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Combat Medic
Basics:
Q: What are the Prerequisites for
Combat Medic?
A: Master Medic, Ranged Support IV in Marksman and 12,500
Medical Experience
Q: How Many Skill Points does it take
to Master Combat Medic?
A: 169
Q: Where are the Combat Medic Trainers?
A: You can find Combat Medic Trainers in some Player Cities and
in the following Static Locations:
Naboo, Kadaara: "5080, 6655" and "5120, 6645"
Naboo, Keren: "1927, 2730", "1960, 2592" and "1962, 2637"
Naboo, Moenia: "4945, -4921" and "4900, -4919"
Naboo, Theed: "-5025, 4181" and "-4991, 4148"
Talus, Nashal: "4389, 5364" and "4505, 5169"
Corellia, Coronet: "-71, -4450" and "-118, -4446"
Corellia, Tyrena: "-4963, -2454" and "-4997, -2485"
Corellia, Doaba Guerfel: "3274, 5415"
Tatooine, Mos Entha: "1339, 3281"
Tatooine, Mos Espa: "-3142, 2110"
Lok, Nym's Stronghold: "583, 5100"
Rori, Narmle: "-5108, -2221" and "-5153, -2218"
Rori, Restuss: "5270, 5585" and "5315, 5581"
Experience Gain:
Q: What's the best way to gain crafting
experience?
A: If the resources are availible, Advanced infection amplifier
is the fastest.
Q: What's a good Macro to use?
A: If you really feel the need to macro, you can use this or
something similar:
/ui action toolbarSlot00; This will choose your first crafting
tool from your toolbar.Toolbar slots are numbered 00-11 for the
top row(left to right) and 12-23 on the bottom row(left to
right)
/selectDraftSchematic 0; The actual number for the schematic may
vary depending on your crafting skill level. You will need to
experiment with this to find the right schematic.
/pause 5; After it selects the schematic you have 5 seconds to
double click the ingredients. If you find that you lag alot then
you can increase the 5 to 10 etc
/nextCraftingStage; This will choose the experimentation stage
/nextCraftingStage; This will bypass the experimentation stage
you are in
/createPrototype practice no item; This will skip the final
creation process where you name your product.
/createPrototype practice no item;
/ui action toolbarSlot01; This will choose your next crafting
tool
Q: What's a good way to gain Medical
Experience?
A: Here are four of the faster options.
Option 1) Attain a level where you can use Area Stims and heal
damage in a crowded cantina. This may annoy other medics, but
it's quick and easy.
Option 2) Attain a level where you can use Area Poison A or B.
Get buffed and/or wear armour. Take a destroy mission, hit the
lair once while unarmed, then continually throw the poisons at
the mobs. Since the poison doesn't incap/kill you can keep
gaining experience for every throw.
Option 3) Do the old-school group hunt method. Get in a big
hunting group and heal them. The experience will fly by and you
can get a chance at harvested resources, loot, and mission creds
in addition to your medical experience.
Option 4) Find somebody who owns a pet, and have him or her get
an action, focus, and willpower buff. Then have him or her spam
a pet trick (you can write a macro like
"trick1;trick1;trick1;..."). You can then heal the action bar.
This is faster than tumbling, but also more involved.
Advancement and Templates:
For a Thread which discusses Templates,
click here
Q: What's the best brach to take first?
Second? Third?
A: This is up to each individual, but it is usually considered
best to take the Combat Medic Support branch first as it will
allow you to use better meds(it is the branch that provides the
Combat Medicine Use skill mods). Distance would be second, then
Speed last.
Q: What do you think about xxxx setup?
A: You can mix and match from the following set of skills:
0004, you *need* master combat medic support. If you can not
master support, there is no reason to get be a combat medic. For
reference, a 0004 combat medic is better than a 4440 one...
0040, you can craft everything that a master can except area
poisons and diseases. In general unless mastering combat medic
people tend to buy medicines (the other branches are too
useful), but if you are trying to be self sufficient, it is
plausible to get master crafting
0400, you get heal mind. This is very useful if you are a teras
kasi (and can meditate the wounds away), but in general
considered sub-par to distance unless you are a pure healer
crossed with a Teras Kasi
4000, this increases your distance, and more importantly your
effectiveness. Very important, and the vast majority of the time
the 2nd most important tree to get.
