Combat Medic Archive
Thread: *Combat Medic FAQ*
Alright folks, sorry for the long wait. This FAQ uses information taken from the original CM FAQ written by Agent001 as well as information from Gnuut, RhenGordon, Pahdbacca, jfang, jkray8742 and anyone/everyone else who has tested and/or verified information here on our boards.
If there is something missing from the FAQ, please PM me with the Q and A and I'll add it. ![]()
Table of Contents
Post #1: Basics, Experience Gain, Advancements & Templates
Post #2: Resources & Meds, Loot Drops
Post #3: Grinding, Useful Informational Resources
Basics:
Q: What are the Prerequisites for Combat Medic?
A: Master Medic, Ranged Support IV in Marksman and 12,500 Medical Experience
Q: How Many Skill Points does it take to Master Combat Medic?
A: 169
Q: Where are the Combat Medic Trainers?
A: You can find Combat Medic Trainers in some Player Cities and in the following Static Locations:
- Naboo, Kadaara: "5080, 6655" and "5120, 6645"
- Naboo, Keren: "1927, 2730", "1960, 2592" and "1962, 2637"
- Naboo, Moenia: "4945, -4921" and "4900, -4919"
- Naboo, Theed: "-5025, 4181" and "-4991, 4148"
- Talus, Nashal: "4389, 5364" and "4505, 5169"
- Corellia, Coronet: "-71, -4450" and "-118, -4446"
- Corellia, Tyrena: "-4963, -2454" and "-4997, -2485"
- Corellia, Doaba Guerfel: "3274, 5415"
- Tatooine, Mos Entha: "1339, 3281"
- Tatooine, Mos Espa: "-3142, 2110"
- Lok, Nym's Stronghold: "583, 5100"
- Rori, Narmle: "-5108, -2221" and "-5153, -2218"
- Rori, Restuss: "5270, 5585" and "5315, 5581"
Experience Gain:
Q: What's the best way to gain crafting experience?
A: Consensus is to obtain Lokian Wheat and Tatooinian Fiberplast and craft Advanced Biological Effect Controllers.
Q: What's a good Macro to use?
A: If you really feel the need to macro, you can use this or something similar:
/ui action toolbarSlot00; This will choose your first crafting tool from your toolbar.Toolbar slots are numbered 00-11 for the top row(left to right) and 12-23 on the bottom row(left to right)
/selectDraftSchematic 0; The actual number for the schematic may vary depending on your crafting skill level. You will need to experiment with this to find the right schematic.
/pause 5; After it selects the schematic you have 5 seconds to double click the ingredients. If you find that you lag alot then you can increase the 5 to 10 etc
/nextCraftingStage; This will choose the experimentation stage
/nextCraftingStage; This will bypass the experimentation stage you are in
/createPrototype practice no item; This will skip the final creation process where you name your product.
/createPrototype practice no item;
/ui action toolbarSlot01; This will choose your next crafting tool
Q: What's a good way to gain Medical Experience?
A: Here are three of the faster options.
Option 1) Attain a level where you can use Area Stims and heal damage in a crowded cantina. This may annoy other medics, but it's quick and easy.
Option 2) Attain a level where you can use Area Poison A or B. Get buffed and/or wear armour. Take a destroy mission, hit the lair once while unarmed, then continually throw the poisons at the mobs. Since the poison doesn't incap/kill you can keep gaining experience for every throw.
Option 3) Do the old-school group hunt method. Get in a big hunting group and heal them. The experience will fly by and you can get a chance at harvested resources, loot, and mission creds in addition to your medical experience.
Option 4) Find somebody who owns a pet, and have him or her get an action,focus, and willpower buff. Then have him or her spam a pet trick (you can write a macro like "trick1;trick1;trick1;..."). You can then heal the action bar. This is faster than tumbling, but also more involved. (Note as of this time, this is unverified, but it seems like it should work.)
Advancement and Templates:
For a Thread which discusses Templates, click here
Q: What's the best brach to take first? Second? Third?
A: This is up to each individual, but it is usually considered best to take the Combat Medic Support branch first as it will allow you to use better meds(it is the branch that provides the Combat Medicine Use skill mods). Distance would be second, then Speed last.
- 0004, you *need* master combat medic support. If you can not master support, there is no reason to get be acombat medic. For reference, a 0004 combat medic isbetter than a 4440 one...
