Medic Archive

Thread: Medic FAQ

Kyller_Relic
Tue Oct 07, 2003 11:21 am
#1

*** This is a work in progress, so please add your opinions, corrections, point out grammatical error's, constructive flames or anything else that might help ***


Medic FAQ


Q) I have 14 skill points that I want to spend on medic, how should I spend them?

A) 5 out of 6 Medics would suggest that you get First Aid II and Pharmacology III. This would use all 14 skill points. This combination would give you the ability to stop bleeds with FAII and the ability to use Stim C’s that have been experimented down to 30 Med use with Pharmacology III. However the one other Medic would suggest that you get Pharmacology IV and use stim pack D’s. These are a bit harder to find, cost more and you lose the ability to stop bleeds.

Q) I have 9 skill points available to spend on medic, how should I spend them?

A) With nine skill points, you can either go for Pharmacology III, which will allow you to use Stim pack C’s or you can get First Aid III, this would allow you to use Stim B’s, have the ability to stop bleeding and it will assist in making your Stims heal more damage per use. Getting Pharmacology III is probably the way to go, this will give you the most amount of healing, but if First Aid is important to you then go with option 2.


Q) I have diagnostics, why cant I heal my damage faster or any wounds faster.

A) The diagnostic skill allows you to heal other peoples damage faster. It does not apply to yourself and it does not apply to healing wounds. If you would like to heal wounds faster, you need to become a doctor.

Q) What kind of ingredients are useful for making stims and/or woundpacks.

A) This is a very broad question, but for the most part, you can count on the following:
1) All medical items look for Overall Quality, Potential Energy and Unit Toughness
2) The importance of each is as follows:
For effectiveness: OQ 66%, PE 33%
For charges: OQ 66%, UT 33%
3) Using advance components will greatly increase the overall quality of anything your making.
4) A good practice for any starting medic is to get the scout skill and harvest meat off of any animal that you kill. This will be the ideal organic resource for crafting medical supplies.

Q) How much should I charge for my stims?

A) This varies widely from server to server and even from planet to planet. While you may be able to sell a poor quality Stim B for 1100 on Dantooine on the Tempest server, You may only be able to get 250 for that same stim, on the same planet, on another server. However a general rule of thumb is, Top quality Stim B’s sell for around 1100 and up, anything else sells for less. The best rule of thumb is, check your local market and price them according to what you see.



------------------------------------------------------------
Master Medic; Master Combat Medic; Doctor
Medic FAQ: http://www.iootnega.com/medic/medicfaq.asp
Life is far too serious to be taken seriously...
BH1976
Tue Oct 07, 2003 1:04 pm
#2






Kyller_Relic wrote:
Well, honestly Im not sure if its bugged or it is inteded that way... I think its bugged, but no, you cant heal yourself any faster, only others.




Thanks for clearing that up. And great FAQ BTW!! Short, simple, and to the point.



Minmay of the Scylla Galaxy
BH 0444
Zarlor
Tue Oct 07, 2003 3:10 pm
#3

"Q) I have diagnostics, why cant I heal my damage faster or any wounds faster."


I can confirm that the time difference with stimming yourself over someone else is, in fact, a bug. I have heard rumors that we may see a fix for this in the November or December publish, but you didn't heat that from me.




Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
BH1976
Wed Oct 08, 2003 12:27 am
#4

Hmmm, now I'm confused. According to another post (link below), Diagnostics lets you healYOUR OWN damage faster (less time in between heals). So which one is it?


Here is the post: http://forums.station.sony.com/swg/board/message?board.id=medic&message.id=7510


The original question was:


"Is there any skill in the medic line that shortens the timer between stim'ing yourself?"


Someone replied:


"yes, the diagnostics line


Novice medic must wait 10 sec between heals.


Master medic must wait about 5 sec between heals


extrapolate from that the skill boxes inbetween"


Can anyone clear this up once and for all? I've seen both theories (FAQ and quote above) all over the place. Which one is it?


Thanks!




Minmay of the Scylla Galaxy
BH 0444
Kyller_Relic
Wed Oct 08, 2003 12:50 am
#5

Well, honestly Im not sure if its bugged or it is inteded that way... I think its bugged, but no, you cant heal yourself any faster, only others.



------------------------------------------------------------
Master Medic; Master Combat Medic; Doctor
Medic FAQ: http://www.iootnega.com/medic/medicfaq.asp
Life is far too serious to be taken seriously...
Kyller_Relic
Fri Oct 10, 2003 2:32 pm
#6

*** Please continue to add anything that you feel this FAQ is missing, or correct any mistakes that I may have made ***

Medic FAQ


Q) I have 14 skill points that I want to spend on medic, how should I spend them?

A) 5 out of 6 Medics would suggest that you get First Aid II and Pharmacology III. This would use all 14 skill points. This combination would give you the ability to stop bleeds with FAII and the ability to use Stim C’s that have been experimented down to 30 Med use with Pharmacology III. However the one other Medic would suggest that you get Pharmacology IV and use stim pack D’s. These are a bit harder to find, cost more and you lose the ability to stop bleeds.

Q) I have 9 skill points available to spend on medic, how should I spend them?

