Doctor Archive

Thread: What incentive is there to be a Master

Marzuk147
Wed Sep 03, 2003 3:17 am
#14

--3) Ability to use wound E medpacks. While not essential, it does look impressive to completely heal somebody's massive wounds in one cast.--

This is kind of a misnomer, as I found out playing around with these packs.

Sure, I keep an action / health Wound E fully experimented for effect too, but thats only part of it.

With regular good materials (no advanced, no offplanet) I can make a 61/160 wound E, which is more than suffecient in most cases, providing a very economical way for me to heal.

I keep 1 of these on me for all the stat wound heals, and this has proven very handy.

I also do the same thing to my Stim Es - I have 1 whopper E on me, and the rest are experimented for max charges, as that serves me much better. Using just adv liquid, I can get a stim to 60/500 pretty easy (general numbers). So I think that Es are more or less all about the quantity, at a still decent quality.
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