- 0040, you can craft everything that a master can except area poisons and diseases. In general unless mastering combat medic people tend to buy medicines (the other branches are too useful), but if you are trying to be self sufficient, it is plausible to get master crafting
- 0400, you get heal mind. This is very useful if you are a teras kasi (and can meditate the wounds away), but in general considered sub-par to distance unless you are a pure healer crossed with a Teras Kasi
- 4000, this increases your distance (and your life expectancy), and more importantly your effectiveness. Very important, and the vast majority of the time the 2nd most important tree to get.
Q: What's a good Combat Profession to take with Combat Medic?
A: This is up to each individual to choose for themselves. After Mastering Combat Medic, you will have enough skill points to Master Any of the Elite Ranged Professions(Rifleman, Carbineer, Pistoleer) or 3 branches of an Elite Melee Profession(Teras Kasi, Swordsman, Pikeman, Fencer). Your ability to poison/disease any stat allows you the flexibility to choose any of these professions as you see fit.
Q: Do I have to be a Doctor to make the best stims?
A: Not at all. Doctor is a great profession to have alongside Combat Medic and has many good points, but it isn't necessary. You can easily have a Doctor make a schematic for your subcomponents.
Q: Do I have to have to be a Master Combat Medic to be effective?
A: Mastering Combat Medic grants you the full extent of the skill mods available, but some have found other ways to be a effective with only partial CM skills alongside other skillsets. However, to be the best at Combat Medic then, yes, you would have to Master.
Q: Can I dabble in Combat Medic and still be effective?
A: Yes. You won't be the best or be able to use the best, but you can still be very effective.
Q: Do I have to have Artisan/Scout skill to be a good Combat Medic?
A: It helps, but is not mandatory. You can find basic resources for sale on the bazaar/vendors and you may be able to work a deal with an artisan/scout/ranger on your server to help you get resources for advanced components.
Message Edited by vortexala on 11-19-2004 06:07 AM
Resources and Meds:
Q: What resources does a Combat Medic Require?
A: Titanium Aluminum, Eleton Reactive Gas(required for Advanced Injection Amplifiers)
Class 2 Liquid Petrochemical and Yavinian Fiberplast(required for Advanced Dispersal Mechanisms)
Tolium Reactive Gas and Class 1 Radioactive(required for Advanced Resilience Compounds)
Fungi, Radioactive, Insect Meat and Non-Ferrous Metal.
*Note: For a comprehensive Resource Chart, visit www.swgmedics.com
For an up to date readout on current medical resources available by server, visit www.iootnega.com
Q: What stats should I look for in resources?
A: High OQ and PE (and DR if possible) fungi, for your poisons
High OQ and PE (and DR if possible) radioactives, for your diseases
High OQ and PE (and DR if possible) insect meat, for your diseases
High OQ and conductivity, and toughness non-ferrous metal
High OQ and high PE (and DR if possible) liquid petrochemical fuel
Q: How do I read the stats on a poison/disease/stim pack? What does it all mean?
A:- Potency: Chances of poison/disease 'sticking', or effectively being applied
- Duration: Length of time the effect will last, measured in seconds
- Range: Base Distance in meters
- Charges: Number of uses
- Area of effect: Radius of effect for the AoE(from target)
- Combat Medicine Use: Required Combat Medicine Use to apply the med
- Effectiveness: Base Damage/Wound
Q: How much damage will my poison do?
A: Damage per tick = (poison effectiveness) * (1 + (CM effectiveness) / 100)
Q: How far can I throw my meds?
A: Range mightbe non-linear with higher multiplier(perhaps 2x) on lower rated meds, but for a 4.x.x.x or Master Combat Medic the formula appears to be : 1 1/3x Pack Rating.
Q: What is the natural Resist rating?
A: Every player and Mob now has a 5% chance to always hit or always miss, regardless of the Potency of your meds.
Q: What should I get my potency to for PvE?
A: It has been said that the base potency for a 50/50 chance at sticking in PvE is 120ish. Consensus is that the number is actually lower, as with a 120ish Potency poison you seem to stick at least 90% of the time.
Q: What should I get my potency to for PvP?
A: Against non resist-buffed Players, 120ish is the low end.The higher the potency, the better. Against resist-buffed Players, crank your potency as high as you can(some use 200+ potency and find that to be a good range).
Q: How long does it take for a poison to 'tick'?
A: After application, it takes 10 seconds before the first 'tick'. The poison will then tick every 10 seconds thereafter.
Q: How long does it take for a disease to 'tick'?
A: After application, it takes 40 seconds before the first 'tick'. The disease will then tick every 40 seconds thereafter.
Q: Can I stack poisons and diseases?
A: Yes.
Q: Can I stack different poisons and diseases on the same HAM Bar?
