Combat Medic Archive

Thread: What do you need to make 12 point MCM other than Ice pendant?

Skurr
Sat Jan 15, 2005 2:14 am
#1

Ive looked all through the forums and might have missed it. I have seen the fs quest for the ice pendant but read a link stated that BOTH CA's and AA's for CM experimentation are disabled. Yet I see those with 12 point CM in there sig. What is the Method or eq that is used to gain this? Any info will be helpful. Thanks.



S K U R R
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Process
Sat Jan 15, 2005 4:05 am
#2


Skurr wrote:
Ive looked all through the forums and might have missed it. I have seen the fs quest for the ice pendant but read a link stated that BOTH CA's and AA's for CM experimentation are disabled. Yet I see those with 12 point CM in there sig. What is the Method or eq that is used to gain this? Any info will be helpful. Thanks.




you need ca's that equal up to +20 or use the ice necklace which gives +5 and then you need +15 more from attachments. The attachments that are broke are not Experimentation or Assembly they are i think Effectiveness and use? Not quite sure about use. Hope this is of some help.

Message Edited by Process on 01-15-2005 06:06 AM



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Tihson2k4
Sat Jan 15, 2005 7:56 am
#3

i think its just use that is broken



Coahake Eupido - CL90 Jedi
Gunfiter
Sat Jan 15, 2005 12:08 pm
#4


I'm looking to become 12 point MCM myself; however, most of the CA's on the trade forums are well beyond my price range (I started playing post solo group nerf). If any of you current or past Combat Medics have a +25 CM Experimentation suit (that will fit a male human toon) you're willing to part with, I'm almost willing to part with everything I've accumulated since I started playing the game (with the exception of my house and stuff I use on a daily basis). This includes:



  • 750K credits

  • Two DoT Nightsister Lances

  • Three DoT Gamorrean Battleaxes

  • DoT Grooved Two-handed sword

  • Aurilian Banner

  • Loot galore including, but not limited to:


    • Alum mine gel

    • Rug adhesive

    • Locked containers

    • Rug parts

    • Statue and sculpture parts/coatings

    • Gong parts

    • Imperial and rebel transmission discs

    • Themepark schematics

    • AV-21 schematic

  • Deed for Large Tattooine House with around 60K (I think) surplus maintenance

  • A large load of furniture and decorations: chairs, armoires, toolchests, plants, etc. etc.

  • Three sets of used, but quality, wookie armor

  • A smallassortment ofspace loot and ship components

  • An R2 droid (battle droid I think)

I was considering auctioning all of this stuff off, but I'll be a happy camper if I can trade it for a 12pt CM suit.





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Pahdbacca
Sat Jan 15, 2005 2:15 pm
#5

all CM mods are broken EXCEPT experimentation and assembly (although nobody is sure how well assembly helps)



-----------------------------------------
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
Aperaiser
Sun Jan 16, 2005 5:37 am
#6



Pahdbacca wrote:
all CM mods are broken EXCEPT experimentation and assembly (although nobody is sure how well assembly helps)





Ive got 12pts in Exp and Ass. I use assembley food and live in a RC City. Assembley does ALOT for the final product. Im just glad I got my suit before the best crafting CM on my server quit. After him there came alot of new CMs, so the prices for exp and assembley rose quick.

I was thinking that assembley didnt do much but if you havnt got as much bonus to as Ive got now you see the resorses fly by trying to get good assembley expriments. And the CM resses on Chim are pretty rare (or just crap) so not getting good assembleys can get expensive, fast.

btw prices I payed for my suit was:
500k/exp point
250k/ass point

And you only need 20 to get 12pts. Anything beyond +20 is a waste of money.



Aslarf Wooble, Resident of Remiel, Member of BoR
Obata
Sun Jan 16, 2005 9:04 am
#7








Aperaiser wrote:

Ive got 12pts in Exp and Ass. I use assembley food and live in a RC City. Assembley does ALOT for the final product. Im just glad I got my suit before the best crafting CM on my server quit. After him there came alot of new CMs, so the prices for exp and assembley rose quick.


The Researc Center specialization grants a bonus to experimentation, not assembly.

I was thinking that assembley didnt do much but if you havnt got as much bonus to as Ive got now you see the resorses fly by trying to get good assembley expriments. And the CM resses on Chim are pretty rare (or just crap) so not getting good assembleys can get expensive, fast.


I think you're confused. The assembly modifier has no bearing on how well you experiment. It only takes effect at the assembly step (the part right after you put in the resources).


btw prices I payed for my suit was:
500k/exp point
250k/ass point

And you only need 20 to get 12pts. Anything beyond +20 is a waste of money.










Obata Lightingflier (Deceased): Master Doctor, Master Combat Medic - Wanderhome
Opos Odet (Deceased): Master Artisan, Master Merchant, Master Musician - Wanderhome
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