Brawler Archive
Thread: Does unarmed basically *have* to be a medic also?
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?
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.
Thanks for the suggestions. If I wanted to only take one branch of medic, which would be most beneficial do you think?
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
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
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.
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.
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?
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.
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
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 ![]()
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.