Medic Archive
Thread: Medic, doctor or combat medic?
I'm currently a CH (my main profession), ranger with very phew carabineer and squad leader skills. I would like to change my orientation to be able to heal my pets but keep in mind I'm always fighting in a group.
Idea one: Taking combat medic mean: dropping carabineer (I keep the marksman carabine), ranger and 2 of the scout lines. That also mean I only have 18 points to put in combat medic after novice.
Idea two: Taking doctor: same as number one except I don't need ranged weapon support so that's one more skill tree in doctor, I heard that the doctor can be very effective in combat because of the buffs they can make. I would take medecine knowledge and medice crafting to be able to resurect.
Idea three: a little bit of medic, that would allow me to keep ranger and carabineer but I would be a very bad medic... Don't think that would be worth it (the points I'm putting here was in squad leader before)
I think #2 would be the best, resurect sounds really nice and that would help me with my pets. I don't really care about carabineer but I'll really miss my nice camps. I would really like your advices (especially if you tried medic)
CM is difficult to pull off without actually investing a lot of points into it. No skills in the CM class are based on medic unlike the doctor classes in which 2 of the 4 trees are built on the medic skills...
you are probably better off getting doctor...investing in the treatment and the knowledge tree can grant you access to power buffs which also work on pets...
treatment not speed...
not sure about kettemoor, Its a newer service right?
I know most of the orginal servers have wel developed medicine markets...
A bit late on the reply, but you may want to keep your CH intact. On the test server, Pet stims are now craftable by Bioengineers that require 0 skill use. Yes, they can be used by anyone to heal pets, no extra skill required. The neat thing is they also heal mind.
There are also vitality wound packs, which I believe are used to heal a new stat that pets have. After your pet hits 0 vitality it perma-dies, so I am guessing the heal packs will let you keep the pet alive longer.
From what they say, regular Med stims will still work on pets, but regular stims don't heal mind damage.
The packs use regular medicine components (in the Medic Org Chem line) and the final products are assembled by the Bio-Engineers.
Drev