Combat Medic Archive
Thread: What to learn first?
I'm still new to CM, but from all that I've read and experienced, you should go up the Support tree first. This tree, besides Master is the only one that gives you Combat Medicine Use. Higher CMU allows you to use more powerful delivery devices.
-K.F.
What should I learn first and why for: Quick leveling... what skill do I need to grind on?
Go Support 4, Distance 4 then Speed 4. Personally I'd get some AE Poison A's (Any stat) and go to a durni lair (or any low HP mob lair will do).Poke the lair till about 10 or more come out at once, holster your weapon, peace and spam the poison.
At CM0002 you will get the xp equivalent to the rated effectiveness of the poison pack plus your effectiveness bonus. At CM0004 you can start using better poison packs, like AE Bs. At CM1004 your damage on the packs will start gaining more of a bonus to damage and distance. At CM4004 your bonus to damage and distance will be maxed until you reach Master. At this point you will fly through the Speed tree in approximately 30 minutes or so.
Now you may ask "But won't mobs die with so much poison being applied to them?" No, thanks to the +1 nerf the Devs have introduced the easiest way to Power Level a CM.
Another question you may have is "Will I still gain xp for applying a poison pack to a mob with only 1 HP?" Yes, you will gain full XP but it just won't do the damage. Spam the pack like mad. I recommend you buy or make some poison packs made with Rancor biles to maximize the charges. A good pack made with Rancor Bile can have upwards of 90-190 charges on them.
Most useful... what skill(s) is most useful without being master to keep me occupied?
To get the best damage and range out of dabbling CM, you could just master the Support and Distance trees. You will be able to use the best sinlge poison and disease Cs. However you will only be able to use AE Cs at the Master level. Dabbling will reduce your range and your damage so there is alot of incentive to Mastering CM.
Conventional wisdom here on the boards says 1-0-0-0 first. though some say 0-1-0-0.
Either way i would make those two 1 and 2. then i would go to 1-1-3-?. And that is pretty much where you will get all the xp you need to finish rifleman. I know several people have said go 0-0-3-? but i dont see how they actually made that without the help of a pet or grouping for long periods of time.
0-1-0-x
0-1-3-x
4-1-3-x
4-4-3-x
is my preference.
countersniping 4 is useless... worse than flushing 2 (cs3), so it should be the last box you get. i'd do either conceal shot or mindshot2 first, depending on if you're going to concealshot stuff, or bleed and kite to level. and, i'd go countersniping3 before sniping2-4if you have access to any kind of tanking at all (ch skills, ch friends, melee friends)
Ischcabibble wrote:
subject says it all
Heh, as many times as this thread in all its iterations gets posted, I'm surprised I don't have a canned response to just cut and paste in here ![]()
Power, then balance, then meditation. The bulk of your grinding will probably be done on creatures, so getting 0100 first will only serve to lengthen the path to TKM (if that is your intention). With Intimidation, melee mitigation makes little difference after you have the standard loadout such as buffs and mind food/drink. Outside of the roleplaying aspect, meditation will not be as prevalent to grinding to TK as you may think. Wounds and BF can be easily healed with novice medic and the Coronet cantina, respectively. Just make sure to migrate your stats to max out your mind pools and you'll be well on your way to kicking ass with the best of us
.
Thats how I did it, seemed the logical way to go (increase power first).