Brawler Archive
Thread: Which Medic skills for Unarmed?
I've moved up the Medic line to FA 2, and OC 3. I'm wondering what a good medic template would be considering that I'm only using it to supplement my unarmed (eventually smuggler) skills? I've heard that FA 2 is usefull for the First Aid skill. I've also heard that you need Pharm 3 to use Stim Cs, is this true? Is OC usefull for anything other than crafting stims? Should I just drop everything except novice (when skill points get more tight) and use Stim Bs that I buy off the bazaar or wherever?
Thx
I had to get Pharmacology IV to use my crafted Stim C's. I believe the ease of use for C's can be experimented down, but that's at the expense of uses and healing power.
Org Chem is good if you want to craft your own meds. If you're not in to that, just worry about Pharmacology and maybe diagnostics for speed.
First Aid 4, Pharm 3.
I use stim C's with 27 med use, 36 uses per stack and 453 healing power. I heal myself 600-800 per stim.
Don't get organic chem. Buy your stims from a master doc instead. Organic chem is a waste of points for dabblers.
Wait to get diagnostics until you get 4/0/3/0 and see if you think you need it, I have diagnostics, but it is not needed in battle, and I will drop it when I need the skill points back.
Thanks for the help.
'Nother question (OT sorta):
What's the best readily available (often on the bazaar) yet still relatively cheap resources for crafting the Stim Cs? Currently I'm using the Hides that I harvest, Water off the bazaar and whatever chem + metal I can find for cheap. This probably makes for poor quality stims :-/.
Pharm 4 OR Pharm 3 - which will let you use stim Cs that you buy (no need for OC)?
First Aid - Usefull for "dabblers" or not? Is "Quick Heal" worth 4 skill boxes?
OC - you're right, I didn't want to bother with crafting stims anyways, but I might as well keep it while I have it.
Just make sure when you order your stim C's that they have 30 or less medicine use. That way you can use them with Pharm 3.
Quickheal does not seem very useful, as it has insanely high mind cost to use it. I've never used it, because with my 750 mind pool, I don't have enoughto cast it. The first Aid branch is useful because it makes you heal more when you use stims. Like 70% more or something at level 4. Mouseover the skill, it explains it.
the answer to you question "which medic skills for unarmed" all depends on you. If you wish to be self supported then you need to craft the stims, gather the resources, be able to use them and so forth.
So my suggestion would be to pick all the classes/skills you want for unarmed/smuggler and see how many points you have left over. then decide can i afford the skills to make my own stim or do i need to put extra into med use to buy the ones higher than i could ever make. If i recall right a normal stim C needs 32 medical use, which you can lower with experimintation. And A's and B' only require 5 medical use, which you get with the novice medic skill. The other down side to stim making is trying to buy the adv resources,which is hard, or getting your own survey items and doing it yourself, which sucks up more skill points.
Me i knew right from the start I was going for TK/Doctor so it was easier to decide where to spend my points.
Osskizz
lol I guess since I got up to Master Medic, it doesn't matter for me...working on Doctor now...I guess I need a factory.
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