Combat Medic Archive

Thread: Going For CombatMedic and droping ch good or bad?

ThorgoDarkClaw
Fri May 07, 2004 3:56 pm
#1

I been thinking of doing a character change to get something that would bring a little more life into the game . I'm currently a creature handler mixed in with bio enginer and some rifle's . I been looking into combat medic for some reason and wondered if it would be a better path to go then ch and the other skills i got now ? I know i would have to drop some skills to do CM and dont mind that at all , just was wondering would going that path be a little more funner or about same as ch?

I got some good crafting stations 41.9 is my current rateings on them so crafting side would not be a big problem at all . as well have the resources to cover for it .


Thank You for any helpfuladvice you can share
SioBabble
Fri May 07, 2004 4:41 pm
#2






ThorgoDarkClaw wrote:

I been thinking of doing a character change to get something that would bring a little more life into the game . I'm currently a creature handler mixed in with bio enginer and some rifle's . I been looking into combat medic for some reason and wondered if it would be a better path to go then ch and the other skills i got now ? I know i would have to drop some skills to do CM and dont mind that at all , just was wondering would going that path be a little more funner or about same as ch?

I got some good crafting stations 41.9 is my current rateings on them so crafting side would not be a big problem at all . as well have the resources to cover for it .


Thank You for any helpfuladvice you can share






You've got to tie up a lot of SP in medic and marksman to get to novice CM, so consider that carefully. Right now Tazz is a MCM and a 0/0/0/4 CH, but obviously had to give up MCH to do that, so you'll have to examine what you're willing to give up. If you keep one full tree of CH you can retain all your accumlated XP, and be able to call up to CL 24 critters.


CM, like nearly all the elite professions, only kicks in to serious power at the master level; you get the most experimentation, the highest combat medince use, and the most powerful diseases and poisons when you get the master box, plus the greatest effectiveness and range. It's not quite an order of magnitude leap, but it's defintitely much more powerful than just the four boxes alone. If you are going to dabble and can afford to buy stims, and are looking to be mostly a healer, I'd go 0/0/0/4 to get the most healing power with area and ranged stims that you can get.The area stims are very powerful in group combat, PvE or PvP and you'll be much appreciated in groups for that particular skill.


On the crafting side, in the med field experimentation is decisive in producing the highest quality meds, so keep that in mind as well. The grind can be tackled by crafing ABEC after ABEC; harvest or buy lots of Tat fiberplast and Lok wild wheat to move up the tree and get the schematics and experimentation you desire.




Tazz vonMannstein Baron-Administrator of Corellia, master navigator of Corellia, captain of the Gregarious Gurreck

Sio Babble MBH/MCH/Cabana Boy; master of Tyson, the GNORT OF DEATH

Jeffn Akbar Nerfed from here to Lok MD/MCM

Zanti Agaesia Bothan MBE, 12 point Master Chef, Havoc Squadron Ace pilot


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