Fencer Archive

Thread: Best medic trees to climb?

Jadin1
Fri Nov 21, 2003 9:07 am
#1

Hi,


Im trying for Master Pistoleer/Master Fencer. The pistoleer requirement is finished, but now Im working on Fencer(A holo told me, but Im enjoying it alot(0/1/0/1). After getting the TN from scout(Explorer 3), I will only have 42 skill points left. I was wondering how to best distribute them in the medic profession, 3/3/3/0 or is there a better combination?




Jadin Na'deen -
Rebel Colonel
Master Alliance Pilot
Master officer because nge killed bounty hunter turned trader because nge has no high level content.
VemaGara
Fri Nov 21, 2003 10:12 am
#2

I'd say

*/*/4/*

You want to be able to use the highest meds possible. Being able to use Stim C's or maybe D's (I don't recall the requirement numbers) is very helpful.

Being a doc, I really appreciate healing myself 1400 with my E's while I'm buffed. The fewer buffs that you use to keep yourself alive, the more mind that you have.

Dr. Vema Gara, Valcyn



Dr. Vema Gara
Master Doctor, Master Fencer
Imperial Ace (solo), Imperial Inquisition
Valcyn
(Sophitia, Trinidad on Test)
mikejson
Fri Nov 21, 2003 10:13 am
#3

yes, drop pistol, grab get master medic and doctor, and be a tank




Jintar Arres DralliTricilla
Combat Medic Rifleman Jedi Padawan Doctor ArmorsmithDancer Musician Merchant
Silent Partner S & J Inc.
PrometheusO
Fri Nov 21, 2003 10:31 am
#4

If you don't want to master MEDIC and just climb a few trees, I would suggest you climb First-Aid and Pharm. because this will allow to gain the benefits of quicker consecutive heals and the skill to use Stim D's which i always buy a boat load when doing solo missions on Dantooine. Cant' afford to waste time flying back to Corellia to buy more because i did not buy enough.


Prometheus

Fencer 1 4 1 2

Former Master Medic

Brawler 3 4 4 4

Ch 1 1 0 0

Scout 4 0 4 2



Prometheus

Pre-CU Jedi, Fencer, Doc

ZiggKurr
Fri Nov 21, 2003 10:45 am
#5

If you are going for Fencer with Med skills and want to be a " self-contained " unit then go with First Aid I-IV and Diagnostics I-IV.


Gurr'endar Itook <OS>


Bloodfin


Wannabe Fencer/Master CH




Gurr'endar Itook

Ex-Master Fencer/Ex-Master CH
Master Artisan/Master Armorsmith
Jadin1
Fri Nov 21, 2003 11:09 am
#6

The reason why I am going Pistoleer/Fencer is for the def mods. i believe that dodge stacks, since in a duel last night with a master pistoleer with the BH pistol line we were both dodging and evading the same amounteven though Im a fencer 0/1/0/1.


I have a friend who is a doctor who I pay avian/herbivore meat regularly for buffs. I also have afriend who is a Master Smuggler and I'm not above shooting up the pixie 2 or Muon Gold in an emergency. I generally want to be effective in combat, so people are suggesting 4/3/0/0? or 4/0/3/0? At the moment, I have enough points for 3/3/3/0, and is that combo better than the two above?


I want to thank everyone for the help too.




Jadin Na'deen -
Rebel Colonel
Master Alliance Pilot
Master officer because nge killed bounty hunter turned trader because nge has no high level content.
PrometheusO
Sat Nov 22, 2003 1:39 am
#7

I really would recommed you go 4 0 3 0 because at 4 3 0 0 won't be able to heal yourself anywhere near as great a using Stim C's or D's. I've found this to be the best when i'm extremely low on HAM bar and I'm able to instantly heal to full HAM bar without continuously spamming my mind bar with small amount of healing if I was 4 3 0 0 and using stim B's.

