Havoc walks in your footsteps. With an arsenal of diseases and poisons at your command, you are among the masters of damage over time in SWG. Picture this: your faction is drastically outnumbered and being siege. The Vindictus gold is collecting for their final assault. One lone combat medic goes out, and from fifty meters throws an Area Mind Disease. Can you imagine the horrors as one in five of their offensive line slowly watches their character take direct wounds to their mind? This sort of damage can only be treated with the combination of a skilled doctor (to cure the disease) and an entertainer (to cure the mind wounds). You have just doomed at least 20% of their force to 15 minutes in the cantina if they were ready for you. And that is if they had disease resistances.
With ranged stimpacks, you can be as much as fifty meters away from your tank and keep his or her life well replenished. In terms of field work you trump a doctor save for resuscitation skills: your stimpacks are nearly as powerful, ranged, and only require a little bit more materials for a casing. Let us not forget about Vindictus online gold as well. And should it be necessary, you still have the wound treatment abilities of a master medic. Your skills:
Combat Medicine Healing Speed – similar to the medic skill but your ranged stimpacks (and attacks, I believe) base their rate of fire upon this skill.
Combat Medicine Range – This acts as a multiplier, as much as doubling the range on your arsenal. With decent materials and no advanced components my ranged D stimpack has a range of 26 meters base. buy Vindictus gold is quite useful.
Combat Medicine Support – This is your ability to use more advanced combat medicine. This is much more important for combat medicine than the other medical professions, because combat medicine has its own technique for using it. You will not be able to apply the lowest level disease units without a level or two in this track.