Combat Medic Archive
Thread: What strength poisons may I use if....
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DonkeyChips
Fri Mar 11, 2005 9:38 am
#1
I am TKM 4404CM and FS Melee defense with my last 4 points.
I dropped 3000 BH to be something for effective in group and general PvP. With +75 medicine use (+80 with my Nyax Necklace on). What strength stims/disease/poisons can I toss? Will getting some more skill mods allow me to use the most advanced ones?
I've toyed with the notion of Rifleman/CM, but it's so overdone and I love TKM too much, they're probably the best class against Jedi besides other Jedi. Besides, I figure I can at least be an nice tank and group healer while dealing out some extra mind damage with the poisons and diseases.
I dropped 3000 BH to be something for effective in group and general PvP. With +75 medicine use (+80 with my Nyax Necklace on). What strength stims/disease/poisons can I toss? Will getting some more skill mods allow me to use the most advanced ones?
I've toyed with the notion of Rifleman/CM, but it's so overdone and I love TKM too much, they're probably the best class against Jedi besides other Jedi. Besides, I figure I can at least be an nice tank and group healer while dealing out some extra mind damage with the poisons and diseases.
Mobitav
Fri Mar 11, 2005 10:20 am
#2
CM effectiveness tapes are broken so I believe you will only be able to hurl 70 use nades. I also think you would be better off dropping that 4th box so that you are 4304 in CM and then pick up novice DOC so u can heal States...More effective...and u won't get dropped on yer back with a dizzy 
Happymob
Fri Mar 11, 2005 2:12 pm
#3
I agree with the idea of dropping some CM to pick up some doc. I think 4004 CM + 2000 doc might be slightly better than 4304 CM + novice doc. Fill in whatever is leftover with FS defense boxes.
State cures at novice are very nice since intimidate kills your dps and dizzy is always a major threat. Poison cures at 2000are also extremely nice. Even if you can only use the poison cure As, you can still get someone to craft you some janta cures that will be fairly effective in PvP.
As to the original question, you will be able to use 75 CM use poisons and diseases, which will cover all single target meds at full strength. It will also cover area Cs, if your crafter knows what they are doing. I can get area C poisons and diseases down to 75 CM use without losing much power.
DonkeyChips
Fri Mar 11, 2005 5:24 pm
#4
Wow, those are some really good ideas I never thought about. I had no clue taking up novice doc would be so powerful.
Drythax
Sat Mar 12, 2005 2:48 am
#6
DonkeyChips wrote:
Forgot: Is heal Mind able to be applied to ones self?
no
aMeRiKa
Sun Mar 13, 2005 12:54 am
#7
Doc is useless as long as he TKM in his template. How often can someone KD a TKM? Very Rare. I would try and dabble, and get the "dodge" lines in fencers, and surrender your points to something like: 4004 CM, TK 4044, Fencer 0400. This will give you some awsome offence... Strong Mind poisons, with Headhit, and dodge to avoid those silly rifleman trying to kite you.
Kill-A-Lot
Sun Mar 13, 2005 6:04 am
#8
aMeRiKa wrote:Doc is useless as long as he TKM in his template. How often can someone KD a TKM? Very Rare. I would try and dabble, and get the "dodge" lines in fencers, and surrender your points to something like: 4004 CM, TK 4044, Fencer 0400. This will give you some awsome offence... Strong Mind poisons, with Headhit, and dodge to avoid those silly rifleman trying to kite you.
Ummm doc isn't useless if he has TKM, how often someone can KD a TKM? Very often since TKM only has 20ish kd defense. And you don't get doc just for dizzy healing, also for intimidate/stun/blind/poison/disease/fire healing.
