Combat Medic Archive
Thread: CM Crafting: Experimenting for effective meds
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somerandomuser
Mon Sep 13, 2004 3:11 am
#1
typically i make 2 different ADM's.. 1 for area.. 1 for range..
and on ARC's i usually favor potency instead of duration..
i tend to make everything with PVP in mind.. that way it is useful for the 5-8 regular people i'm supplying
and really i don't see much of a difference lowering potency to increase effectiveness and/or duration in pve..
poisons in pve really just seem to 'take the edge off'.. they currently don't do enough damage for me to rely on them as a primary damage dealing source..
but that's just me.. i know people who go our of their way to make 120 potency with higher effectiveness/duration just for pve.. but then again.. they hunt bigger nastier things than i do
and on ARC's i usually favor potency instead of duration..
i tend to make everything with PVP in mind.. that way it is useful for the 5-8 regular people i'm supplying
and really i don't see much of a difference lowering potency to increase effectiveness and/or duration in pve..
poisons in pve really just seem to 'take the edge off'.. they currently don't do enough damage for me to rely on them as a primary damage dealing source..
but that's just me.. i know people who go our of their way to make 120 potency with higher effectiveness/duration just for pve.. but then again.. they hunt bigger nastier things than i do
Pahdbacca
Mon Sep 13, 2004 5:12 am
#2
ARCs....go for potency
Final builds on poisons/diseases....This varies a lot form CM to CM. You will probably play around a lot and see what you like the best.
.......PVE- go for potency above 120. You 'should' be able to do this without experimentation if you use advanced resiliency compounds. Range depends on you playstyle. I recently went back to a melle prof along with CM, so I don't give a flying woohoo about what the range on my packs are. Everything goes into damage. If you want to be able to reach 64m, your packs will have to be rated at 48m. Using a 48m rated pack with only 4 boxes of ranged distance (i.e. you are not a master) you will be able to reach 59-60m throwing distance.
PvP potency.....That's a toughy. Innoculations are base on potency, cures are based on damage. If you are fighting players that are not innoculated (keep in mind that the duration of innoculations are lower than buffs), go for 120ish potency DoTs. DoT resists can hit about 220 power at the B level, making DoTs land only near 50% of the time. It "appears" (I am hesitant to say this) That you don't get a lot of benefit from experimenting on potency.I carry both into PvP anyways (but I haven't done much PvP lately)
There are some numbers here from post patch 10 testing.....
numbers clicky
Khragon
Mon Sep 13, 2004 6:20 am
#3
With Innoculations out now, I did like Pahd did and created 2 sets of poisons now. I have a standard potency and high potency. If the enemy resists my standard potency poison, I switch to my high powerful high potency so they will more then likely hit even with innocs.
Atreus47
Mon Sep 13, 2004 12:35 pm
#4
I've been a doc for many months, but now I'm starting CM. I've been playing a CM on TC2-Ahazi. Mostly crafting, I have a feel for CM meds and subs but I'd like some advice how how to spend experimentation points. How do you allocate your exp points to sub componets that have more then one line of exp? What potency would you recommend for PvP and PvE?
Mustelafuro
Tue Sep 14, 2004 5:52 am
#5
Agree, you almost have to carry 2 sets of poison now.
As for pve, since I only go out with large groups, I tend to stick with the health stuff, since everyone can hit that ham, lower potency with high eff. Course thats only for fighting big stuff, do throw some high hitting areas if I feel like farming or something tho.
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