Combat Medic Archive

Thread: Ranged Stim E is C-R-A-Z-Y

Xhenn
Mon Oct 13, 2003 4:29 pm
#14

If an Area Stim C can be thrown 53m, and Area-of-Effect 24m, that's a maximum range of 77m! And, it will heal multiple targets. I think the Area Stim C is more bang for your buck.
Cedron
Tue Oct 14, 2003 6:13 am
#15

You guys are right that an Area C is better for healing PC's, but as mentioned above, the Ranged Stim D's or E's are better for healing a tanking pet. PC's don't have enough HAM points to make a difference between Area C healing and the D and E healing. But when you have a pet tanking against hard MOBs, that extra several hundred healing points can make a huge difference in keepind someone's pet alive.
MaDBiO
Tue Oct 14, 2003 7:52 am
#16

You have to keep a decent mix of both. My area cs come out to around 43 charges, 710+ effectivness with a base range of 35m (which means i can toss them over 60m as a master) and an area of effect of 25 meters, so they are great for all sorts of group pve action. For grinding out faction exp (or when i did need it for my marine armor and base) I had to stick to ranged since areas dont wont on faction pets.



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Taeldan
Tue Oct 14, 2003 8:54 am
#17

How does the range exactly work? I just made some ranged stim C's that have a range of 22. Now does that equate to 44m or what?
StrayCat1212
Tue Oct 14, 2003 3:25 pm
#18

(Healing Distance Modifier/100)+1) * Range on med = Total Range. Master CMs have a HDM of 100, so basically they can throw meds twice the distance listed on the med.



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Merendel
Tue Oct 14, 2003 3:59 pm
#19

I generaly dont bother with just ranged stims. my area stim C's tend to land in the 1500-2k range on multipul targets. Ya I could make an E thats a bit better but personaly I dont favor the tradeoff in cost and the single target nature. 99% of the time the areas are just fine on the pet tanks and that other 1% I dont think E's woulda saved the pet anyway. other advantage of the areas is sence the radius is so big my friends know they can move a bit closer to the mobs if they want their special move costs healed sence I'm already huckin stims at the pets.



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DedMnWlking
Tue Oct 14, 2003 4:29 pm
#20

I usually use Area C's for my party members. It heals them all (once I trained them to stay together). However, I call my Stim Es my Pet Stims. Honestly if it weren't for huge HAM bars on the pets stim Es wouldn't be worth it. but my stim Es rate at 1022 healing and with a good roll I can easily heal over 3k Health in 1 shot. I am a Creature Handlers best friend. Few tosses and a Trick later and that Pet is raring to go again. Wish we can do that with the ATST. But now we have to wait 2-3 days for it to heal in the datapad. I don't care too much since I don't own one but I kinda feel bad for the people who spent all the faction to get them. OK pity party over .
kd666
Wed Oct 15, 2003 8:30 am
#21

by example of this game's construct, i love to see the variance in play styles within the same class! I see other classes with 2 or 3 tricks, while CM's get a lot of diverse skills to applied in defense and offense. I am biased.


Anyway, ae stims seem to be effective to heal party members as a whole,which i use the most often. Straight up heals require stim e's or ranged varieties howerver, as the ae affect has diminishing returns on its radius. If you are playing with buffed players, with good doc buffs, you're ae stim heal becomes a topper kit hahah.


So with this play style, i carry 3 types of healing stim e's, ranged e's with 33 ranger/1000+ heal, and ae stim c's with MAX effect. Reason is this: the ae stim c can have a very large radius... my current batch has 30+ radius! With an effective range of 46m+ 30+ radius... believe me, this is what its supposed to be used for...



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