Pistoleer Archive

Thread: Which Medic Trees?

Ariekb
Wed Aug 27, 2003 10:23 am
#14

in the medical field I agree fa2 pharm 3 I also spent some exp and time to get to 4 for the creation of stims, now not only can I use stim C's but I can make them myself


at the moment I went this route


CH 1/1/1/0


scout 4/2/4/3


medic 4/1/3/4


pistoleer 0/0/2/0


entertainer 0/1/0/2


artesian 3/0/0/3


and when I get close enough to worry about the final stages of my skill points I'll drop Entertainer for sure and monkey with the rest.




~=Ieota- Master Smuggler/Sword=~~=Aezia Gaiteg-TKM/Doctor=~


Vist us

Citizen of TIRIUS - City of Roleplayers

amh9876
Wed Aug 27, 2003 11:31 am
#15

I'd suggest that anyone who doesn't plan on going the entire way up Org Chem avoid the tree all together. Unless you can experiment your stims heavily, you're likely better off buying them from someone who uses the best ingredients and full experimentation on them.


If you go into battle buffed by a doc, I'd suggest Pharm 3 for lowered C stims. If you don't buff, no pharm is needed - B packs will do you fine with FA 2.




===============================================
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TheRooster11
Wed Aug 27, 2003 11:57 am
#16

Intersting.


My options seem to be...


2/0/3/4 This way I can make C's and use them (I hope).


2/0/0/2 This way I can make B's and use them (I hope). +18 extra skill points


Everyone seems to be suggesting 2/0/3/0. With this I would need to buy stims. Would I be qualified to use them though (the C's i mean)? This would also free up 14 skill points from my first option.


What option is best keeping in mind my other skills from my earlier post in this thread? Let me know if there is anything I'm not considering.


Thanks


TheRooster - Gorath






"Uhhhhh.....had a slight weapons malfunction. But.....fine..... everything's perfectly all right now. We're fine......How are you?"

TheRooster - Gorath - Corellia
YetiIronfist
Wed Aug 27, 2003 1:10 pm
#17

I can't answer all of your remaining questions, but can help a bit.

There are tons of shops out there, so being able to buy factory crates full of 30 to 45 charge stims shouldn't be much of a hassle, and not too much expense, so I don't think you need organic chem.

Healing for more will be entirely determined by your first aid skill (first column) and the stim you're using (and the random die roll upon use).

The diagnostics line (second) helps you heal faster. Nice, but as was pointed out above, when you're healing for over 500 at a time, you don't need to spam them.

The pharmacology line determines what stims you can use (increases your med use skill). With pharm 3 you have enough med use skill (30) to use stim Cs (28-30 seems to be a common med use value for them. I'm not sure if they can't go much lower, or if people don't bother spending the experimentation points to do it).

So you have the following scenarios, many of which can be added together:

0/0/0/0 (novice only) - 15 pts - Can use stim Bs, no FirstAid, minimal heals.

2/0/0/0 - 20 pts - Can use stim Bs, better heals, get FirstAid to slow/stop bleeding.

4/0/0/0 - 29 pts - Get the most from your heals, but still only Stim Bs. Have FirstAid.

0/0/3/0 - 24 pts - Can use stim Cs, but will heal for less. No Firstaid.

The most popular option:
2/0/3/0 - 29 pts - Can use stim Cs, get FirstAid, heal for more.

4/0/3/0 - 38 pts - Can use stim Cs, get the most from your heals, have FirstAid.

I forget the details on the 4th column. I *THINK* if you put in 2 pts you can make your own stim Bs and your own health and action wound stims. Going higher will give you more experimentation points and access to better stims.
TheRooster11
Wed Aug 27, 2003 2:21 pm
#18

Thanks to everyone!!!


Your posts have been extremely informative and helpful. I think I have finally settled on a skills set. But who knows it seems to change 3-4 time a week.


TheRooster- Gorath




"Uhhhhh.....had a slight weapons malfunction. But.....fine..... everything's perfectly all right now. We're fine......How are you?"

TheRooster - Gorath - Corellia
SmugglerFlux
Wed Aug 27, 2003 2:37 pm
#19

Just to toss in another option that may be available in the future...

There were tailor made clothing items like bandoliers that had up to +6 medicine use on them on my server for a while. I haven't seen any for a while and I'm not sure why, but I think I heard that +skill use mods weren't working correctly.

