Combat Medic Archive

Thread: Keep Current Template, Or Go All The Way To Master Combat Medic

ScottyFL
Thu Feb 26, 2004 8:05 am
#1

First off, although this is my first post under this name, I've been playing SWG since Day 1, June 26. I'm also going to post this in the Doctor and Rifleman forums, too, to get as many different opinions as possible.


Ihave a Master Rifleman, 2004 Combat Medic and 0440 Doctor character. I want to both PvP/PvE with him.


As a Master Surgeon, self-buffing is nice and making money off buffs is nice. But, if I can do without those two things, will I gain so much more poison/disease accuracy and range from Master Combat Medic to make it worth my while to dump Doc?


The only questionin my template tweaking now iswhether I should dump Doctor and go all way to Master Combat Medic. I'm keeping Master Rifleman.


Advice from expertsis welcome and thanks in advance!
ScottyFL
Thu Feb 26, 2004 8:09 am
#2

Forgot to add, I am a solo player.
NeoEcks
Thu Feb 26, 2004 8:43 am
#3

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





In-game Name: Eclypse
Alt: BioTech
Fun Times
-= Boredome is the disease of the unimaginative =-


ScottyFL
Thu Feb 26, 2004 10:49 am
#4

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.


NeoEcks
Thu Feb 26, 2004 10:59 am
#5

/agree buffs are nice but not needed.


you will find that a good Ranged Area Stim C (even when used on yourself) will heal you up to full in a single shot, so you do not need to worry about being able to heal yourself. not at all. in fact since i sometimes use a pet when i am fighting, and my AoE on my stims is in the range of 39-40m i can run up to 40m, toss my stim at my pet and heal us BOTH up to full in one (sometimes two) shots. if it take more than one you will be glad for the healing speed. at a 40m toss i am getting the 'you are now ready to heal more damage' message just as the stim is exploding and doing its work.


the range is a must. you are correct bout that. it IS in fact silly to have to run within 30m to toss your poisons or diseases if you are a rifleman and your effective rage is TWICE that distance.


if you plan on doing some really heavy hunting (soloing rancors or something of that sort) you can allways stop in at ANY major starport and find a Master Doctor or two selling buffs. other than that you won't need them.




In-game Name: Eclypse
Alt: BioTech
Fun Times
-= Boredome is the disease of the unimaginative =-


ScottyFL
Thu Feb 26, 2004 12:52 pm
#6


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
Thu Feb 26, 2004 12:53 pm
#7

And, just to let you know, I hate to craft!


ScottyFL
Thu Feb 26, 2004 12:55 pm
#8

And that's two questions, not one, lol.
Adam723
Fri Feb 27, 2004 10:00 am
#9

Master Master Master
NeoEcks
Fri Feb 27, 2004 11:07 am
#10






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











In-game Name: Eclypse
Alt: BioTech
Fun Times
-= Boredome is the disease of the unimaginative =-


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