A) With nine skill points, you can either go for Pharmacology III, which will allow you to use Stim pack C’s or you can get First Aid III, this would allow you to use Stim B’s, have the ability to stop bleeding and it will assist in making your Stims heal more damage per use. Getting Pharmacology III is probably the way to go, this will give you the most amount of healing, but if First Aid is important to you then go with option 2.


Q) I have diagnostics, why cant I heal my damage faster or any wounds faster.

A) The diagnostic skill allows you to heal other peoples damage faster. Due to a bug, it does not apply to yourself, also it does not apply to healing wounds. If you would like to heal wounds faster, you need to become a doctor.

Q) What kind of ingredients are useful for making stims and/or woundpacks.

A) This is a very broad question, but for the most part, you can count on the following:
1) All medical items look for Overall Quality, Potential Energy and Unit Toughness
2) The importance of each is as follows:
For effectiveness: OQ 66%, PE 33%
For charges: OQ 66%, UT 33%
3) Using advance components will greatly increase the overall quality of anything your making, But they require very specific resources.
4) A good practice for any starting medic is to get the scout skill and harvest meat off of any animal that you kill. This will be the ideal organic resource for crafting medical supplies.

Q) What resources do I need for advance components?

A) You will need the following resources:
Advanced Biological Effect Controller: (Used in creating Stims and Wound Packs)
Lokian wild wheat and Tatooinian fiberplast

Advanced Chemical Release Duration Mechanism: (Used in creating Stims and Wound Packs)
Class 4 liquid petro fuel and Herbivore meat

Advanced Liquid Suspension: (Used in creating Stims)
Dantooine berry fruit and Talusian water vapor

Advanced Solid Delivery Shell: (Used in creating Wound Packs)
Dolovite iron and Domesticated oats



Q) How much should I charge for my stims?

A) This varies widely from server to server and even from planet to planet. While you may be able to sell a poor quality Stim B for 1100 on Dantooine on the Tempest server, You may only be able to get 250 for that same stim, on the same planet, on another server. However a general rule of thumb is, Top quality Stim B’s sell for around 1100 and up, anything else sells for less. The best rule of thumb is, check your local market and price them according to what you see.


Q) Is there a macro for crafting?

A) There are macros that can assist you in the crafting process, but there are none that will do the process for you. Crafting goes far beyond the scope of just medic, however you can find some great information on how to create a macro in the following thread: http://forums.station.sony.com/swg/board/message?board.id=doctor&message.id=9678

Q) Can I heal myself without getting the Medic profession?

A) No you cannot heal yourself without being a Medic. In order to heal your self you need the /healdamage skill, this can only be acquired by taking the Medic profession.


Q) Is there a macro for healing myself

A) Yes. “/healdamage self” or “/healdamage” + yourname



------------------------------------------------------------
Master Medic; Master Combat Medic; Doctor
Medic FAQ: http://www.iootnega.com/medic/medicfaq.asp
Life is far too serious to be taken seriously...
Agent001
Fri Oct 10, 2003 3:20 pm
#7

Interested in me hosting that for you?
Kyller_Relic
Fri Oct 10, 2003 3:47 pm
#8

That would be cool! I am also hoping to get SOE to sticky it.



------------------------------------------------------------
Master Medic; Master Combat Medic; Doctor
Medic FAQ: http://www.iootnega.com/medic/medicfaq.asp
Life is far too serious to be taken seriously...
Agent001
Sat Oct 11, 2003 6:01 pm
#9


Medic FAQ


there's your link

Message Edited by Agent001 on 02-19-2004 09:41 AM

SirMorsky
Thu Oct 16, 2003 8:51 am
#10

Good guide Thx!!


I had several questions that you have answered. To clarify something. I use Stim d's with Pharm4 and love them to death. One heal and I am full health/Action. I was wondering is their anyway for a Master Doctor to lower the medicinal use on these to below it's required 40 (Medicinal Use)?????


Another thought to lowering the skills nessesary to using a Stim D's is using skill tapes. I have yet to see a medicinal use tape of any amount let alone the possible 15 skill points mentioned about other skill tapes. That said if someone was lucky enough to find 4 of these and raised their medicinal use stat to above 40 could they then use stim E's or better yet have no medical skill what so ever and just rely on putting on a cloak with the skill enhancers to use a Stim D???????







^ Morsky [ Jackal [ Virus ^
Doctor/TKM*DarkJedi Knight*Mayor/Musician/Dancer
SYTH - Radiants Dark Force
JP-Recon
Fri Jan 16, 2004 11:37 am
#11

As a newb Medic, what do I need to heal people in the cantina? Also, what is the difference between a MedPack and a Stim?



tks


JP




JP-Recon ~ Imperial Colonel ~ Intrepid
Sliced Vendor (-4563, 3419) Theed
Agent001
Sat Jan 17, 2004 1:59 am
#12

you mean Woundpack and Stim?


Woundpack heals "wounds" ie the black areas that your Health/Action/Mind (HAM) bars get


Stimpacks heal "damage" ie the whit part of your HAM


entertainers acrue "damage" when the play/dance, thus you need some stimpacks if you want to level up in the cantina.

Cypha
Thu Jan 22, 2004 10:28 am
#13

From my personal experience, you should either get lots of Stimpacks or a few good quality ones (ones that heal up 300+), so around the Stim B range. Thats how I leveled up.
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