Combat Medic Archive
Thread: Questions about thyroid rupture, electrolyte drain, and paralyze
I'm a BH thinking of picking up some combat medic. I know you guys have been founded with people like me asking questions but a search didn't show answers to my specific questions so forgive if you've been over this already. I was wondering if I were to be a 0004 combat medic what my effectiveness in PvP would be? Most often I fight Jedi, which means mdef these days, but I also fight other professions in duels from time to time.
- I was wondering how often I could expect thyroid rupture and electrolyte drain to stick with 0004? Say especially versus a mdef with aura running. Almost all the time on first try? Almost never on first try but eventually? Almost never?
- Would it be worth getting an enhancer for thyroid? What's it do? Extend the duration? Increase the potency of the rupture?
- What about SEAs for bio-suppresion? Worth investing in? I guess that probably depends on the answers to my first question. At 0004 you get +50 from skills so +25 from tapes could be useful or then again it could not matter.
- How about paralyze? How long does it last for? Are they completely disabled or can they still heal, etc. while paralyzed? If a target is paralyzed does applying debuffs cause the paralysis to break?
- What's the range on all three of these attacks?
Thanks for your help.
Barafu wrote:
Hi all,
I'm a BH thinking of picking up some combat medic. I know you guys have been founded with people like me asking questions but a search didn't show answers to my specific questions so forgive if you've been over this already. I was wondering if I were to be a 0004 combat medic what my effectiveness in PvP would be? Most often I fight Jedi, which means mdef these days, but I also fight other professions in duels from time to time.
- I was wondering how often I could expect thyroid rupture and electrolyte drain to stick with 0004? Say especially versus a mdef with aura running. Almost all the time on first try? Almost never on first try but eventually? Almost never?
Every time.
- Would it be worth getting an enhancer for thyroid? What's it do? Extend the duration? Increase the potency of the rupture?
Extend Duration.
- What about SEAs for bio-suppresion? Worth investing in? I guess that probably depends on the answers to my first question. At 0004 you get +50 from skills so +25 from tapes could be useful or then again it could not matter.
They just extend duration.
- How about paralyze? How long does it last for? Are they completely disabled or can they still heal, etc. while paralyzed? If a target is paralyzed does applying debuffs cause the paralysis to break?
5 seconds with the basic version, 15 for improved at master, cant heal or attack, more debuffs do not break parabut damage does.
- What's the range on all three of these attacks?
10m
Thanks for your help.
Ok, i am a jedi and i have a wook mcm/master carb so i am a bit leary of saying this. You can macro all of the cool tricks that mcm do and end with a parlize and run 50m away before the parlize wears off. I am drinking atm so i can't go through all of names but the macro looks like this:
/parlize;
/cool state;
/pause 3;
/cool state;
/pause 3;
/cool state;
/parlize;
run like hell and shoot!!
No drinking in the forums unless you brought enough for everyone!
asciiadam wrote:
Ok, i am a jedi and i have a wook mcm/master carb so i am a bit leary of saying this. You can macro all of the cool tricks that mcm do and end with a parlize and run 50m away before the parlize wears off. I am drinking atm so i can't go through all of names but the macro looks like this:
/parlize;
/cool state;
/pause 3;
/cool state;
/pause 3;
/cool state;
/parlize;
run like hell and shoot!!
Drakulos wrote:
As a MBH / MCarbinesI was going to ask the same question that you asked here. I am not sure how this will work since most of our damage needs to be done in the first rounds. Chances of survival past first few rounds on Jedi lowers. Not sure if MCMs here can suggest one line out of the CM tree that they would recommend over any others. Paralyze is appealing but so is 4 0 0 0 or even 1 0 0 3 to get a bit of both...... Any further assistance of suggestions on this same topic would be nice.
Yes but how many jedi get overflooded by attacks, especially MDef, thats where the CM abilities shine, when you are in extended combat, when can't shoot the hell out of the jedi.
Here are a few of my suggestions for anyone who needs similar advice:
1) Want to unleash huge amounts of damage quickly? Get Master Rifleman!
2) Want to be able to outheal the jedi hopefully - Go CM 4000
3) Want to add some DPS or find an attack that gets thru defender's defenses - Go CM 0400 and get some medical warfare efficency SEAs
4) Want to make the Jedi run out of mind and/or action and land your states better - Go CM 0040
5) Want to slow down the Jedi's combat spd, movement, and have a to daze a jedi - Go CM 0004