Pistoleer Archive
Thread: Which Medic Trees?
I think I finally decided on my template, Master Pistoleer - Smuggler Dirty fighting line. How far up should I take the smuggler DF tree? I also finally picked up medic, which trees should I spend points on in that?
However... I've been talking to folks and looking at stim packs lately, and it seems like spending enough experimentation points on Stim Cs to lower their med use requirement to 30 or lower (28 seems to be lowest) so that they can be used by someone with Pharmacology III ends up resulting in a Stim C that heals for less than a Stim B that was experimented for higher healing effectiveness.
Based on this I'm currently planning on going 2/0/0/0 in Medic and just using good Stim Bs (med use of 5, so even a novice medic can use them). If I have a couple extra points left after all my other lines, I may go 2/1/0/0 (second line gives slightly faster healing)).
Yeti,
I saw Stim Cs on the shopping network for 520+ effectivness with 30 medicine use, and 45+ charges.
With AVERAGE resources, I can make a stim C 30 usable with ONE exerimentation point (they start at 31 with the crappy resources I use). With advanced components and better resources, I suspect that with 0 experimentation they will be MU 30. Even if they aren't, one experiment point won't make a difference. I have a doctor character too if you're wondering ![]()
Thank you for the tips Jaegen. This is my template so far, if anyone has any feedback let me know.
Brawler 4/0/0/0
Marksman 0/4/0/4
Medic 4/3/4/0
Scout 4/0/4/0
Pistoleer Master
Smuggler 0/0/4/0
Should I drop some things and try to master another profession? Smuggler or CH? Is it spread too thin?
Taallyn wrote:
Just one point on the First Aid line. It does not affect heal speed when you heal yourself. It only affects heal speed when you heal someone else. So, getting any level of First Aid will do nothing for you if all you're planning to do is heal yourself.
You mean Diagnostic right? First Aid line gives you better heals ie you heal for more.
Bah! No "Edit" ![]()
I tried Diagnostic 2. Didnt cut the times so i would be able to heal more often. Still the usual 5 secs for heal and 20 secs for wounds
- Dropped it after a while those point could be useful somewhere else ![]()
My plan was...
Brawler 4/0/0/0
Master Marksman
Medic 2/0/3/4
Command 0/4/0/0
Smuggler 0/0/3/0
Master Pistoleer
I figured I could make Stim C's and use them with no problem. But it sounds like that is not the case. From what I'm hearing; I'd be better off abandoning Pharm and only going to 2 in Org Chem.
So I guess the question is with my above plan will my Stim C's be usable and effective? If not I can tinker in some other areas.
Any thoughts.
TheRooster - Gorath
I'll have to go back to my sources and get more info
Pharm 3 defnitely gets you access to better stims than Pharm 2. I am Medic 4,0,3,0 and I have access to a Master Doctor who makes all my stims from factories.
I have Stim C's with 45 charges and 535 heal with a 30 med use of course
The stim B's I get are usually 34 chargew/ 350 heals or so
A 535 stim C heals for approximately 400-1500 so it's almost always a complete heal, and is good for saving pets too.
Shufflefield: I would drop the diag line personally if you are looking for points to free up. It makes healing a bit faster but with Stim C's you don't need to spam them. They pretty much complete heal you and you're good for a bit.