Combat Medic Archive
Thread: Squad Leader + Combat Medic?
Hello all,
I'm currently working in the squad leading field and am considering augmenting my skills with that of either Doctor or Combat Medic. Of course I will always seek Masters in both fields to join my groups, but sometimes you can never find a good medic when you need one ![]()
If I master both Squad Leader and Medic (totaling I believe 212 points) that leaves me with only 38 points to "dabble" in the higher healing arts. I want to provide as much benefit and support to my squads, in both PvP and PvE, as I can with the points available. I would plan on simply buying the best products I can use from established Master Docs/CMs so I don't need any of the crafting abilities.
-----------------------------------------------------------------------------------------------------
The things that intrigue me about dabbling in Doctor (what I want 1-10):
(10) Reviving Fallen Players - most useful skill in the field out of any profession
(4) Healing Poisons/Disease - mostly for prolonged PvP fights
(2) Enhancement Buffs - I would generally seek Master Docs to buff me and my troops, but if none are available it'd be nice to provide a little extra buffage for the groups.
Things that intrigue me about dabbling in Combat Medic (what I want 1-10):
(8) Ranged Stims - Ideally in battle I'd like to /sit in the back, orchestrate the attack and lob Stims and Squad Leader buffs on my teammates. (Quick question, if you range stim a tank on your team, but an enemy is in range, can you inadvertantly heal the enemy (either PvE or PvP)?) Also, are ranged stims different than typical Stim A-E, or are they the same things just thrown?
(4) Poison attacks - Nice to have ina PvP pinch, but if I can't master CM will these be effective at all?
-----------------------------------------------------------------------------------------------------
Here's what I'd like to know from the community. Am I overlooking any attainable, useful skills? What would be the most effective use of my remaining skills points (38) to attain the goals above? Is it possible to be able to both/revivePlayer and use ranged stims effectively with the points I've got left? And do you think the demands on Mind costs will be prohibitive (assume max mind/will/focus for a human)?
I thank you for any help and advice you can provide.
-Psquire, posting this on both boards for completeness
The things that intrigue me about dabbling in Doctor (what I want 1-10):
(10) Reviving Fallen Players - most useful skill in the field out of any profession
(4) Healing Poisons/Disease - mostly for prolonged PvP fights
(2) Enhancement Buffs - I would generally seek Master Docs to buff me and my troops, but if none are available it'd be nice to provide a little extra buffage for the groups.
Things that intrigue me about dabbling in Combat Medic (what I want 1-10):
(8) Ranged Stims - Ideally in battle I'd like to /sit in the back, orchestrate the attack and lob Stims and Squad Leader buffs on my teammates. (Quick question, if you range stim a tank on your team, but an enemy is in range, can you inadvertantly heal the enemy (either PvE or PvP)?) Also, are ranged stims different than typical Stim A-E, or are they the same things just thrown?
(4) Poison attacks - Nice to have ina PvP pinch, but if I can't master CM will these be effective at all?
Going for doctor instead of combat medic will give you a better bang for you points since you don't need novice marksman and ranged support.
Don't worry about healing enemies with your area stims, it won't.
Ranged stims are slightly better than their Stim equivalients, but have higher resource/crafting requirements.
Ah, I already will have Nov Marksman and Support IV as a requirement for Squad Leader. So, I could spend all 38 points in Combat Medic. I would really like to get combat medic just so I can heal from out of harm's way. The path I'm looking at will use up all but 6 of my points in doctor, so I haveafollow up question...
What kind of RangeDamage Healing and Area of Effect can I expect from theranged stims available at the Novice Level? Is itequivalant toa novice medic hitting a 2, 5, or 10+ m radius with weak stim As, Bs, orC+s?
Thanks,
-Psquire, every little bit helps
If you wanted to use high level poisons (non area, need master for that) your CM would probably look like:
4/0/0/4 or 2/2/0/4. There is basiclly no possible way for you to have the skills you need to craft what you need. If you have a friendly CM to build stuff for you then it is possible for you to go the CM route. IMO the only way.
If you max distance and use decent materials you should throw at least30 meters. I throw up to 50 mwith 1 adv componant (I'm also master).
Doctor is more dabble friendly I admit and you get revives. However if you find someone to craft for you I'm sure this class would work out for you. It's saddening to see everyone immediatly say "go to doctor" without even offering ideas about how to enter this class.
Psquire,
Lemme take an alternate viewpoint here and champion a CM approach. Yes it's not as dabbler friendly, and you will have to liklely buy your stuff. However as a MCM i find i'm often acting as a SL when I'm supporting a large team in PvE if a SL isn't present.
Ranged Stims allow you to survey the field, monitor health and enemies. I find myself frequently calling out enemies and real time feedback to the group because i'm not caught up in the fighting (I periodically throw poison but primarily heal in those situations).
