Combat Medic Archive
Thread: horrible vendors?
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sc24evr
Tue Jun 29, 2004 7:38 am
#1
Is it just me, or do almost all of the CM vendors (or atleast on chilastra) have really bad supplies?? I can't find a single vendor that has quiality health poisons, all i see are mind mind mind!!! I am willing to pay top dollor for some deadly diseases and poisons, but of VARIOUS kinds, not just mind. If you know of any vendors on Chilastra please let me know, thank you
MissMargaret
Wed Jun 30, 2004 10:41 pm
#3
I think his complaint is not so much with the quality as the types of poisons he needs - forgive me if I'm mistaken.
I do a great deal of crafting-for-sale, and I make some pretty decent poisons, but, alas, on the wrong server. The majority of requests I get for special orders are for, guess what, mind poisons (area B's, specifically, due to the low CMU). Right now, I'm backing up a Bounty Hunter, so I'm running around with a crate of action poisons, since that's what his specials hit hardest. I also tote a couple of crates of health poison to back up my own special damage. Not every CM is focused on PvP 
Best bet is actually contacting one of the vendors directly and special ordering what you need. If you have a limited amount of resources, you're going to make what sells, and mind poisons sell like hotcakes. If you pay a deposit for what you order, they will love you like the brother they never had 
Pahdbacca
Wed Jun 30, 2004 11:46 pm
#4
The only thing I can say is.....look harder. I started a vendor thinking that there were ony 2 CMs on Flurry selling better than mediocre stuff...While traveling the galaxy, I have found a couple of vendors selling exellent stuff, not advertised on these boards, and not on the planetary map.
Good luck.
David25
Thu Jul 01, 2004 4:04 am
#5
Quemie (probably off on spelling) in Riverveil has some nice health stuff, might want to check there....
If you need a way, its pretty much the only CHilastra one on the CM vendor sticky 
jfang
Thu Jul 01, 2004 6:47 am
#6
I'm a big fan of asking around to find combat medicines. Do a player search for combat medics, and ask the ones which have a master title (or an elite title if you get desperate) where they get their meds. They have to get them from somewhere. You might get a low response rate ("I make them myself, but don't sell"), but all you need is one good reply and you will be set for the next few months.
Not to mention the fact that if people are advertising a combat medic title, chances are they do more PvE than PvP (as a title is basically a walking "shoot me" sign to other players in the current framework...), so are more likely either self-crafting or buying a more diversified set of poisons and diseases.
By the way, in regards to the comment about area poison B's for the lower CMU, I have found that a properly experimented area poison C is more effective than an area poison B. I personally get a hair more effectiveness, and a *lot* more potency. (This is especially true if you can get 11 or 12 experimentation points.) Then again it's more resource intensive... Just something to keep in mind if you sell meds that you might want to play with that.
Happymob
Thu Jul 01, 2004 7:09 am
#7
Completely true. My standard 75 CMU area Cs are 200 effectiveness and my 90+ CMU area Cs are 230 effectiveness. Even better, the 75 CMU ones are very long duration (experimenting down to 75 CMU adds about 50 potency during the final assembly so the subs can be experimented for duration first instead of potency).
jfang wrote:
By the way, in regards to the comment about area poison B's for the lower CMU, I have found that a properly experimented area poison C is more effective than an area poison B. I personally get a hair more effectiveness, and a *lot* more potency. (This is especially true if you can get 11 or 12 experimentation points.) Then again it's more resource intensive... Just something to keep in mind if you sell meds that you might want to play with that.
MissMargaret
Thu Jul 01, 2004 9:44 pm
#8
Thanks for the tips on the Area B's - I'm a 12 pointer, and I can't get my Area C's down to CMU 75... probably something I need to play with a bit more. Lowest I've gotten on one so far was CMU 81. However, they sell at the same price per charge, so I'll probably stick with the Area B's and save the extra component 
My 90+ CMU Area C's are running about 240 effectiveness, the Area B's seem to be hovering around 140 with a 101 potency. Could it be a component that I need to switch experimentation on to get the med use down?
Gnuut
Thu Jul 01, 2004 10:50 pm
#9
MissMargaret wrote:
My 90+ CMU Area C's are running about 240 effectiveness, the Area B's seem to be hovering around 140 with a 101 potency. Could it be a component that I need to switch experimentation on to get the med use down?
Depending on the stats of the ARCs you use, you will need to devote half or more of your experimentation to the Ease of use to increase the potency and lower the CMU. I use a 72x96 ARC and upon first combine I achieve a base 120 potency with a 92 CMU. I drop 5 points into Ease of use and this drops CMU down to less than 75 and the potency increases to around 170ish. Dropping my other 7 points into Effectiveness I get about 200 effectiveness on my AE C class poisons.
I have thought about making a special batch of ARCs with increased potency and low ease of use but I haven't gotten any new Class 1 Radio to try it out yet.
MissMargaret
Thu Jul 01, 2004 11:50 pm
#10
Ah, all is made clear, more or less
The ARCs I use for myself are 70/93, but for the Area B's for sale I'm using up some older ones with lower stats. We've been getting decent Class 1s, but haven't seen Tolium gas in a while, so every CM on Valcyn ishoarding it.
Bamboozle
Fri Jul 02, 2004 2:52 am
#11
Another good thing about using 75 CMU C-packs is that you can stack an area B on top of it. 
I've managed to make some 220 effect 75 CMU Area Cs, which is actually only 30 lower than my standard packs (slightly lower range though).
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