Medic Archive
Thread: 26 dirty Skill Point: How to use them best?
Hi!
I'm a Master Pistoleer & CH....
I'm also now Novice Medic and I can use 26 skill points now for this Profession: I need some suggestion on HOW to distribute this 26 skill points in the 4 trees, so to reach the best possible for my esigences....
I need to cure myself and my pets: so i wanted to know from u Medic hints on how get the best distributing those 126 dirty skill points. Thanks ![]()
Pharmacology is what you need. FA and Diagnosis are all good and well. But if you get Pharma III you can start using experimented stim c's. 24 points is enough to get you Pharma III, 29 points will get you Pharma IV which would make you be able to use any stims c and d.
But I suggest you either get Pharma III or don't bother with Pharma at all, as you can use stim b's with just novice medic.
ok course
I want to craft too my Stims...of course maybe I'll buy sometimes some, but I want to produce my stims principally....so question was how to spent best my 26 skill points
A Doctor friend of mine suggest me to follow this tree:
1 - 0 - 3 - 4
So i can produce and experiment Stims C
What do u think bout this config? Thx....![]()
The thing about producing your own stims is that there are a heck of a lot of people who will have two or three times the experimental points. Which means you can buy far superior stims than you will ever be able to make. The other thing you almost certainly won't want to do yourself is get yourself a crate full of meds. But you could buy a crate of superb meds off of a doctor.
On the other hand, if you want to heal your wounds, getting a large heal isn't the difference between life and death like it is for stims. So you could save a little money by making your own woundpacks, and it wouldn't hurt you much. O-Chem 1 is enough to heal your pools, you need O-chem 3 for your secondary stats.
Diag only affects how fast you heal other people, so you probably won't find it helpful, unless it allows you to heal your pet faster.
The ability to stop bleeding is nice. You really should think about getting at least FA 2 for that ability.
Personally, I'd get FA 4 and Pharm 3, or 4 if you can, so you can use either stim C's or D's. You are counting on your meds to save your life. I wouldn't try to do that on the cheap.
38 Marksman (Pistol 4, Support 3)
43 Medic (First Aid 4, Organic Chemistry 4)
43 Scout (Exploration 4, Hunting 4)
63 Creature Handler (Master)
63 Pistoleer (Master)
Marksman: Pistol 4 is a prereq, and Support 3 gets me up to Warning Shot. Suppress Fire is cool, but the 30 second knockdown/posture change has really made the value of this questionable, especially when your pet's abilties aren't going to stack with it well.
Medic: First Aid 4 gives you the most efficient heals possible, plus you can stop a bleed (wait till one is on you and rotting you away before dismissing the value of this). Diagnostics is heal speed, most of your healing is downtime heals, really. Pharmacology is allows you to use advanced medicine, starting with experimented down Stim C's at 3. Really you need 4 to take advantage of the C's *you* can make. Organic Chemistry 4 allows me to make all the B's (stims & wound kits) and use advanced components--which will make my B's REALLY good B's, and I will be able to make them by the crateload, and have a lot of experimenting power. I just hit Org Chem 4 last night, and opted to drop Support 4 in favor of this boost.
Scout: The prereqs for Creature Handler, Trapping is cute but I don't use it, I need basic camps to call pets, and heal wounds in the field. I'd like master scout so I can see CL's but I'd like to have 3 rancors, too.
CH & Pistoleer: Mastered, I like thoroughness.
So you did 4 - 0 - 0 -4 ... yes
Eugee wrote:
Medic: First Aid 4 gives you the most efficient heals possible, plus you can stop a bleed (wait till one is on you and rotting you away before dismissing the value of this). Diagnostics is heal speed, most of your healing is downtime heals, really. Pharmacology is allows you to use advanced medicine, starting with experimented down Stim C's at 3. Really you need 4 to take advantage of the C's *you* can make. Organic Chemistry 4 allows me to make all the B's (stims & wound kits) and use advanced components--which will make my B's REALLY good B's, and I will be able to make them by the crateload, and have a lot of experimenting power. I just hit Org Chem 4 last night, and opted to drop Support 4 in favor of this boost.
I would go 4-0-4-0 allows for the best heals but you will have to buy stims and med packs but unless your going to master Doctor making your own meds isn't worth it.