If you go SL/Doc, you're gonna have to close to 6m to get in that heal. Not with CM, and you can lob AOE, affecting a team which is more synergistic to your role as SL. If you go doc you'll be a rezzer/buffer, but I don't think you'll be an effective healer during battle without compromising your abilities as tactician SL.
It's much easier to throw AOE bombs to keep your guys alive while you're surveying the tactical map.
My vote is to get yourself a rez/buff and cure poison/disease specialist. While you may be more powerful dablling in doc, it think CM is a better fit with your SL abilities/mandate. Your job as SL is to lead and keep them alive..and CM helps with that. Doc helps when tactically things don't work well. I'd play to your strengths and not shore up the bad end.
Jacore
Thank you for the replies, that's exactly what I was looking for. If I decide to go SL + CM (it'll be quite a while yet, as I only have novice medic at the moment, hehe)myprioritieswill be:
1) Tactically managing the battles (calling out targets, assistscrowd control, that sort of thing) to best keep my peeps alive and fighting. (So I'm not concerned with providing any offensive firepower myself besides warning shot).
2) Second to thatI want to keep them healthy. Being a doctor I'd need to be up close and personal. That makes it tough to see the bigger picture. Being able to throw some AoE stims into my ranks from 30-50m (out of aggro range) is very attractive to me.
My two main concerns are, #1 as a dabbler will I be able to throw big enough heals to make a noticable difference? and #2 what kind of mind drain can I expect (as squad leader commands are heavy on mind as well)?
Also, I'm looking at only having 22 points to spend. I will buyall my goods from Master CMs so I don't need crafting skills. I definitely want to get some decent range, but I also would like to be able use area stims as well. I'll look over these boards to see if I can find out, but I'll ask here anyway. What level of combat med use is requred for area stim A, B and C?
Thanks again,
-Psquire
I would lean towards doc, but I think you can do either with what you are suggesting *if* you have someone else to craft meds for you.
For doctor, I would go with 0-4-3-0 to get revive, good enhances, and standard Stim-Es. You would not be able to cure poison or diseases with this template.
For combat medic, I would go with either 3-0-0-4 or 4-0-0-3 (I don't have my med use charts in front of me to see what the area poison C's require) to get poisons, diseases, and really good area stims. You're distance would be fairly good, though not quite up to master CM levels.
In both cases, you have a very useful support character, but you can't craft your own meds.
If you don't have a CM to craft meds for you, I would highly suggest doc as revive packs and enhances are more readily available via vendors.
HoTron-rex, yeah the dual mind drain worries me. I'm already maxed on mind/will/focus and sl commands stillhit mind somthin fierce. So the division on mind between Doc out of battle and SL in battle might keep me sane. I would like to be viable in both PvP and PvE, I'm looking into a hybrid now of partial Squad Leader + Doc w/ rez + Com Med with good range and Area Heals.
And I'm thinking about selling my services to high lvl hunting groups for loads of cash ![]()
Thanks,
-Psquire
PSquire,
I think if you're looking to support with healing, then stay on the healing side of combat medic for the most part. AOE poisons can be nice in PvP, but until another pass makes them more viable for PvE, the point there is harder.
I'd go 3004. Get the CM med use so you can use the stuff. Distance is great but you're a Squad Leader not a follower. You're not gonna be in the rear lines, though not at the front either. If you're successful as an SL in keeping your group together the distance will be more than fine. The question of range will really be when you have a straggler or overzealous that parts from teh group...who's health is crashing and is 80m out. You want full range then, but I've found after a few aoe StimCs...people find themselves staying fairly close to me for the benefits.
Rez is undoubtedly a great feature. But I think if you go down the path of trying to hit all 3 you're going to be disappointed. Once your groups start going to Dathormir or other places where poisons become prevalent you need a doc again. Doc is great to have for their skills, but instead of tryign to be all things, I'd encourage you to think about what is synergictis with SL and what isn't.
I think SL/CM is a great mix whose actions during battle really complement one another.
Jacore
best thing about your proposals though is that since you dont have to craft, you can try both out in relatively short periods of time... it wouldnt take very long to level one or 2 teirs in either CM or doc... you could try one and if you didnt like it, drop it and try the other relatively quickly and still be a master medic at the same time. its not like a complete 180 between the two professions. so give em both a shot ![]()
Cool, thanks for the good ideas. The 3004 path is exactly what I'm looking for. And that's agreat point on realatively easily flip flopping in between, I can dabble and tweak till I find the fit I like the best. Heh, if I store up enough xp I could pretty easily go from one to the other as needed
.
Thanks, for your help. Now off to master medic! (Heh, at the rate Icraft it'll probably take me a month!)
-Psquire