Basically, if you are going to buy stims might as well make them D's. But, if you are going to use Stim D's than you will need to go 3 0 4 0 because D's require +40 medical-skill use which you'll only get at Pharm. IV. You can't go wrong.

Prometheus

Fencer 1 4 1 2

Former Master Medic

Brawler 3 4 4 4

Ch 1 1 0 0

Scout 4 0 4 2



Prometheus

Pre-CU Jedi, Fencer, Doc

lammergeier
Sat Nov 22, 2003 4:45 am
#8

with first aid 2 (which also lets you drop bleeds) and BioE med tissues, and good stim B's... you can expect to heal 500/per and UP.


that's a mere 20 skill points (medic 2.0.0.0). if you're usually buffed, this might not be enough... but for base HAM bars, that's all you're going to need.


stim C and D's are nice, but can be overkill... and will cost you a LOT more skill points. medic 4.0.0.0 also uses stims very efficiently, while 0.0.4.0 just allows the USE of the higher-end stims, with no bonus to efficacy.




---------------------"...race you to the cloner!"

xaq, Ossifrage: bloodfin-----------------------------------------Sechs: tempest
Lammergeier: bria------------------------------------------------Accipiter: ahazi

Jinks, Zaw ZeroEight, Raphael', Shub-Niggurath, Randolph Carter, Belpo
...the thorns of Test Center

-------------------------------lammergeier tracker
Mondkind
Sat Nov 22, 2003 6:03 am
#9

It's perhaps a silly question.


But why does nobody submit organic chemistry? Is it not valuable to make his medicine by oneself?


I ask, because I have after masterdancer and Masterfencer not enough points left to reach Mastermedic. My plan was 4,0,3,4. Is this such a bad idea?



------------------------


Anoella (Gorath) Dancer, Fencer

Mondkind
Sat Nov 22, 2003 6:04 am
#10

I need an edit command


Aniella not Anoella, grrr

Tover
Sat Nov 22, 2003 6:07 am
#11

I have a 800/800/900 HAM bar.I have3-1-0-0 medic, and some decent stim B's. I almost always get a full heal to action and health out of a stim. Every now and then I get a low heal, but those are the exception, not the rule.
Jadin1
Sat Nov 22, 2003 7:55 am
#12

The Valcyn server market is currently flooded with stim Bs. People can't even give them away. I am not concerned about making the meds.



Jadin Na'deen -
Rebel Colonel
Master Alliance Pilot
Master officer because nge killed bounty hunter turned trader because nge has no high level content.
Master-Kensai
Sat Nov 22, 2003 10:09 am
#13

ok here is the thing. With a 4-0-3-0 your are able to use c's but lose some power on tem do to needed experimetation to drop down to te required 30 med use. Do ot go 3-0-4-0 as this will be even worse. Yes you ca use d's but again at loss of power in creation and loss of power from first aid. diagostics wil alow you to eal faster tus the quick healing that i sometime needed also wit diag 2 you ca drag a incap player... used it a few times myelf and a been a andy thig on that rare occasion.



Find someone on the server (doctor ) and buy crates of stim b's no less then 35/350 tats an easy number to hit for b's with just about above average material. With first aid 4 youll heal your self icely for all nomal healing. if buffed youll need to stim a few times but if buffed you wont need to wory as muc cause of te insane regen... all couinter balances itself really... higher hams but also much better regen also. If you find yourself contantly buffed by you fiend i alo suggest a few cases of muon gold... this will give you te needed mind bonuses to counter extra healing and also less mind loss when fighting since every weapon has a mind cost and with doc buffs you can mind incap easily as a fencer with any wep we have wen spamming specials. example = 19 mind ham cost on weapon whic comes down to a 35 mind cost total wit a 500 focus.... tats every swing every second... it adds up fast



well thats my 2cp take it or leave it but its something to think about...





Darknheight Shadowsbane
Master Medic, Master Doctor,Master Fencer (drop), Master Chef (holo)(drop) second holo silent, Master Artisan (drop) Master Pistoleer (working on it)
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