Combat Medic Archive

Thread: Looking for your advice...

billybudd
Thu Apr 29, 2004 9:53 am
#1

Ok, Please don't flame me, I'm not a combat medic; however, I have a lot of respect for your profession and would like your advice. I've got 19 sp left over after getting my toon template the way I like it and would like to spend those in CM. Right now I'm Master Rifleman, Master Medic, Doctor 4/4/4/0, Marksman 4/0/0/4. I'll only be able to get 3 boxes in CM after novice (I may drop the first tree in doc and get 7 boxes in CM). I like the terain negotiation and med use of the support tree; however, the mind heal ability is appealing as well. I'd like to be able to use good area stims, poison and disease is of no interest as Rifleman is my combat prof. Basically if you have 7 boxes to put into CM what would they be? What if you only have 3 boxes? Thanks for your advice.



Beniot -Four Horsemen-

- Horny Zabrak -

jfang
Fri Apr 30, 2004 12:52 am
#2




I would say hands down, pick up combat medic support first. It doesn't matter if you are getting 1 box, or more than 4, combat medic support (with the terrain if nothing else) is by far the single most useful track. And you get a significant boost in poison and disease strength as you go up this skill tree (unlike Doctor, as I understand it). With this said:




If I had 3 skill boxes, I would not pick up combat medic. Combat medic is among the most dabble unfriendly professions, and having three skill boxes in it is fairly useless. You will be able to toss 250 tick poisonsand maybe 500 written strength area stims at point blank range. While those may be interesting, they really won't do very much that is useful (and you will quickly be branded as a combat medic, and find out why we say we die easily). Those 19 skill points are much better spent either finishing doctor (for the 400 point increase in buff strength, and the added income from people asking for buffs). I'd even go so far as to say that a novice profession with one skill box (probably artisan for surveying, or scout for harvesting) would be better than a 3 box combat medic.




If I could have 7 skill boxes, it becomes a little harder to say. I'd still wager that most people would prefer master doctor, but it is much less clear cut. If I were to do 7 boxes, I would maximise combat medic support (for the strongest area stimsand individual poisons and diseases), and then grab 3 boxes in distance (so you can get apply disease, and distance is the skill track which increases combat medic effectiveness, as I recall).




As for mind healing, it is a nice ability, but not nearly as good as it sounds. You can not heal your own mind. And at perfect health, it will cause 40 BF, mind wounds, focus wounds, and willpower wounds per use (and as BF goes up so do all the damages). Furthermore, it has to be used at point blank range, making it of limited use (especially to a rifleman, who is long range and very much needs mind stats) However, if you are dead set on getting healmind, I'd say go for it (with 3 support boxes, and 4 speed boxes). Once you get expert combat medic support, you can very easily get medical experience to play around with, so find a combination you like.
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