Medic Archive

Thread: 300+ Stimpack Bs

CopyCopie
Tue Aug 31, 2004 6:58 pm
#14

The only way is to become a Doc for the extra experimentation points. Also, just in case, you have to be using advnaced components too.


knil



knil
MF - Im glad I dont have to walk around in RL carrying a baton
MM - Cant live without it
Novice Swordsman - Great...Now my strongest weapon is a Hammer...

Don_T_Shoot
Sat Sep 11, 2004 12:44 am
#15

I'm a 10 point doc, the best stimB's I've made hit for 440. With my current resources I'm getting 40 charges of 425. I would be suprised if a Master Medic without any doc crafting could break 400.








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Vaelorn
Wed Sep 15, 2004 8:07 pm
#16






MasterNerfSlayer wrote:

Remember that we as medics only get 5 experimentation points. Docs get the other 5 giving them the total of 10. Makes it very hard for a pure medic to make the top range stim b's. Get a master doc to make them for you.







You don't need Master Doctor to get the 10 experimentation points. You have +50 assembly/experimentation at Master Medic, then you get another +10 assembly/experimentation at Novice Doctor, so to get all 10 points you just need to be a Master Chemist (Doctor |x|x|x|4|). This is great if you want to build your own components and stims but don't want to invest all of the points for Master Doctor.


I built up my Bio Engineer as a Master Medic and |0|4|2|4| Doctor, so I can make the best sub-components for pet stims as well as regular pharmaceuticals. When the Mythical Combat Revamp comes to pass, he'll hopefully be able to join groups as a dedicated healer, and take care of everything but poisons, diseases, and flames.

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