Medic Archive

Thread: A little help needed for a melee looking to

Delnok
Tue Jul 29, 2003 8:13 pm
#1

I'm a master brawler, working on getting master swordsman. I'm hoping that some of the experienced folks can help me understand what would be the best medic skills to get to help with being a solo melee. I am willing to get master medic if need be. Can any of you help me plot what skills to get? Thanks!



Shrend
BattleMaster, Cleaver, Master Brawler - Flurry Server
simulatedlink
Fri Aug 01, 2003 10:20 pm
#2

Bump


I need to know this as well, I'm going up the Pistoleer line and want some medic skills for solo play, but have no knowledge of the profession and am hoping someone here can tell me what skills I need to survive from the medic line - thanks in advance

JoeBobJedi
Fri Aug 08, 2003 7:42 pm
#3

Hey Guys,


I just started in medic but coming from Marksman/Scout I've foudn the most useful are the first aid line and organic chem. The higher in the first aid the better but you can stop chem at level I and just rely on stimpak A-s. It takes a while but it works. Good luck to you both!



Merjear Kirage


Theed, Naboo


Lowca

Elenora
Sat Aug 09, 2003 3:35 am
#4

the most important line for combat types who want ot heal themselves is pharm...


pharm will allow you access to the higher packs..pharm raises your med use level and all backs have med use levels you can check by examine on the radial dial.


Next line is the First Aid line, THis is the line that make u heal more effectively..This mean you will get more heals out of stims.


3rd line is the diagnostic line..this line speeed up how fast u can stim others...the important part being the word others...currently self heal is 10 secs no matter what level medic/CM/doctor you are.


last is chem. Honestly, chem is not worth it if u dont have to master medic...first of all to craft you have the get resources. now you can survey for them which will take 15 skill points minimum and up to 29 points if u want to sample effectively. or you could buy ur resources. But if u buy ur resources to craft you are wasting money as that money would be better spend purchasing packs made by master doctors. The will have much more experimentation points than your will and make much more effective packs...so in the end by the packs not the resources to make it...


so basically get pharm IV if you can Pharm III if you can get it all...dont stop at pharm 1 or2 as it grants you nothing. Either get to pharm III and beyond of dontget pharm at all...


after pharm get FA then dia then Chem...




--------------------------------------------------------------------------
Elenora Kaadara Naboo Ahazi
Master Combat Medic/Master Surgeon/Master Chemist
Elenora's Drugs - Better lives through better medicines
EtherTap
Sat Aug 09, 2003 9:53 am
#5

I would go all the way up FA, and if possible all the way up Pharm too. Leave diag and Ochem alone unless you want to master medic. At FA IV you get a 80%(??) bonus to base heal on a pack, so a 300 point stim will be more like 550 points. You can get stimBs over 250(base) fairly easily, so you dont really need pham as much in my opinion.



Now with Signature!
Elenora
Sat Aug 09, 2003 10:11 am
#6

injury treatment is not a % based thing it doesnt add 80% ot a heal or what not...


in actuallity, using a higher packs is more effective than using a lower pack with FA 4.


So its more important to get pharm


higher packs also mean that a dudheal will have a higher value as a dud on a lower pack...


this is a matter of my opinion and havent done any testing...maybe i test it out if i can fine a Pc with only pharm 4... but definately get the feeling that pharm 4 and higher packs will yield more healing then higher FA and lower pharm and packs




--------------------------------------------------------------------------
Elenora Kaadara Naboo Ahazi
Master Combat Medic/Master Surgeon/Master Chemist
Elenora's Drugs - Better lives through better medicines
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