Combat Medic Archive
Thread: I am so stuck on trying to figure out what to add to Combat Medic
Heres the builds I am thinking of wanting to do both PVP and PVE
MCM, CH 2 2 0 0, pistol to specialist
MCM, CH 4 4 0 0 , left over in pistol
Both of these allow for pet tanking, solo pve, gathering hides and bones for my armorsmith, and meats, but with out doc crafting skills will have to buy advanced components for good meds.
MCM, master Doc, left over in pistol
Be able to make my own very good meds, good group char, poor solo char? poor pvp? have to buy what I need for armorsmithing with other char
MCM/ smuggler 0 4 4 0 basically a PVP build with slicing added for making money, thought on this char was run in, lay the poisons down, feign death ![]()
MCM/doc 0 4 0 4, dump left overs either into pistoleer or novice scout. Gives me better meds and poisons, and either better combat skill or harvesting.
I am really having trouble deciding. What do you all think? I am leaning now towards either MCM/Doc or the MCM/smuggler, but dropping out scout, well I like scout, but as a medic I should be in a group anyway thats the role.
Help! lol I have a love hate thing with SWG I love to play and hate changing my mind on my build all the time.
I went with Master CM, Doc for buffs/rev/cure poison,then one tree in an elite profession. I choose Pistoleer Stance for stopping shot and fanning shot. With the buffs and stackable poison/bleed combo I do well.
You could also consider one tree incarbineer. Leg shot seems to work pretty well.
Although I wouldn't go rifle due to haveing to use mind for both heals and shots But with one tree you can get mind shot 3 and ranged DB that combined with mind poison does make it tempting. Especailly if a mind heal in introduced or you can afford the best Mind food buffs.
It will also leave you with 6 points left. I'm taking pisolwhip for now but might give it up for heal disease since getting close to a person (Flamethowers,LLC) is dangerous now.