Combat Medic Archive

Thread: I R B'ing n00

Manyx
Mon Sep 29, 2003 11:32 pm
#1

I just deleted my weak @$$ zabrak pistoleer/CH character (don't ask) to replace her with a Dosh TK/CM. Now, most of you have already decided I'm crazy here. I'm curious how much I will enjoy this template.


I've done the math and here is what I'm potentially looking at


Master TK


Master Medic (obviously)


CM (not full, wondering which trees are most beneficial in fighting)


Scout 4,0,0,0


Brawler 4,0,0,0


Marksman 0,0,0,4 (obviously)


I'm looking for advice on which CM skills will be most beneficial in battle? Should I even bother with CM? I was really considering it because it would give me DOT attacks, without swapping weapons during a fight, which TK does not have.


Any thoughts? Any CM/TK's out there?

Gallion
Mon Sep 29, 2003 11:36 pm
#2

combat medic support tree is the most important for using quality medicine (ranged As are pretty silly). The distance tree increases both the distance you can throw meds/poison, but also increases their effectiveness. Speed is nice, but not absolutely necessary. If you can find someone to sell you combat medic medicine, you won't need the crafting line.

Also, combat medics will get terrain navigation in the support tree in the near future so you may not need the exploration tree of scout (unless burst run effeciency is your thing, or you really like to crawl fast).
Manyx
Mon Sep 29, 2003 11:42 pm
#3

Thanks Gallion...all good items to know
Pahdbacca
Mon Sep 29, 2003 11:56 pm
#4

Just to let you know....poison Bs have a base combat medical use req of 30-35. You need CM support II to get this med use rating. At CM support I you get a med use of 20. Using 700-1000 quality materials, I was able to experiment a poison B to 84% ease of use....and it only droped the med use req to 23. There is hope to find a master combat medic that can make better (hitting the 20 req) with doctor experimented components and better resources. I was not able to use my tenth experimentation point on ease of use because of the quality of my materials.



I am a master combat medic, I used copper that was 800OQ and 800+Mall....Fungus was 793/803 OQ/PE and the liquid petrochem fuel was 981/778 OQ/PE. I also don't recall the stats of the comps but I didn't skimp on them either. All crafting was done using a 14.6 tool at a persoonal station rated 38+ and nothing below a great success was accepted.


Moral of the story is, I believe that a medic is going to have to use monsterous quality resorces to make a poison with a med use of 20. Be prepared to pay a lot of money if you don't want to run up the support line.




-----------------------------------------
Pip Tazo = Master Doc / Swordsman - Always the CM at heart
Zhose U'nare = Master Smuggler / Pistoleer - resource hound

Former CM correspondent - Member of Team Black Bar
" If you're dependant on venom to be effective than you're doing something wrong." - Obata
Mraughh
Tue Sep 30, 2003 5:09 am
#5

heh I've been kicking around the idea of TKA/MCM alot lately.


I'd go with master CM. and 4/4/4/1 in TKA, I'd tweak it differently if i knew at what point in the meditation line i could med off poisons and disease. Primary reason I'm a master doc is to use cures and enhancements.





If some "L33T D00D" got incapped from a cook slapping him in the face with a mackerel, he would come to the boards and scream "Nerf the Fish!" - DangFiero




]V[ Dark Jedi Guardian
Page 1 of 1
Previous Next