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  • Agent's Combat Medic FAQ's
    By: Agent, Posted at: Mon, Dec 1st 9:06 PM 2003
    Rated 5.00 by 7 people

    This is a work in progress so bear with me while I update and add stuff



    Q) What are the prerequisites for Combat Medic?

    A) You must have Master Medic, Ranged Weapon Support Specialist, and 12,500 medical xp

    Q) I have points left over to dabble in CM what is a good template?

    A) The combat medic is not a dabble friendly profession. To use the best poisons it requires tier 4 CM Support. If you want to make your own high level poisons you need tier 4 Crafting. And to throw farther than 25 meters you need CM Range. If you know of a master CM who is willing to make equipment for you then you may not need crafting skills. To use the best AE poisons you will need to obtain the level of Master Combat Medic.

    Q) Do I have to have artisian skill to be a good CM ?

    A) It helps, but is not mandatory. You can easily find basic resources for sale on the bazzar, and you may be able to work a deal with an artisan on your server to help you get resources for advanced components.

    Q) What is the best weapon for CM?

    A) Pistol is great (low speed, good specials even on low level).
    Carbine is decent (mid-speed but fast enough to allow healing).
    Rifle is not very good (slow till master levels, specials take up mind, but stacks nicely with mind poison).

    Q: What resources do I need as CM?

    A) See the Crafting Database

    Q) What are the most important stats for resources? I've been told OQ and I've also been told PE, but not sure which

    A) For Organics, OQ is most important followed by PE.
    For Metals, Chemicals and Minerals, OQ and Unit Toughness.

    Q) What do different stats on poison mean?

    A) Potency - how often the poison will resist.
    Effectiveness - how much damage will the poison do.
    Range - How far you can apply it.
    Radius - Radius for AOE in which all people get affected.

    Q) How much damage do poison do?

    A) Simplified formula:
    Damage per tick = (poison effectiveness) * (1 + (CM effectivness) / 100)
    So master CM (90 CM effectivness) with single line pack of 250 will do
    250 * (1 + 90/100) = 475 damage.

    Q) I tried poisoning a Kreetle, but it's faster for me to stomp on him then to kill him, poisons are useless ?

    A) Many low level mobs have incredibly high resist rate, but do not worry, your poison will work just fine against other players and high level mobs, even against Kryat dragons.

    Q) I poisoned a mob and ran away, now I can't loot/harvest it, what's up ?

    A) If you kill a mob ONLY with poison you will not be counted as killer and will not get access to loot/harvest. Make sure you take a few shots at the mob, any damage that would give you weapon exp will mark as you killer.

    Q) Why can't I make Advanced Resiliance component ?

    A) The schematic is currently broken. Nobody can make one at this time.

    Q) How do Medical Droids work?

    A) If you have a droid with a 80 med module, then when you have the droid out, you will be able to heal 80% of the wounds you would normally heal, but be able to heal them anywhere outside of a building. If you have a 110 med module droid, then you will heal for 110% (the same as in a hospital) while outside of a buidling. Healing outside is the only advantage of having a droid, unless your droid also has a crafting station. Then you can also experiment and make advanced meds away from a crafting station.

    Q). Can any profession purchase a deed and use a factory?

    A) Yes

    Q) Can the factory be 'dismantled' once erected and the deed re-sold?

    A) Yes, assuming it has enough maintenance credits to re-deed it.

    Q) I've heard about maintenance: How much does it cost to maintain a factory?

    A) About 1,000 credits per day

    Q) What happens if you don't keep up with the maintenance fees?

    A) It will decay and eventually be destroyed unless you pay up

    Q) Can you just pay maintenance when you want to use it, or is it necessity to keep paying?

    A) You must keep it payed up, even if not using it

    Q) Also, I've heard you need to use resources in its upkeep too, how much? And again, can you just put these in when you are using the factory or is it a necessity to keep up with this and what happens if you don't?

    A) It requires power. Power is only used when running, so how much it uses per day depends on how often the factory is making stuff. You dont need to supply power when your not using it.

    Q) Is CM a viable combat class (as a damage-dealer, not just a healer) without advancing in the pistols/rifles/carbines that you used to get to CM prereqs in the first place?

    A)Yes, Poisons and disease are very powerfull at the C level, and are very nice weopons for PvP, and even for some PvE. Interestingly, poisons seem to be resisted less by tougher Mobs.

    Q) Can you get CM xp healing entertainers in the cantina, or people in the medical center?

    A) There is no difference between Combat medic XP, Medic XP, or Doctor XP, its all the same. HOWEVER, I recently noticed that area heals no longer give the insane XP when throwing them in cantinas anymore. But any other type of healing will give you what you need.

    Q) Is it hard to find groups on advanced planets? Assuming that it's advantageous to do so.

    A) Not really, if your a competant healer. Try going to the Coronet or Tyrena Starport and ask around if any groups are going offworld, or try going to Nims Stronghold on Lok. There are almost always people on Lok looking for healers.

    Q) Is there any avenue for making credits besides solo destroy missions? For that matter, how hard is it to solo destroy missions?

    A) Solo destroy missions are not that hard once you reach novice CM. At that point, your pistol skills are good enough to handle a simple one. Youll get an average of 800-1000 credits per mission.

    If you have the resources and capabilities, crafting StimB's and and WoundB's for selling them on the bazzar is also a decent money maker, but will require a pretty significant investment into harvesters and crafting supplies.

    Q) Are the resources needed for the crafting aspects of CM overly difficult to find?

    A) The basic resources are pretty easy to find, advanced resources can be much more difficult. Check my database for what resources you need, then go to www.swgcenter.com or www.swgcraft.com and check the database to see if there are any on your server and how good they are.

    SWG: Profession: Agent's Combat Medic FAQ's, by Agent
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       about resourses Reply...
      Posted @ Thu, Feb 12th 3:18 AM 2004
      By: FEEniks
      4 posts
      Score: Decent [3.00]

      Q) What are the most important stats for resources? I've been told OQ and I've also been told PE, but not sure which

      A) For Organics, OQ is most important followed by PE.
      For Metals, Chemicals and Minerals, OQ and Unit Toughness.
      --------------
      so only those stats count when crafting? others not important?                         

       
      1 Reply
         RE: about resourses Reply...
        Posted @ Thu, Feb 12th 4:53 AM 2004
        By: qualroh
        3 posts
        Score: Decent [3.00]

        The best way to tell what you need when making things you'll use, is under the Experimental Effectiveness. The stats listed there are what you need to have high numbers on. Example: Liquid Suspension requires Organics and Water, fairly easy to get. Experimental Effectiveness>Power: Overall Quality 66% Potential Energy 33%.

        66% of your power comes from the Overall quality, thus you want that number to be as high as possible. Potential Energy is a secondary, if you have an item with extremely high OQ, and low PE, you're fine. Does that help?

         
        ----------------------------
        Qualroh Crestingdark
        Server: Starsider
        PA: SHC
        Master Doctor
        Master Teras Kasi Artist
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