Q: What's a good Combat Profession to
take with Combat Medic?
A: This is up to each individual to choose for themselves. After
Mastering Combat Medic, you will have enough skill points to
Master Any of the Elite Ranged Professions(Rifleman, Carbineer,
Pistoleer) or 3 branches of an Elite Melee Profession(Teras Kasi,
Swordsman, Pikeman, Fencer). Your ability to poison/disease any
stat allows you the flexibility to choose any of these
professions as you see fit.
Q: Do I have to be a Doctor to make the
best stims?
A: No. Doctor is a great profession to have alongside Combat
Medic and has many good points, but it isn't necessary. You can
easily have a Doctor make a schematic for your subcomponents.
Q: Do I have to have to be a Master
Combat Medic to be effective?
A: Mastering Combat Medic grants you the full extent of the
skill mods available, but some have found other ways to be a
effective with only partial CM skills alongside other skillsets.
However, to be the best at Combat Medic then, yes, you would
have to Master.
Q: Can I dabble in Combat Medic and
still be effective?
A: Yes. You won't be the best or be able to use the best, but
you can still be very effective.
Q: Do I have to have Artisan/Scout
skill to be a good Combat Medic?
A: It helps, but is not mandatory. You can find basic resources
for sale on the bazaar/vendors and you may be able to work a
deal with an artisan/scout/ranger on your server to help you get
resources for advanced components.
Resources and Meds:
Q: What
resources does a Combat Medic Require?
A: Titanium Aluminum, Eleton Reactive
Gas(required for Advanced Injection
Amplifiers)
Class 2 Liquid Petrochemical and
Yavinian Fiberplast(required for
Advanced Dispersal Mechanisms)
Tolium Reactive Gas and Class 1
Radioactive(required for Advanced
Resilience Compounds)
Fungi, Radioactive, Insect Meat and
Non-Ferrous Metal.
*Note: For a comprehensive Resource
Chart, visit
www.swgmedics.com
For an up to date readout on current
medical resources available by server,
visit
www.iootnega.com
Q: What stats
should I look for in resources?
Please note, overall quality has no
min or max on any resource. The
numbers below may not be 100%
accurate, but it should be close.
On all CM subcomponents your looking
for as high Overall Quality and as
high Decay Resistance as possible.
1. Advanced Dispersial Mechanism:
- Class 2 Liquid Petrochem:
- Yavinian Fiberplast
2. Advanced Infection Amplifier
- Titanium Aluminum
- Eleton Reactive Gas
3. Advanced Resilence Compound
- Tolium Reactive Gas
- Class 1 Radi oactive
Five resources which are named
specific resources, one that is planet
specific. Three are severly gated (less
then 500).
Medic/Doctor subcomponents
For medical subcomponents your looking
for as high Overall Quality and
Potencial Energy as possible. For the
Advanced Biological Effect controller
the fiberplast should have high Overall
Quality and Unit Toughness.
1, Advanced Biological Effect
Controlers
- Lokian Wild Wheat
- Tatooinian Fiberplast
2. Advanced Liquid Suspension
- Dantooine Berries
- Talus Water
3. Advanced Chemical Release Duration
Mechanism
- Herbavore Meat
- Class 4 Liquid Petrochem
4. Advanced Solid Delivery Shell
- Domesticated Oats
- While there were some
anomlies on SWG craft, it seems
that the min PE is 300 on this
resource. No max PE
- Dolovite Iron
There are four planet specific
resources, two named specific resources,
and two named generic resources. None
are severly gated (Less then 500).
For both poisons and diseases your
looking for high Overall Quality and
Potencial Energy for power, potency, and
skill required. High Overall Quality and
Conductivity for range and area of
effect. High Overall Quality and Decay
Resistance for duration. High Overall
Quality and Unit Toughness for charges.
