Combat Medic Archive
Thread: 4.4.0.4 CM what can i expect
gaundi wrote:
I am wanting to go 4.4.0.4
what kind of damage can i get out of this set up..and what kind of range..I know someone to get meds from so that wont be a problem.. but on average what could i expect?
You will do pretty well, except for slightly less range and loss of the Master CM increases. You will do better than you think. It is only a 3.5 hour grind(with a macro) if you choose to master it though.
Right, I don't think you will have a problem in PvP though. What is the rest of your professions template like?
gaundi wrote:
It wasnt so much that i dont want to master it.. BECAUSE I REALLY DO...but rather I do not have the skill points..
but you think i will do pretty well... I can still use AOE and stuff right..its just the range and med use that go down right?
Well no, you won't be able to use AOE C poisons, AOE C diseases, Single C diseases, or AOE B diseases... Those all may be able to leveled down in med use to 75, BUT at your already reduced combat medic effectiveness it doesn't seem like it would be useful at all to me...
Right now I am a TKM/CM 4/4/0/4...here's the story.
In a fight I stack a (poison type; mind etc is dependant on person) C+AOE-B+B = about 1k per click. So that's good numbers no matter how you look at it. I can usually get the C and B out before aother melee type gets close to me. When he or she does I just spam a Warcry, when they run, I then throw that AOE-B. By this time they have ticked once, they'll tick once more before the end of the delay (this will give you plenty of time to do what ever you want to do to them. Couple it with the poison, and they're dead.)
As for thepoison versus a MOB or NPC, it's pretty much the same deal. The poisons all in all, if played right, will give you an 1K per 8 second advantage.
So anyhow, it's great for discouraging kiters and does a number on ppl who square up on you. If you happen to have some of the new Spider poison on you to make poisons with...just throw it at your poor victim and walk away.
I've been Master Combat Medic and Master Rifleman now for a few weeks and can say it rocks, as long as you get some good mind buffs (foods and/or entertainer). Heck, I find myself killing off people spamming headshot2 long before the first tick of the mind poison I tossed even hits. Kind of bites when I realize I've waisted a poison for nothing. Downside to this template, I have 4 or 8 skill points left. Can't even pick up novice artisan to survey for the resources I need to make my poisons, or get novice scout to get the insect meat I need for diseases. ![]()
If fighting in a group, you toss out a area mind C, and then start using headshot2 on peeps. By the time your done with one, the others will already have mind damage and will take less time for you to finish them off. Then switch to a CDEF rifle and use sniper shot to DB the incaps littering the ground. It's really quite fun ![]()
Or, if your the type that doesn't mind hate tells, cries for nerfs, and accusations of griefing, you can toss out a poison, followed by a disease, and just pick off the incap bodies with sniper shot. Not my style, unless I see a group clearly exploiting the group TEF for farming purposes, then I throw a mind disease on em, stand back and watch their minds drain away. Nothing kills a bunch of group TEF exploiters like severe mind wounds.
The advantage of complimenting MCM with Rifleman is that you can attack the most vulnerable thing any player has, his mind pool. Not something that can be easily healed either, as opposed to their Health or Action, which any decent StimB can heal up very well by Novice Medics which most PvPers have in their template.