I sure do like my doc skills buffing and bailing me out, lol.
Tough decision, actually. Not sure what to do.
Actually, duh, I still have 7 skill points left.![]()
So, I can soon be a 4004 combat medic and 0440 doc to go with my Master Rifleman.
This sounds real good to me, but I have one crucial question:
How much more disease and poison throwing range do I get going from 2004 to 4004 combat medic?
And . .
How much more disease and poison throwing range do I get going from 4004 combat medic to master medic?
ScottyFL wrote:
Actually, duh, I still have 7 skill points left.
So, I can soon be a 4004 combat medic and 0440 doc to go with my Master Rifleman.
This sounds real good to me, but I have one crucial question:
How much more disease and poison throwing range do I get going from 2004 to 4004 combat medic?
I have not done the math exactly but i am guessing between 10 and 20 meters, though i am sure someone else knows for sure
And . .
How much more disease and poison throwing range do I get going from 4004 combat medic to master medic?
At the moment only a Master can throw for more than 64m, and with the fixes coming (FINALLY!! w0000t!!) only a Master will be able to throw the full 64m. So you figure 64m throw and an AoE of 39-40 is a total range of up to 104 meters