1) Poisons:
- Fungi: no mins or max on any
stats
- Liquid Petrochem:
- Known Liquid Petrochem: 600
max DR, no min/max PE
- No differance noticed
between classes
- Unknown Liquid Petrochem: no
mins or max on any stats
- Non-ferrous metal
- There are lots of
non-ferrous metals. A very
general overview is:
- Aluminum, higher
potencial unit toughness
(more charges)
- Copper, tends to have
high conductivy (more range)
- Unknown non-ferrous -
potencial for both, hard to
achieve both (with high OQ)
2) Diseases
- Insect Meat: no mins or max on
any stats
- Radioactive
- Radio active class 6, class
7, unknown, and High Grade
Polymetric have the highest
potencial stats.
- Unlike Liquid Petrochem
there are major differances
as you go up in classes.
Unknown and High Grade
Polymetric seem to have no
caps and no mins.
- Non-ferrous metal
Q: How do I
read the stats on a poison/disease/stim
pack? What does it all mean?
A:- Potency: Chances of poison/disease
'sticking', or effectively being applied
- Duration: Length of time the effect
will last, measured in seconds
- Range: Base Distance in meters
- Charges: Number of uses
- Area of effect: Radius of effect for
the AoE(from target)
- Combat Medicine Use: Required Combat
Medicine Use to apply the med
- Effectiveness: Base Damage/Wound
Q: How much
damage will my poison do?
A: Damage per tick = (poison
effectiveness) * (1 + (CM effectiveness)
/ 100)
Q: How much
damage will my disease do?
A: Real tick damage = ((disease
effectiveness) * (1 + (CM effectiveness)
/ 100)) * (1 + (target battle fatigue /
100))
Battle fatigue incurred = base tick
damage * .075
Q: How far can
I throw my meds?
A: Range might be non-linear with higher
multiplier(perhaps 2x) on lower rated
meds, but for a 4.x.x.x or Master Combat
Medic the formula appears to be roughly
: 1 1/3 x Pack Rating.
Q: What is the
natural Resist rating?
A: Every player and Mob now has a 5%
chance to always hit or always miss,
regardless of the Potency of your meds.
Q: What should
I get my potency to for PvE?
A: It has been said that the base
potency for a 50/50 chance at sticking
in PvE is 120ish. Consensus is that the
number is actually lower, as with a
120ish Potency poison you seem to stick
at least 90% of the time.
Q: What should
I get my potency to for PvP?
A: Against non resist-buffed Players,
120ish is the low end. The higher the
potency, the better. Against
resist-buffed Players, crank your
potency as high as you can (200+
potency).
Q: How long
does it take for a poison to 'tick'?
A: After application, it takes 10
seconds before the first 'tick'. The
poison will then tick every 10 seconds
thereafter.
Q: How long
does it take for a disease to 'tick'?
A: After application, it takes 40
seconds before the first 'tick'. The
disease will then tick every 40 seconds
thereafter.
Q: Can I put
poison and disease on the same creature?
A: Yes.
Q: Can I stack
poisons
A: You can not stack two of the same
level of the same type (area/single).
You can, however, stack an area with a
single as well as each of the different
levels on each HAM bar. This would allow
a total of 18 poisons on any single
target
Q: Can I stack
diseases
A: You can have one disease per bar.
Including secondaries, this would allow
a total of 9 diseases on any single
target
Loot Drops:
Q: What are the
Combat Medic Loot drops?
A: There is Rancor Bile, Dunkawah
Poison, Spider Venom, and occassionally
an 'Enhanced' version of a Component.
There are also skill enhancing items
that drop as well.
Components
Q: What is
Rancor Bile?
A: Rancor Bile is a loot drop obtained
from Rancors on Dathomir. It replaces
the Dispersal Mechanism(Regular/Advanced)
during the crafting stage. It usually
provides a Large number of charges at
the cost of range. It is very common.
Q: What is
Dunkawah Poison?
A: Dunkawah Poison is obtained from
either Dunkawah Ewoks or Pubams, on
Endor. Recently it seems that it can
also be obtained from the native NPCs of
Dantooine(Janta, Mokks, etc). If that is
supposed to be the case or not is
unknown at this time.
What it does is replace the Infection
Amplifier(Regular/Advanced) during the
crafting stage. You basically trade 30
effectiveness in the final poison or
disease for 30 potency. If your trying
to get past resist buff it could be
helpful.
Q: What is
Spider Venom?
A: Spider Venom is obtained from the
Fire Breathing Spider inside the
Geonosian Bio-Lab/Cave/Dungeon on Yavin.
