Doctor Archive
Thread: Wondering on CM
so, being a doctor/carbineer:
1. rezzing is my life, I'm constantly doing it all the time on our excursions, and very rarely buffing myself or others.
2. I already have the crafting exp etc.
if I go to CM/carbineer:
1. Ranged stims? Area stims? How would these change my tactic of running up to enemy and rescueing people?
2. Are poisons/diseases valuable at all in PvE?
3. Terrain Negociation, one of the biggest advantages, I can drop my exploration skills already and focus on actually combating the enemy. Won't have scouting skills, but who really needs those when I'm in groups?
Again, I'm being very decisive, and for me, trying out all these interesting professions is the life of this game, half the fun is getting there, right?
1. Ranged stims? Area stims? How would these change my tactic of running up to enemy and rescueing people?
I Would suggest you put all your skills into the first 4 CM Support skill boxes first. This will give you access to Range D and Area C stims. These have a base range of about ~20m so you wont have to be right next to people to heal. Area C stims are the money shot for a CM. You can heal literally a dozen people from incapped to full health with one throw, assuming there all close together. Of course the thing your going to miss the most is the rez ability, so you might want to consider keeping that skill line.
2. Are poisons/diseases valuable at all in PvE?
Yes, very valuable. I personally am a Pistoleer/CM. My favorite tactic is to use a Healthpoison C + /healthshot2 (bleed) + /healthshot1 (bleed) plus /bodyshot2
Using that, I can drain a mobs health pool as fast as anyone else. Depending on your favorite weapon, you can tailor which poisons you use to which pool your weapon specials are best at.
Some low level Mobs like durnis seem to be very immune to poisons, but i havnt attacked a durni in a long time so i dont know if thats true or not. They work great against carrion spats, gungans, and krayts.....
3. Terrain Negociation, one of the biggest advantages, I can drop my exploration skills already and focus on actually combating the enemy. Won't have scouting skills, but who really needs those when I'm in groups?
Aye, I dropped scout last week as well. +50 is enough that i dont notice any slow down on hills.
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Take a look at my FAQ for a lot of other good tips.
The problem isn't the medical exp, I can get that so fast, but I'm still wondering how long it's going to take me to get up to crafting 4! At least it's a little less than the master doc line.
the primary benefit to doc/cm mastery is to become the best healer in the game.
You poisons are great support items, but will not let you solo per se, and takes a long time to get a 10k ham mob to die. But stacked health dots on a krayt hunt... and you'll find yourself being one of the bigger damage dealers over time next to the commandos.
Disease = wounds = BF your pvp hole card... i refer to this skill as the 'you dont get to play for 30 minutes' skill.. used wisely to suppress pc's chain cloning or to ensure yourself at least an easier fight lest they return.
To get all the medical masteries, you get 18 points left... unfortunately i have to use aritsan so get 1 skill box in artisan or marksman hahaha what should i take? Neither one will be useful... i use a cheap gun and spam suppression fire on would be attackers to delay them somewhat, but that is seriously last ditch tp get npc agro off me (confuse works to a degree also)
You are entirely support, although with a complement of pet/faction/droids and proper agro control, you could be using ae poisons on lair spawns (it can be done very effectively
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