A: You can not stack two of the same level of the same type(area/single). You can, however, stack an area with a single as well as each of the different levels.
Loot Drops:
Q: What are the Combat Medic Loot drops?
A: There is Rancor Bile, Dunkawah Poison, Spider Venom, and occassionally an 'Enhanced' version of a Component. There are also skill enhancing items that drop as well.
Components
Q: What is Rancor Bile?
A: Rancor Bile is a loot drop obtained from Rancors on Dathomir. It replaces the Dispersal Mechanism(Regular/Advanced) during the crafting stage. It usually provides a Large number of charges at the cost of range. It is very common.
Q: What is Dunkawah Poison?
A: Dunkawah Poison is obtained from either Dunkawah Ewoks or Pubams, on Endor. Recently it seems that it can also be obtained from the native NPCs of Dantooine(Janta, Mokks, etc). If that is supposed to be the case or not is unknown at this time.
What it does is replace the Infection Amplifier(Regular/Advanced) during the crafting stage. You basically trade 30 effectiveness in the final poison or disease for 30 potency. In the current system,with advanced components a combat medic can expect 115 potency in a poison or disease C. This is sufficient for the vast majority of situations, so you are basically giving up 30 effectiveness points. This is near worthless, and assuming your server has all the components for advanced resilience compounds and advanced injection amplifiers.
Q: What is Spider Venom?
A: Spider Venom is obtained from the Fire Breathing Spider inside the Geonosian Bio-Lab/Cave/Dungeon on Yavin. It replaces the Infection Amplifier(Regular/Advanced) during the crafting stage. This will usually raise the Effectiveness greatly. These aren't as common as they once were, but can still be found.
Q: What are these 'Enhanced' Components?
A: Sometimes an Enhanced or Legendary version of a component will be looted. The stats and types vary but are usually much better then any player crafted component. These are very rare drops.
Skill Tapes(testing results provided in this thread)
Q: What do Combat Medic Effectiveness SkillTapes(Clothing Attachments/Armour Attachments)do?
A: They provide a bonus to a Combat Medics Effectiveness skill mod. However, it is widely believed that these skill tapes do not work at all. If they do, then Combat Medics have a hard cap of 100 to Effectiveness at Master so these items are only good for Non-Masters.
Q: Do Combat Medicine Use Skill Tapes(Clothing Attachments/Armour Attachments) work?
A: No. Just like the Medicine Use Skill Enhancers, these were disabled long ago. They would prove to be game breaking items for the Medical Professions and were never activated. They do still drop, however.
Q: What do Combat Medic Healing Range Skill tapes(Clothing Attachments/Armour Attachments) do?
A: Absolutely nothing.
Q: What do Combat Medic Ranged Injury Treatment Speed Skill tapes(Clothing Attachments/Armour Attachments) do?
A: Absolutely nothing.
Q: What Do Combat Medic Experimentation Skill tapes(Clothing Attachments/Armour Attachments) do?
A: For every +10 you receive an extra point of Experimentation during the Crafting Stage. These tapes do work and are very valuable to MCMs.
Q: What Do Combat Medic Assembly Skill tapes(Clothing Attachments/Armour Attachments) do?
A: They supposedly decrease the likelihood of critical failures during crafting and increase the chances of successes. Wether that is the case or not is debatable.
Non-CM Loot Drops
Q: What is Acklay Venom?
A: A loot drop used by Weaponsmiths for Grenades. It is NOT a Combat Medic Component.
Q: What is Sarlacc Bile?
A: An item used for a quest. It is NOT a Combat Medic Component
Message Edited by vortexala on 11-19-2004 06:11 AM
Bamboozle wrote:Great work, Texxie.Let's all group hug our beloved correspondent!
he's mine!
there, all nice and purdily formatted:
http://www.iootnega.com/CombatMedic/faq.asp
Texxie: I'll PM you the FTP info
Dalia21 wrote:
I'm new to CM- this list is very well thought out and well written. Thank you Texxie!
ooh, I have a female bothan char too
Q: Do Combat Medicine Use Skill Enhancers work?
A: No. Just like the Medicine Use Skill Enhancers, these were disabled long ago. They would prove to be game breaking items for the Medical Professions and were never activated. They do still drop, however.
The above isn't completely true or it has changed. My ingame sister made my medic outfit using these enhancers, (tapes) I got a increase. Unless I'm unclear about this question itisn't pacific enough.
- Hat +5
- Medic dress +5
- Gloves or boots are +5 =+15 medic use enhance at novice I was either 55 or 60 Medic use.