Rifleman Archive

Thread: As a Master Rifleman, Should I Dump My Doctor Skills And Get Master Combat Medic?

ScottyFL
Thu Feb 26, 2004 8:12 am
#1


First off, although this is my first post under this name, I've been playing SWG since Day 1, June 26. I'm also going to post this in the Doctor and Rifleman forums, too, to get as many different opinions as possible.


Ihave a Master Rifleman, 2004 Combat Medic and 0440 Doctor character. I want to both PvP/PvE with him.


As a Master Surgeon, self-buffing is nice and making money off buffs is nice. But, if I can do without those two things, will I gain so much more poison/disease accuracy and range from Master Combat Medic to make it worth my while to dump Doc?


The only questionin my template tweaking now iswhether I should dump Doctor and go all way to Master Combat Medic. I'm keeping Master Rifleman.


Advice from expertsis welcome and thanks in advance!
Tristarn
Thu Feb 26, 2004 9:02 am
#2

You should only do it if your comfortable with buying all your poisons and diseases. Otherwise you will have to drop master rifle to pick up survey and maybe scout. I am a MCM with 2/3/0/4 rifle, butI pick up and drop doctor, artisan, and scout whenI need them. but normaly stick with survey2.



Tristarn
Master Combat Medic
ScottyFL
Thu Feb 26, 2004 9:15 am
#3

I don't mind buying stuff. I'd rather do that that make it, actually.
AcidRaineV
Thu Feb 26, 2004 9:31 am
#4

When you drop doc you may have tougher mind poisons, but any CM you face will be your worst enemy. Doc/Rifle is a great combo because the riflemans natural predator (CM) is countered by the doc.




hRainh
hCommander of KoNHh

eapers
Thu Feb 26, 2004 9:35 am
#5

The master box of combat medic is useful to have. At master, you should be able to throw from double the range listed on your poisons. Accuracy is not effected by any mod from combat medic, only the potency of your product.So, all you aremissingout on is speed, range, and mind heal (not so great anyway).


That said, I am a master combat medic/master rifleman, and wouldn't have it any other way. The crafting line allows me to make my own CM junk which I can make money off by selling to CM dabblers like you. I am dependant on artisans for resources, with just 4 skill points left over from MCM rifleman, but dabbling in rifleman is not somthing I feel would be wise.


Thats about all I could think of.






JOHNNY-JONES JACKSON

AFK
ScottyFL
Thu Feb 26, 2004 10:45 am
#6

These posts are getting to the crux of the issue:


MCH mind heal is not so great, the speed is good (but not essential), but what's really great is the range bonus you get at MCM.


Having to get within 20 meters to apply your disease and poison does not complement the long-range attacks of a rifleman. More range at MCM would work so much better.


That being said, if I'm attacked, I sure do like my doc skills buffing and bailing me out, lol.


Tough decision, actually. Not sure what to do.


ScottyFL
Thu Feb 26, 2004 10:47 am
#7

I meant MCM mind heal, of course, duh.
ScottyFL
Thu Feb 26, 2004 12:51 pm
#8

Actually, duh, I still have 7 skill points left.


So, I can soon be a 4004 combat medic and 0440 doc to go with my Master Rifleman.


This sounds real good to me, but I have one crucial question:


How much more disease and poison throwing range do I get going from 2004 to 4004 combat medic?


And . .


How much more disease and poison throwing range do I get going from 4004 combat medic to master medic?

ScottyFL
Thu Feb 26, 2004 12:54 pm
#9

Actually, that's two questions, lol.


And I need to let you know one more thing - I hate to craft!


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