Combat Medic Archive

Thread: Any Q's?

Marion_Jones
Fri Jun 27, 2003 8:42 am
#14

As a medic, you will need to craft your healing supplies (at least until a market develops for them). That means that you will need raw materials. In the beginning, you may be to poor to buy the raw materials so you need a way to survey and sample for them yourself.


Therefore you should choose artisan 1st and then train novice medic in order to get the surveying tools and the skills to use them. If you pick medic1st and then go artisan second you will not get all of the surveying tools.



-MJ

MrSloth
Fri Jun 27, 2003 9:04 am
#15

The area stims as of the end of beta did not work at all. They healed no one. The area poison/disease only worked on the target and not those around them.


Most my ranged stims ended up having a range of 30 or so off the top of my head.


The area of effect for my area stims/poison/disease was usually around 17 but like I said they really did not work so it was hard to tell.


As of right now disease is completely useless. Do not count out poison yet though. The A pack suck and the B pack is not better but when you get to the C disease pack it really shines. Still not worth the effort especially if you have a weapon tree maxed in marksman but it's not completely useless like the other two.




Slothy, Master Tailor
Corbantis
-1229, -2978 ; By Bestine on Tatooine
Klaxender
Sat Jun 28, 2003 12:40 pm
#16

Would it be stupid to try for Combat Medic and Doctor? I'm pretty sure there's enough skill points, but even if there aren't I could still get Master combat medic and most of doctor.

JediQuic
Sat Jun 28, 2003 4:59 pm
#17

Yeah, you can master both...but nothing else at all.....and if i am not mistaken they take the Same Exp so it is gonna take FOREVER =D
MrSloth
Sat Jun 28, 2003 6:51 pm
#18

I did it in beta and yes it takes forever and takes the same xp. After your all done you have enough to get some marksman skills because you have to have ranges support for combat medic but no other skills.



Slothy, Master Tailor
Corbantis
-1229, -2978 ; By Bestine on Tatooine
Cruseydr
Sat Jun 28, 2003 7:09 pm
#19

It sure would make you the most capable healer and buffer in the game. I think the resource requirements for all the different packs would get crazy though =)



__________cruseydr________________________________________
Blademaster - 1433 Doctor on Chilastra (Currently Active)
3143 Dancer - Aspiring Smugger on Intrepid (When I'm Bored)
Combat Medic - Pistoleer on Bria (Retired since July)
KenObi1
Sat Jun 28, 2003 9:24 pm
#20

Ok. I am currently a medic/marksmen/artisan. I have gotten to level 2 survey for my artisan(resources). I have int ranged and the second level of pistol(marksmen). I have first aid 1, diagnostic 1, and i cant remeber right now what the other one i have for medic. Not pharmocolgy, the other one. Brain fart. So, to be a combat medic, what skill paths do i need to follow?


Thanks for the help.




Ibonek Bloodvayne-Jedi
Bloodvayne-Doctor/Rifleman
Aryk
Sun Jun 29, 2003 6:15 am
#21



KenObi1 wrote:

Ok. I am currently a medic/marksmen/artisan. I have gotten to level 2 survey for my artisan(resources). I have int ranged and the second level of pistol(marksmen). I have first aid 1, diagnostic 1, and i cant remeber right now what the other one i have for medic. Not pharmocolgy, the other one. Brain fart. So, to be a combat medic, what skill paths do i need to follow?

Thanks for the help.







Master the ranged combat line (forget what it is exactly called, but it is the line that takes combat xp to progress in, not your weapon skill) and master medic. The way to truly check these sorts of things out is to go to a combat medic trainer, and when you converse with him there will be a box that comes up showing the prerequisites needed to advance to the hybrid/advanced professions. This works for all advanced/hybrid professions

Xisk
Novice Medic/Marksman
Engineer
Corbantis



Xisk
Medical Tactician
Corbantis
Parna
Mon Jun 30, 2003 7:55 am
#22

Hi,


I am planning to be a combat medic but I have already started as a medic and trained novice marksman. I keep reading that you need to train in novice Artisan to get the inorganics. I hav been buying them from players at this point but that gets expensive.


1. Can I still train in Artisan?


2. How much do the survey tools cost or whatever tools are necessary to find inorganics?


Also, what is the best method tofind peolpe to train you in skills when you are ready? Should I just do a 'shout' and ask who can do it? How long do I need to train in Artisan if at all to be abel to get teh resources I need to continue my medical crafting. I was hoping just to be master marksman and master medic but I guess that is not going to be the case.


Thanks in advance,
Ynygma




Vyktr Parna

Future Combat Doctor


Prolix
Mon Jun 30, 2003 8:36 am
#23

1. Yes, just type /find and look up Trainer: Artisan in the list to get a waypoint to the closest NPC who can train you in Novice Artisan for 100 credits.


2. It depends, I would make a set free for a fellow Medic. Don't pay more than 100 per tool. You will want a Flora surveying tool, and a Mineral or Chemical surveying tool (only need the 2 to start).


I just /yell or /shout. Check the Medical Center for Medic skills, or Cantinas and Starports for large mobs of PCs. It shouldn't take long to build Artisan; I acheived Surveying IV on my character'sfirst night (surveying is the only Artisan skill that you need to worry about). Get a thousand resources (really, only a couple hours work), and stop worrying about resource gathering for awhile.


It's not advised to be just Master of one thing, this is a skill-based game. I'm getting Scout too for the movement bonuses of Exploration, for example. Later, when you want to spend a lot of skill points on Marksman or Medic, just surrender your Artisan skills.





"When I need to find something out, I just go and find people who know more than me, and I ask them. Sometimes, I ask pretty hard."

Marv, Sin City

Candide
Wed Jul 02, 2003 8:54 am
#24

Ok, I have a question. I picked up doctor monday, and I was thinking of doing doc/combat med. But now I'm not so sure...if the ranged stim C's are only as good as my current c's, I think ild rather run and use my e's or f's on the target...


But then I think, my expirmented c's already heal for 500, so what good will e's and f's be really?


Is the delay on healing similar to normal stimpacks? Around 3-4 seconds when master medic?


I really have no interest in disease/poison, I never liked dot classes, so I'm debating going this route at all, perhaps pick up bio med and boost some armor or something.

Prolix
Wed Jul 02, 2003 10:03 am
#25

Yes, I used Stim-D's near the end of Beta because I had my own factory going (nothing like having a crate with 22 Stimpack-D'sin it ready to go!), and yes, with all the skill a Doctor has, they can heal someone full (1000+ heals were normal). I think E's would only come into play if you're healing players who have been enhanced by a Doctor. For instance, the best Enhance Medpacks can boost someone's Health or Action over 2000, so then an E might be useful... or you could just wait 5 seconds and use another D charge on them =) And that would only be if something beat them down to incapacitation.


I wouldn't worry about CM since their items are mostly broken, unless you'll REALLY want the ability to heal from a distance. Also, the Area Stimpack animation when you use them is just plain cool.





"When I need to find something out, I just go and find people who know more than me, and I ask them. Sometimes, I ask pretty hard."

Marv, Sin City

bigorgg
Thu Jul 03, 2003 7:34 am
#26

Ok quick question

I just got a house and set up a chemical/food crafting station in there. I was curious what the crafting station does for my medicines. All it allows me to do is create a schematic for my medicines. Aren't I supposed to be able to experiment on them? I think I may be missing a step or doing something wrong. I am at organic chem 3 now. Oh and what does diagnostics really do for me?

Thanks
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