Right now I'm playing with 4000 CM and 0400 Doc. (The skill branch might be off in Doc, either way it's only one tree.) That way I have area healing abilities for damage, wound healing, state heals, and poison/disease healers.
Many of the abilities CM has (I believe they're called debuffs) are basically like a lot of the combat shots ranged professions get--they movement inhibitors, bleeding, stuff like that. A real emphasis on the "combat" part of the Combat Medic title.
Doctor buffs are still useful--I will stress that I feel that medical buffs and food and spice are still worth your time, they're just numbers we're not used to seeing yet--but I've never been a buffline doctor or wanted to be... With the severe reduction in heavy reliance on buffs, I feel free enough to experiment with my template a little more. I'm also able to do it because of the way Medic has been restructured and the requirements for Doctor/CM changing.
While it still needs more testing, I think 4000 CM / 0400 Doc is a good, solid support character template to build off of for the field--and it still leaves you PLENTY of skillpoints to play with, and it gets you those battle armor certifications.
Myself, I'm going to be stitcking with Smuggler 0040 for Feign Death and that sweet, sweet Concussion Shot--and delving more into Pistoleer. Overall I think this is a very positive change for doctors and CMs...I'm pleased with the combat debuffs CMs have been awarded even though I'm not interested in having them, and very pleased with the Medic restructure.
My two cents. I'll still be testing my template before the two weeks to respec is up, but I'm liking it so far.