Seriously you have no idea what you're talking about. dodge from fencer doesn't work if you have a vk equipped. The way to take riflemen out as a tkm/cm is to:
1: get close enough for the kd/dizzy.. they're as good as dead (make sure to keep them blinded, if they get up and run away stay close and they will miss 9 out of 10 shots)
2: get in 40m range and toss a poison/disease and run back and stay out of range
I would reccomend something like this:
TKM/Doc 4030/CM 0004 (if you can find some nice venom poison you can still get upto like 1000 mind tick with area and single poison, you have TKM for dmg output, doc 4030 to keep yourself dotfree and statefree)
TKM/Novice Doc/CM 4004 (this is what I believe to be the ultimate jedi killer. You can heal your own states, You can do dmg with tkm and you can throw awesome poisons with cm)
Message Edited by Kill-A-Lot on 03-13-2005 05:07 AM
Arcanon
Sun Mar 13, 2005 12:35 pm
#9
DonkeyChips wrote:
What strength stims/disease/poisons can I toss? Will getting some more skill mods allow me to use the most advanced ones?
With CM XXX4 you'll be able to use any type of CM stims/disease/poisons, as long as they have been experimented down to at least CM med use 75 (which, as a nice side effect, will up the poison/disease's potency). The strength of the stim/disease/poison will depend on the specific pack you are using.
Just a note on CM X4XX: unless you are going to be healing other people's minds, and are willing to take the mind wounds it causes, don't even bother with this tree because throwing speed is capped at novice.
aMeRiKa
Mon Mar 14, 2005 1:14 am
#10
Kill-A-Lot wrote:
aMeRiKa wrote:
Doc is useless as long as he TKM in his template. How often can someone KD a TKM? Very Rare. I would try and dabble, and get the "dodge" lines in fencers, and surrender your points to something like: 4004 CM, TK 4044, Fencer 0400. This will give you some awsome offence... Strong Mind poisons, with Headhit, and dodge to avoid those silly rifleman trying to kite you.
Ummm doc isn't useless if he has TKM, how often someone can KD a TKM? Very often since TKM only has 20ish kd defense. And you don't get doc just for dizzy healing, also for intimidate/stun/blind/poison/disease/fire healing.
Seriously you have no idea what you're talking about. dodge from fencer doesn't work if you have a vk equipped. The way to take riflemen out as a tkm/cm is to:
1: get close enough for the kd/dizzy.. they're as good as dead (make sure to keep them blinded, if they get up and run away stay close and they will miss 9 out of 10 shots)
2: get in 40m range and toss a poison/disease and run back and stay out of range
I would reccomend something like this:
TKM/Doc 4030/CM 0004 (if you can find some nice venom poison you can still get upto like 1000 mind tick with area and single poison, you have TKM for dmg output, doc 4030 to keep yourself dotfree and statefree)
TKM/Novice Doc/CM 4004 (this is what I believe to be the ultimate jedi killer. You can heal your own states, You can do dmg with tkm and you can throw awesome poisons with cm)
Message Edited by Kill-A-Lot on 03-13-2005 05:07 AM
Dodge is working currently with the quick-patch they put out, I tested it with a friend.
I have no idea what I am talking about? how do you propose to throw any poison with 0004 CM? your CM med use is the equivalent to an A pack single.
Then in your next "recomendation" you suggest novice doc to cure states. Well, novice doc may be able to cure states, but as soon as that jedi switches to 1 handed, its game over.
The whole purpose of CM is to stay out of range, and your mixxing this with a profession that thrives on close range. Not to mention the fact that a jedi will KD you pretty quickly up close.
noran_vaz
Mon Mar 14, 2005 12:41 pm
#11
Don't want to get in the middle of the beginnings of a perfectly good fight but,
CM meduse @ XXX4 is 75. Just wanted to clear the record
.
n
CM meduse @ XXX4 is 75. Just wanted to clear the record
n
Obata
Mon Mar 14, 2005 12:50 pm
#12
A 0004 CM can't use disease at all.
Arcanon wrote:
With CM XXX4 you'll be able to use any type of CM stims/disease/poisons, as long as they have been experimented down to at least CM med use 75 (which, as a nice side effect, will up the poison/disease's potency). The strength of the stim/disease/poison will depend on the specific pack you are using.
aMeRiKa
Mon Mar 14, 2005 6:23 pm
#13
nope just poisons with 0004.
What good is a poison if he has no effectivness? If you are capable of crafting 600 Eff poisons then props to you, but if I did that and only had 0004, I would definately grind the 4004 just to use it.
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