Bio Engineer Archive

Thread: Bio Question.

IngenJegger
Mon Dec 01, 2003 12:35 pm
#1

I am wanting to become a Bio, but I have some question. I know that i need novice medic to grind the 10k medical crafting points just to start out. But my question is will i be able to drop the medic skills or are they needed for further use. (Example will i need medic skills to use the pets stims and vitality packs, or can the be use by anyone.



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*Ingen Jegger*
Loyal Follower of Bane
Bosyn-Dallas
Mon Dec 01, 2003 12:35 pm
#2

You have to keep the medic as it's a pre-req for BE.



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Mischa Zarovich - I AM the scum of the Galaxy!
Master TK/ Master Smuggler - Tempest
Bosyn-Dallas
Mon Dec 01, 2003 12:36 pm
#3

Oh also, petstims do not recquire med skill at all from what I've seen.



*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*
Mischa Zarovich - I AM the scum of the Galaxy!
Master TK/ Master Smuggler - Tempest
Mirrl
Mon Dec 01, 2003 12:38 pm
#4

You have to keep novice medic and O Chem 4. (i.e. the whole O Chem tree) You don't need any of the other 3 medic trees.



From'mirrl
Master Creature-Handler/Master Bio-Engineer/Master Scout
Goods available through the Mos Kashyyyk Mall.
(Mos Kashyyyk Shuttle Port)
Send an email to From'mirrl for custom pets.
Send an email to Bam for bio-Enhanced clothing.
Plageron
Mon Dec 01, 2003 12:44 pm
#5

Your only limitation will be that you cannot use any medicines beyond B, when it comes to medicines.

And also you wont be able to use any antidotes or disease cures, because the designers who I dont know where they get their ideas from decided that only a Master Medic or beyond could use that type of thing.

But anywise, that should be your only limitation....oh and you wont be able to cure bleeding or revive anyone.

That is if you take the minimum medic skills.

Oh well...as you can see...there are things in this game I dont like or agree with...
I personally feel that the designers should have gone out and played some games and maybe some table top Role Playing Games first, before doing some of the things they did.

Its amazing how many Skill/Ability system mechanic problems are in this game.



---"Back off Man!! I'm a Scientist."----
Peter Venkman from Ghostbusters
IngenJegger
Tue Dec 02, 2003 1:04 am
#6

ok so just to recap i need to keep the basic novice medic skill and also need to climb the Chem up to 4 (and that is also part of the medic tree? right?)



_________________________________________________________
*Ingen Jegger*
Loyal Follower of Bane
Bosyn-Dallas
Tue Dec 02, 2003 1:06 am
#7

You're correct. The minimum you need from the medic tree is 0-0-0-4. If your wanting to use personal stims greater than b you would need to go 0-0-4-4



*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*
Mischa Zarovich - I AM the scum of the Galaxy!
Master TK/ Master Smuggler - Tempest
Spazzers
Tue Dec 02, 2003 1:39 am
#8

Control S, click on bio engineer, look at the bottom of the skill tree, tells you the pre-reqs you need to qualify (scout and medic skills). If you click on those pre-reqs it will take you to those skill trees.You have to keep all those skills. If you give up one you won't qualify anymore.



Buboopadoo
HOBO Embezzler
A Simple Resource Dealer

A Developer's answer to everything:
"I can't promise to try, but I'll try to try"
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