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 [Outdated] Combat Medic (Healing bullets!)

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Lyra
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PostSubject: [Outdated] Combat Medic (Healing bullets!)   Sat Dec 03, 2011 1:36 am

So my build is going to be this (http://www.torhead.com/calculator/skill#800rfRMRzcdkqZrcZb.1) with a floating skill point that depends on the flashpoint/operation I am running.

I decided that one point into Special Munitions for the 3% critical chance would work in any situation where there are no mental debuffs. If there is an abundance of mental debuffs or debuffs in general, then the point would be better spent in Psych Aid.

Anyone opinions/suggestions?

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Fluttershy
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PostSubject: Re: [Outdated] Combat Medic (Healing bullets!)   Sat Dec 03, 2011 7:27 pm

Mine is pretty similar to yours but more defensive. Specy

I see Reactive Shield as a "I need help asap!" kind of thing so having a boost to healing would be very nice in emergencies. I did put a point in Psych Aid because there will be plenty of mental debuffs in PvP, and I am sure there will be some in the Operations.

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Lyra
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PostSubject: Re: [Outdated] Combat Medic (Healing bullets!)   Wed Dec 07, 2011 4:58 am

I understand why extra healing for yourself would be handy, but I don't see it being an issue end game. In my opinion, I am going to want that bonus healing for others from the extra Aim(which increases bonus tech healing that directly relates to how much Hammer Shot heals for), rather than a slightly better 'oh shit' button for myself.

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