Combat Medic Archive
Thread: Whats a good secondary for a master CM ?
Ok, Here's my situation,I am currently 2-1/2 bubbles of combat medicine crafting away from master CM.My other skills are Smuggler 0/2/0/4.My plan was to be 0/4/0/4 smuggler and a master combat medic.I really enjoy making spices,and being able to slice,but due to lack of points I would never be able to go further than 0/4/0/4 smuggler and master CM.I have done a little soul-searching over the last couple of days and I have come to the conclusion that this not a very good combo.My reason for sayingso is this...The manner in which I would be able to use smuggler(only slicing and spicing) ,I Have turned it into a support-only role,as points will not allow me to take any of the Underworld negotiator tree,or the dirty fighting tree.I find myself in a position where I feel that I cant defend myself well enough.Pistol specialist is just not good enough IMHO.
I have decided to give up all of my smuggler skills,and in doing so I can also unlearn my 4 levels of unarmed,as well as Novice Brawler.This will leave me with enough points to master Pistoleer,Rifleman,or Carbineer.
My question is ...which should I choose? I was thinking Rifle because of the various Mind pool attacks.Being a CM and knowing how easy it is for a good CM to keep health and action up,I feel attacking the mind pool SEEMS to be the best approach,but having been pretty-much pistol only ..I can't speak from experience.
Is my logic flawed? Is anyone here a rifleman and a CM,and how well do you perform in PvP and PvE.
Iwould really appreciate a littleinput from some of you other players on you're secondary profession,and how much you like it.
Giving up my smuggler abilities is a BIG step for me, because I worked so hard to get there,so before I do it,I wanna have an Idea which way to go.
Thanks,
Tram
"knowing how easy it is for a good CM to keep health and action up"
think about what this means to your character for a second ![]()
does that make a difference to the decision?
thought so...
What do you guys think of this template?
CM 4/4/0/4
DOC 0/0/4/0
Pistol 4/4/4/4
I would end up being a medical suppliers best friend but I don't care I can very easilt earn at least 50k an hour so....skill points are harder to come by than cash.
AE Poisons/Diseases are those that are really effective, and you can only use them as Master level.
As for me i'm sure of one thing : i'll keep Master CM.
I also have Master Doctor Treatment speed for Cure Poison and Disease because i need to be able to face another CM in PvP without stupidly falling poisonned or diseased.
Got the master Wound Treatment tree as well to revive my brothers in battle.
Got three levels in the third tree to be able to use the rezz kits.
And i'm not doing crafting in the doc tree...
Finally got only the third tree in Pistoleer for Fan Shot.
CM 4/4/4/4
Doctor 4/4/3/0
Pistoleer 0/0/4/0
1 point left.
Luka
Kauri Galaxy
Rebel Alliance
Speaking from experience, having been a pistoleer, and now having just specialist, I can confidently say that it is enough... depending on your play style.
For me, I find that the entire doctor line affects my combat abilities a lot more than the carbineer, pistoleer, or rifleman tree can. Now, I make good use of my poisons, and they are my first offensive weapon. Pistol is mainly there for bleeds and suppression fire. I find that I can hit fairly well at only specialist, too.
There aren't a lot of downsides to taking pistoleer. On the other hand, though, they upsides aren't as good as rifleman or carbineer. It's a good, solid weapon, with an amazing DPS. But IMHO the pistoleer tree is only good for the special attacks, and the few great ones in there are going to be 'fixed' (don't want to use the N word) sometime soon.
Carbines eat up lots of HAM. From what little I know of carbines,they don't seem to have a stellar DPS. The attacks seem useful, but I don't know much about them. I do know a lot of my TKA guildmates have been dropping rifle as a support weapon for carbine.
Rifles have a ton of downsides. Triple damage from melee attackers, terrible hit rate under 40m, high high high mind costs, slow attack rate. But if you can get around the downsides, rifles are the best way to go. Generally you can use the rifle for open, long range combat (where a CM can't use poisons) and use CM poisons for city combat (where rifle is at a hugedisadvantage). They cover each other's weaknesses. But be careful of your mind loss from rifles, that could cost you heals in a heated situation. And you can only heal in between shots, and as you know rifles are **edit** slow.
Overall, rifleman is a good decision, but try it before you go all the waywith it. It's a big change in play style from a pistoleer.
I would master CM or drop it.
Most classes build on novice skills to enhance the profession skills. For example, from novice marksman you get +30 carbine speed. FromCarbineer you can get up to +35carbine speed. So a little less than half of yourcarbine speed is from basic marksman. If you don't get Master Carbineer, instead of65speed you are 55carbine speed. Liveable.
CM gets 100% of his skills from CM profession. When you skip out on a 1/4 of your skill boxes and skip master, you are missing a ton of effectivness.
CM is already a hybrid class, when you hybridize hybrids youare really wateringthem down too much.
I buy rezz kit and buffs to doctors.
As for PvP, CM are one of the best class to play on this part of the game.
Enjoy !
Luka
Master CM
Kauri Galaxy
Rebel Alliance