Combat Medic Archive

Thread: Pros and Cons: CM vs Doc

Phrakture
Thu Sep 11, 2003 6:02 pm
#1

Ok here's my dilemma:

I am currently Master Combat Medic+Master Surgeon+Competent Carbineer

I would like to be able to Master Carbineer some day, which would mean I only have enough points to Master EITHER CM or Doc.

I'm looking for arguements for both sides of the spectrum. Here's some of my reasoning: I usually hunt with my friends (groups of 3-6) and AoE stims help ALOT. But then again, they also die alot, so revive is a must. 2 of my friends are melee, so buffs help their burn rates (as well as mine). I don't use poisons or diseases, and the only thing keeping me inCM are the Area Stim Cs.

Please help me decide.



Dr. Phrakture, D.D.S. Combat Medic, Surgeon, Carbineer - Starsider
Serra_Amoretta
Thu Sep 11, 2003 6:26 pm
#2

I can't speak for the benefits of master combat medic, but I can tell you that the benefits of Master Doc are slim to none -- Personally the only benefit to me isthat you can craft your own secondary stat enhance-D kits. And to some people, that most definitely wouldn't be worth it.





Serra
Jannae
Thu Sep 11, 2003 7:20 pm
#3

If you are in a guild, faction, or large hunting parties the revive player skill that you get at Master Wound Treatment is nice. I hear the buffs are great for the Master Doc as well. I'm 2 blocks away from that now, so I can't say for certain.





__Raene Cedco_____________________________________________
LIGHT JEDI, REBEL, SHAMAN
Adventure, excitement, a Jedi craves not these things (but Shaman's love it!)

Baaric
Thu Sep 11, 2003 7:29 pm
#4

If you can find some people to craft thigs for you, either CM or Doc stuff, you could do a good blend of both. I'm not sure what the use requirments are on an Area C, but what I've done is taken the whole combat support tree in CM.(Limits you to CM Usage+75)This means I won't be able to craft thign myself, and my usage of the items won't be great, range won't be great, but it's stilla big help, and I save my big heals for after the fight. I'm a master doc, and somewhat agree that there is not "ooo ahh looky what I get for being a Master Doc" But I don't mind the crafting so I actually enjoy it. and I supply stuff to my friend who's going to Master CM, and she supplies me CM stuff. I couldn't see buying my own meds, so I keep master doc to craft everything, and I wouldn't give p crafting sub-stat Ds at all, they're just too valuable.



In game known as Oset
Former Master Doc, Medic, Rifleman, Squad Leader, Creature Handler, Commando, & Marksman.
Former Architect, Pistoleer & Combat Medic dabbler
Currently Master TKA, Master Artisian, Master Armorsmith.
Shop - Shadowfalls, Talus, Naritus
xbogeyx
Fri Sep 12, 2003 1:02 am
#5

just use the master surgeon... no need to master doc.. only great thing about doc is the revive... and thats only one column which is good.
Mictavian
Fri Sep 12, 2003 1:19 am
#6

Thats a tough call and a valid one. Each has big pro's. The decision is more about whether your fighting with just these guys or not all the time.


If you are..then stay Doc for buffs and revive. Since your not going for creature handling, id stay Doc because short range stimps and tanking pets dont mix well either.




Scornov Ipossk
Master Combat Medic/Master Gunfighter
Radiant Server
SoberHippy
Sat Sep 13, 2003 9:14 pm
#7

Serra doctor goes above and beyond Stimpacks


Doctors can enhance every stat 2500-3000... that's no small benefit


Also revive is omni-important for long trek hunting groups mainly, but also in the faction field to a lesser degree, unless some cloning change is made.


Doctors are really support where the Combat Medic is offensively powerful




______________________
Arkai Cirdan [Radiant/Bria]
{Fate of Unwanted}
Unwanted Valley
ogreb42
Sat Sep 13, 2003 11:12 pm
#8

I would say that if you're not using disease/poison in CM, you should just go for doctor. With full buffs, i find that I can make myself obsolete (with respect to needing to heal damage) in a group, except for particularly hairy situations, or for healing the main tank. Since you seem to prefer to play CM for its support role rather than its active offensive role, id say you should go full blown support. As a doctor, you can cure status ailments, heal hundreds of wounds like they're nothing, buff, and make some killer stimpacks. You may have to run around a little more, but even this is minimized after you train your group to not run around like headless chickens, and you learn how to better manage agro as a group.
Merendel
Sun Sep 14, 2003 1:03 am
#9

heh I'm playing a Zab doctor (just need to finish crafting to master) and enjoying it alot. I'v just compleatly maxed my mind stats base and droped the other stats as low as nessicary to do that. have a doc friend that suplyed me with a couple sets of enhance D's. I buff my H and A and you cant even tell they are naturaly low sence they are still over 2k buffed. Can down a sunburn or muon gold to buff mind and if the situation is realy sticky got equilibrium once an hour. prety much get a full mind heal from that with buffed stats.



nnnntnnnxgggggggggggggggggggggg)
To Upgrade something implies that you are adding too, enhancing, and fixing the thing that you are upgrading. The CU does not do this, it is not adding too, enhancing, or fixing the combat system that is in place, it is replacing the innovative SWG system with the generic one used by its competitors. Be honest and stop calling it the CU, Call it the CR (combat replacement) instead
Elenora
Sun Sep 14, 2003 12:14 pm
#10

only reason to be a CM right now is AE mind poison...thats all


doctors buff which means they they really have to heal since with KD timers in you'll never have a hard time healing H and A...


mind damage will kill you and that cant really be healed so...





--------------------------------------------------------------------------
Elenora Kaadara Naboo Ahazi
Master Combat Medic/Master Surgeon/Master Chemist
Elenora's Drugs - Better lives through better medicines
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