Brawler Archive

Thread: Does unarmed basically *have* to be a medic also?

Philomorph
Thu Oct 09, 2003 3:55 pm
#1

I am a master Aarchitect and brawler at unarmed 3. I plan to be TK eventually. But I keep reading that brawlers need to have medicine to heal themselves. I am already stretched thin as an arch, merchant, master artisan,unarmed and scout. I prefer to rely on having a medic in the party, but as a damage sponge it seems they are rarely enough.


Are there many successful unarmed/TK out there that don't have medic skills?




----

We've heard that a million monkeys at a million keyboards could produce the Complete Works of Shakespeare; now, thanks to the Internet, we know this is not true
- Robert Wilensky
Castor_Smuggler
Fri Oct 10, 2003 5:38 am
#2

In my experiences, I think having medic capabilities is smart for every profession. It is no secret that brawlers take the blunt of damage in PVE battles even in groups. After awhile your going to need some sort of medic skills. I myself am nearly completion of Organic IV and then will be a Master Medic, Working on Novice Pistoleer and Unarmed IV (among other things, these are my major FOI's). I have found it necessary, to say the least, to have my medic skills, and even in my state I still require another medic higher then me sometimes in a group. For most professions, even the ones you wouldn't suspect like Dancers, Medic is becoming a "necessary evil".

Unfortunatley I'm afriad that it's becoming less and less possible for me to heal people for free, I'm having to do probably 10 missions a day just to maintain 10k in my bank account. People aren't tipping like they used to when I started. I can do a full health and action heal on someone and they only tip me 1k. FULL HEALTH AND ACTION?!? THAT MEANS YOUR BARS ARE BLACK, AND YOU TIP ME 1K?! HALF OF MY SUPPLIES ARE OVER 1K for 100 units of it!

Anyway, didn't mean to go off in the medic mode, but yea I think that it is wise if your a Brawler to also have some medic capabilties.



-----------------------------------------
-Mave Etho
Master Smuggler
Professional Wanderer

"We few, we happy few, we band of brothers..."
Philomorph
Fri Oct 10, 2003 10:02 am
#3

Thanks for the suggestions. If I wanted to only take one branch of medic, which would be most beneficial do you think?




----

We've heard that a million monkeys at a million keyboards could produce the Complete Works of Shakespeare; now, thanks to the Internet, we know this is not true
- Robert Wilensky
alphaforge
Fri Oct 10, 2003 10:17 am
#4

Pharmocology (I think thats the spelling). At Pharm 3 you can use high quality Stim C's



Dea'll --- Flurry
AkunaTenshi
Fri Oct 10, 2003 10:59 pm
#5

Medic helps but if you really want to do well, you'll be a Trandoshan BH or Commando and a Creature Handler like everyone else. Isn't it great how askill based game with good balance encourages such diversity among the players.


Akuna


AkunaTenshi
Fri Oct 10, 2003 11:05 pm
#6

Sorry - just a little down about the game lately.


As for your question, Once you get to TK, you'll gain the Meditate ability wich will allow you to recover your pools more quickly and slowly (at first) heal your wounds. The effect stacks with camps, med-centers and cantinas and really helps with down-time.


That said, it is worth picking up Medic to be able to use Stim-B's. They can really make the difference in a close fight. When you buy your stims on the bazaar, make sure to check the details. The good ones will heal for 300+ and are MUCH better than the smaller ones.


Akuna


Sicsempertyrannis
Sun Oct 12, 2003 4:26 am
#7

Meditate has never and doesnt currently accelerate any pool regeneration. It will heal wounds at med 4 and master TKA and will heal disease, poison etc. And yes as a melee char I would recommend at least novice medic to be able to use stim Bs.

DrSardonicus
Tue Oct 14, 2003 12:57 am
#8

If you are ALWAYS grouped with friends you know and trust to heal you, then you may not need medic skills. If you are ever involved in any other scenario (soloing, grouped with strangers) then medic skills are essential. You can't count on anyone else healing you in a pick-up group. Most people run around like fools, shooting everything with their pistols and never healing- if you have one designated healer in a pick-up group who actually heals, consider yourself lucky.


That being said Novice Medic and enhanced stim B'sare all that's really essential. FA2 is nice for stopping bleeding if you can spare the points. Personally I'm advancing well into the Doctor tree so I can buff myself and make my own meds- I'm into self-sufficiency.

Philomorph
Tue Oct 14, 2003 3:33 pm
#9

So novice medic can use Stim Bs? Ok, I'll pick up medic then, since I've got some stacks of Bs and they will come in handy for soloing.


How much of an impact on your fight does using a stimpack have? Does it basically sit in your queue like any other combat action and take a round? Or is it outside the queue?




----

We've heard that a million monkeys at a million keyboards could produce the Complete Works of Shakespeare; now, thanks to the Internet, we know this is not true
- Robert Wilensky
PriestofFudge
Tue Oct 14, 2003 8:01 pm
#10

Master tk-Master pistoleer-Master smuggler


I went through my entire character without stim b's, i saw it as an insult to all professions to be able to heal that well with 15 pts into a novice class without any skill required. Stims shouldnt be usable unless you have crafted them personally IMO.


Yeah... no terrain negotiation sucks.

BristaAB
Wed Oct 15, 2003 8:52 am
#11

One alternative is to rely on buffs instead


You get Master Doctor buffs to your red and green stats (costs about 5K) and eat willpower food and drink willpower drink - I have maxxed all my blue stats anyway


However buffs have been bugged since the last big patch so it makes life a struggle for this build but it rocked before the patch


You do need cash or a friendly doctor and chef


Another alternative is to take a medic with you. Consider hiring them, most novice medics might be a bit shy about grouping with more advanced characters but they are so useful




[Black] Style is everything - so is winning [Black]
Black Guildhalll: Dantooine Agro Outpost 2052 -6412, Infinity
Merchant Tent: Corellia 308 -6012, Infinity
Philomorph
Wed Oct 15, 2003 1:53 pm
#12

My original plan was to rely on group medics. But for some reason I've found them less reliable in SWG than in previous games. Maybe it's due to the larger than average number of non-experienced MMO players or something. The polls indicate a high percentage of players who are here because "it's Star Wars" instead of of because they like playing MMOs. In DAoC, it seemed most everyone had played EQ, so the level of experience was pretty high. SWG seems to lack this benefit, since the target audience is much more diverse.


I guess I just need to continue educating medics when they don't meet my high expectations




----

We've heard that a million monkeys at a million keyboards could produce the Complete Works of Shakespeare; now, thanks to the Internet, we know this is not true
- Robert Wilensky
Tanizaki
Wed Oct 15, 2003 6:32 pm
#13






Castor_Smuggler wrote:
It is no secret that brawlers take the blunt of damage in PVE battles even in groups.




Funny. You don't look Japanese.



EmCee Flash
Master TKA - Master Smuggler - Pistoleer 0012
Colonel, Imperial Marine Corps (selling faction at 120 credits per point)
Corbantis Galaxy

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