It replaces the Infection
Amplifier(Regular/Advanced) during the
crafting stage. This will usually raise
the Effectiveness greatly. These aren't
as common as they once were, but can
still be found.
Q: What are
these 'Enhanced' Components?
A: Sometimes an Enhanced or Legendary
version of a component will be looted.
The stats and types vary but are usually
much better then any player crafted
component. These are very rare drops.
Skill Tapes
Q: What do
Combat Medic Effectiveness Skill
Tapes(Clothing Attachments/Armour
Attachments) do?
A: Absolutely nothing.
Q: Do Combat
Medicine Use Skill Tapes(Clothing
Attachments/Armour Attachments) work?
A: No. Just like the Medicine Use Skill
Enhancers, these were disabled long ago.
They would prove to be game breaking
items for the Medical Professions and
were never activated. They do still
drop, however.
Q: What do
Combat Medic Healing Range Skill
tapes(Clothing Attachments/Armour
Attachments) do?
A: Absolutely nothing.
Q: What do
Combat Medic Ranged Injury Treatment
Speed Skill tapes(Clothing Attachments/Armour
Attachments) do?
A: Absolutely nothing.
Q: What Do
Combat Medic Experimentation Skill
tapes(Clothing Attachments/Armour
Attachments) do?
A: For every +10 you receive an extra
point of Experimentation during the
Crafting Stage. These tapes do work and
are very valuable to MCMs.
Q: What Do
Combat Medic Assembly Skill
tapes(Clothing Attachments/Armour
Attachments) do?
A: They supposedly decrease the
likelihood of critical failures during
crafting and increase the chances of
successes. The assumption is they work,
however this is difficult to prove.
Non-CM Loot Drops
Q: What is
Acklay Venom?
A: A loot drop used by Weaponsmiths for
Grenades. It is NOT a Combat Medic
Component.
Q: What is
Sarlacc Bile?
A: An item used for a quest. It is NOT a
Combat Medic Component |
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Grinding:
*note: this is taken completely from Gnuut/Grau'din. All props
to him.
The Healing XP....
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.
The Crafting XP....
Setup 6 Food and chem crafting tools from left to right in the
top bar using a separate panel. Have 18k Lok wheat and 18k Tat
Fiber in your main inventory. Once you go through this macro you
will notice the message "Crafting Station has ended". Don't
worry about it this macro is automatically skipping the practice
box after you load the resources but you still get the XP. Also
I would recomend if you plan on hotkeying this Macro to put it
in the Shift F12 button of the panel.
You can use this macro while you are running from point A to
point B, during some downtime and even crafting stations or
droids will not affect this macro as it skips the
experimentation and practice screens.
Macro's name: craft
/ui action toolbarSlot00;
/selectDraftSchematic 0;
/pause 5;
/nextCraftingStage;
/nextCraftingStage;
/createPrototype practice no item;
/createPrototype practice no item;
/pause 1;
/ui action toolbarSlot01;
/selectDraftSchematic 0;
/pause 5;
/nextCraftingStage;
/nextCraftingStage;
/createPrototype practice no item;
/createPrototype practice no item;
/pause 1;
/ui action toolbarSlot02;
/selectDraftSchematic 0;
/pause 5;
/nextCraftingStage;
/nextCraftingStage;
/createPrototype practice no item;
/createPrototype practice no item;
/pause 1;
/ui action toolbarSlot03;
/selectDraftSchematic 0;
/pause 5;
/nextCraftingStage;
/nextCraftingStage;
/createPrototype practice no item;
/createPrototype practice no item;
/pause 1;
/ui action toolbarSlot04;
/selectDraftSchematic 0;
/pause 5;
/nextCraftingStage;
/nextCraftingStage;
/createPrototype practice no item;
/createPrototype practice no item;
/pause 1;
/ui action toolbarSlot05;
/selectDraftSchematic 0;
/pause 5;
/nextCraftingStage;
/nextCraftingStage;
/createPrototype practice no item;
/createPrototype practice
/pause 1;
/macro craft;
Useful Informational Resources:
www.iootnega.com
www.swgmedics.com
www.swgcraft.com
http://swg.allakhazam.com
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