Doctor Archive

Thread: Doctor / Combat Medic Dilemma

Rugs
Tue Sep 30, 2003 7:11 am
#1

I thought it might be interesting to get the perspective of a bunch of experts on which skills are truly critical for a healer to have in addition to the necessities. Here is my situation. Just like all the other combination Master Doctors/Master Combat Medics, after I finish all of the necessary skills I have just 18 skill points left. I only see 4 possible options, and I wanted to find out what some other people have done or think I should do.


Option 1: Pistol skills 1-4 (14 points). It would be nice to be able to defend myself at least a little bit.


Option 2: Novice scout and tier 1 hunting, camping, or terrain negotiation (17 points). For harvesting meat.


Option 3: Novice artisan and surveying 1 (17 points). It would be nice to be able to find the insane number of materials needed for Doc/CM.


Option 4: Novice entertainer and healing 1 (17 points). Who doesn't like a support guy that can dance?


Anyway, while all of these would be nice, I'm just curious which one most people would suggest. Oh, I'm also putting this up on the Combat Medic forum.


Thanks for the input.




Rugs Hiloitaca, MDoctor, MFencer
Tempest
"Quitters never win, winners never quit. But those who never win and never quit are idiots."
- www.despair.com/stup24x30pri.html
HEckhart
Tue Sep 30, 2003 7:27 am
#2

How about image design?
mcglonec
Tue Sep 30, 2003 7:53 am
#3

I went Doctor/CM for a while and it'sa tough choice. I gave up everything except my artisan skills so that I could still get the resources I needed. Honestly, I hated it. I ran horribly slow and I didn't have enough skill to kill even the weakest enemies so, if any enemy were to aggro me, my only defense was to throw a poison pack at them and run - not very fun and rather costly in my opinion. I ran through half a dozen poison packs getting some sycks away from my factories once.


Of course, if you drop artisan, you're going to be buying all of your resources, which is costly, as well.


Honestly, I didn't like going Master Doctor/Master Combat Medic, but I know people that do.





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Ldwater
Tue Sep 30, 2003 8:19 am
#4

Yeah, im near Master Doc at the moment, and considered getting Master CM, but it only seems effective in PVP and I am sick of crafting already


Having Some marksman skills is essential I think since the Poison packs dont really effect Mobs that much in PVE.




-ldwater
BuddhaBoi
Tue Sep 30, 2003 8:57 am
#5

I myself am Master Doctor and CM. The area stims and the ranged stims are the only thing that keep me from dropping it. The poisons and diseases have no use except for in the PVP arena, as most creatures will resist them. I have no scout, which makes me slow as spit, the rest of my team has to wait up for me, especially climbing mountains. But, they will do it anyway, because who's going to revive them when they left their doctor behind?


Though you may be slow, you may have some crappy poisons and diseases, the overall payoff is worth it. The area stims keep you from running back and forth healing everyone and trying to get in that 6 meter range, and the people in your hunting group will love you, especially on the harder planets as Lok, Dantooine and Endor. You also get an awesome amount of combat xp for healing during battle. Now they just need to add that factional xp and it will be even more worth it.




Itofa Skecats
l
Knights Of Kauril

Master MedicvRebel Lieutenant
tFear is the path to the Darkside. Fear leads to anger,
anger leads to hate. Hate...leads to suffering.
-Yodat

Tappen
Tue Sep 30, 2003 9:19 am
#6

Every box of combat medic support line will add +10 to your Terrain Nego after the current Test Server patch goes live. As well as keeping the +10 from Master CM (fixed on test also) this means a Master CM will be as fast as a master Scout.
Lurker950
Tue Sep 30, 2003 1:49 pm
#7






Tappen wrote:
Every box of combat medic support line will add +10 to your Terrain Nego after the current Test Server patch goes live. As well as keeping the +10 from Master CM (fixed on test also) this means a Master CM will be as fast as a master Scout.




oh yeah! Bring it on! I would love to get those scout points back. Our of curiosity, does this mean a master scout/CM will be the fastest running profession in the game? Does it stack?



------------------------------
Because sometime you have to say... What the !*@&
Dyspare
Tue Sep 30, 2003 2:37 pm
#8

Anything over 50 Terrain negation goes to crawl speed.



---
Shouldn't bring a gun to a knife fight.

What do you get when 2500 crack addicted monkies pound mindlessly on keyboards? SWG: Pet Wars.
Gallion
Tue Sep 30, 2003 11:09 pm
#9

scout/CM/ little bit of ranger. grouped with a squad leader. the fastest Crawling profession in the game...
Groupal
Wed Oct 01, 2003 5:29 am
#10

I'm put my extra points into Novice Artisan and Pistol 1. That way I can use a DL44 and get Body Shot1. It's not a lot, but it's something.


I HAVE to have Artisan for survey. I make a living selling Medic/Combat Medic supplies, not being able to survey/sample for resources requires me to rely on other people 100% for information or for resources. That's too risky for me.





Original Signature from 2003 --->
Groupette Master Medic / Master Doctor / Master Dancer
Dunnar Master Artisan / Master Marksman / Master Rifleman
Zerona
Wed Oct 01, 2003 7:57 am
#11

That would probably be the best complement for a totally self sufficient character. If it is any consolation, BS1 is the most efficient special for a Marksman/Pistoleer in terms of ability to kill. I would imagine that some would like to gain the next box for the Scout Blaster, which is the reason that many will sacrifice either Master Doc or Master CM and one skill box to get it.



Zerona - Intrepid Master Doc/Pistoleer
Krullgan
Wed Oct 01, 2003 9:40 am
#12

0 0 3 1 Pistoleer
1111 Combat medic
3 4 2 4 Doctor


Im going to have to make a choice soon lol

PoffMarko
Wed Oct 01, 2003 11:34 am
#13

Well I am currently a 3-4-3-3 doc, so I need 6 more skills pts to finish. Not really interested in combat medic now. I was at first but then I wanted to have a character that is more flexiable. I only play one since that eats up enough of my time.


I current have the following:


Doc 3-4-3-3


Scout 3-0-3-1


Marksman 2-3-0-1


Medic 4-4-4-4


Artisan 0-0-0-1


I am working from memory here so I might be a little off but these are pretty accurate. I enjoy my doc character.





Poff: Master Shipwright/Architect, Ex-Bio-Engineer, Ex-Master Creature Handler, Ex- Doctor, Ex-Medic

Troy: Jedi, Ex-Swordsman, Ex-TK

Theoden: Master Medic
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