If they ever do start to work correctly you could use heavily experimented down stim C's at Pharm 2 with a 26 medicine use. These would probably be worse than heavily experimented up stim B's though. Or you could use ALL stim C's at Pharm 3 with your 36 medicine use.



Pistoleer 5 / CH 5 / Medic 4030
Daunti
Wed Aug 27, 2003 3:07 pm
#20

I have literally trolled half the day trying to decide what to do with my character. Still undecided myself.


I have a Doctor making Stim B crates for me now. With FA 4, I usually heal anywhere from 350-550 health and action. I gave up FA 4 and now am down to 270-370ish...but I picked up Pharm 4 to use some stim C's I bought(previously didnt know about 30pt experimenting) I am still not healing quite as well as when I had FA 4 and stim B's....It is a tough call indeed.


Also, stim B's have about 20 in a pack, Stim C's about 30-32...since I buy them, I will adjust my trees to go with the option that is cheaper since the healing results are about the same and the point use is 29 either way.


Donte

CheeseFandango
Wed Aug 27, 2003 3:36 pm
#21

I can't say this works for everyone, but I went all the way to master medic. I might need to surrender some skills to make master pistoleer(right now I am at 0,1,3,1 almost 0,1,4,1), but for now master medic is rocking.


Using stim C's I can do full heals. 900/900 health/action for little mind.


My first aid skills allow me to kill bleeds normally in one try, again for very little mind. I didn't notice a difference until I actually hit master, but once I did, I noticed right away.


I maxed out my mind regen, so if you arn't shooting me in the head, I am very close to unstoppable. Since pistoleer doesn't hit the mind too heavy, this has worked out very well. I would recommend it.


Cheese


marksman(4,4,1,4)


pistoleer(0,1,3,1)


scout(4,0,4,3)


master medic


on my way into Squad Leader/Rifleman/MasterPistoleer

YetiIronfist
Wed Aug 27, 2003 4:46 pm
#22

When (if?) they get around to enabling skill enhancement attachments, they're going to have a LOT of issues.

Those things go up to at least +11.

Some have multiple bonuses each.

Each item of clothing can have 4 slots - including backpacks and belts and other "accessories".

Add that up... and you'll see why they're disabled right now. They couldn't figure out how to balance them.

Stick 4 +11 pistol speed attachments on an undershirt under your armor...

Or just pick up 3 +11 Med Usage attachments and use stim Cs without even having NOVICE medic...
Taallyn
Thu Aug 28, 2003 12:13 am
#23

The only way to get the really good Stim Cs is to experiment them yourself. To do that, you need a lot of experimentation points that are mainly achieved through the Doctor tree. Pharm 3 is enough to use Stim Cs that have been experimented down to 30 Medical Use skill. That requires at least a few experiment points to be spent on bringing the skills down until you can use some very good resources in advanced components. That means fewer points could be spent on upping the healing amount or increasing the charges. The best Stim Cs and Stim Bs are made by doctors with high levels of Doctor's Crafting. Even a Master Medic just will not have enough experiment point points to make comparable medicines. So, you don't really need Organic Chemistry unless you plan on going in to one of the higher medical professions. The skill points will be best used elsewhere, since there are enough doctors mass producing Stim Bs and Cs.
TheRooster11
Thu Aug 28, 2003 12:28 am
#24

Last Question.


Will my success using Stim B's be significantly different if I have Pharmacology?


I mean will the heals be larger? Currently I have zero Pharm skills and was using a Stim B pretty well (I think). If I can go with 2/0/0/0 that would save even more points. Or is it worth the 9 points to get up to Pharm 3 to use the C's?


TheRooster - Gorath




"Uhhhhh.....had a slight weapons malfunction. But.....fine..... everything's perfectly all right now. We're fine......How are you?"

TheRooster - Gorath - Corellia
Shufflefield
Thu Aug 28, 2003 7:18 am
#25

From this template I am considering some changes...



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


What do you guys think about making medic 4/0/4/0 and smuggler 0/2/4/0. That way I could slice my own weapons, but would I be effective enough at it to warrant it or would I still be better off spending hours on end trying to find a slicer?


Should I just master creature handler and give up on the smuggler line?


So far I have got alot of good info out of this thread. So thanks again.




Verio WeeGee
So I guess they nerfed sigs too?
Shufflefield
Thu Aug 28, 2003 7:22 am
#26

Oh, my potential CH template -


Marks - 0/4/0/4


Medic - 3/0/4/0


Scout - 4/0/4/0


CH master


Pistol master




Verio WeeGee
So I guess they nerfed sigs too?
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