Ranger Archive
Thread: Anyway to use a stim pack w/o having Novice Medic?
I am a (former) Master Ranger/Master CH working on Riflemen (hence the former Master Rangerness).
I continue to find I just MUST have use of Stimpacks. But you need Medicine Use 5 at least to use em if I recall, which means you gotta have at least novice medic.
But boy could I use those 15 skill points elsewhere (like to be a master ranger again). Any way around the need for novice medic to use Stim B's? I see many Master CH's and Master Ranger combo's so I thought I would ask here.
Mokk, Ex-Master Ranger
you need to have that or oyu can't heal dmg thus no heal
This falls under the - I am "Forced" to be a scout to use a camp- argument.
In this case, you want the luxury of self medicating, or healing quicker while camped, you are "forced" to be a novice medic. Notice, I said luxury of self medicating or healing. It's not a right, it is a luxury.
I think that the 15 plus 5 skill pts I spent on Novice medic and Pharm 1 were worth it. My doc makes super heals and wound packs, and even with my limited abilities I can heal myself of all but BF. Not a bad deal.
Oh well, if anyone does come up with a way, let me know. Altho I got no clue what I would do with the 20 pts additional (oh boy, 21 sp to play with, woohooo)... maybe novice entertainer?? roflmao
JB
I am not quite Master Ranger or Master CH but I find that I rarely need any healing. How are you fighting with your pets? I usually send in the tank from outside a mobs aggro and let my pet take the mobs aggro then I sneak in close and fire away with my trusty laser carbine and viola dead mob. If it was a tough fight and my action bar is low (with carbinneer it's ALWAYS low haha) I throw up a field base camp,wait a few minutes and I am good to go.
If your careful you should rarely lose any HAM except what is spent firing your weapon.
of course, if you can find yourself a buddy to hunt with or run missions, he most likely will have novice medic and can heal you and you can free up those skill points for something else.
Pet, what's a pet?? Oh, the wimpy level 10 thing they visited upon me in place of my real pet. Bah, I am feeding him to a krayt next chance I get. Wimpy and he runs off.
I don't use pets, well not anymore. Droids are next to useless too, unless and until the patch to make them better armored and armed.
So I do my patented bleed/peace/wait pull and usually get my wish of one aggro animal, regardless of the mob. Lately tho, I been healing to maintain my action line, not cause I been getting tagged a lot.
Healing is a wonderful thing, I would not trade it for the world. Well, ok, if I can run my own planet, you can have it.
JB
Eklectrick wrote:
I doubt they'll ever give anyone without medic abilities the skills to use stimpacks so it may be worth getting used to playing with out medic now so it won't be such a shock later.
I'm pretty sure they'll never make stims usable by anyone other than Medic and the elites that require Medic skills, but it's not exactly without precedent. The fact is, without a lick of Medic skills I can still use pet stims on my weak little horned krevol to keep him in the game when I need him and it doesn't matter whether it's a pet stim A or a pet stim D and the same goes for vitality packs. Now, I hope I'm not opening up a can of worms by mentioning that because otherwise my pet would be completely useless rather than just mostly useless like he is now, but if we could use that precedent to ask that non-pet stim As could be used by non-Medics, I'd be a happy camper!
My humble opinion, and I am sure it would not be very popular it to let every non-medic use stims, and make a basic camp that everyone can use while giving the camps above that basic camp something more than a healing modifier.
This provides benefits to several classes:
All classes get the benefit of using stim packs, this takes away from the medic a little, but those wound packs would still be thier domain, and they would still have a nice buisness of selling the packs.
Bio-engineered clothing that gave +meduse would be required by all players that didn't have novice medic, a nice boon to their buisness, and the tailors.
Scouts would have camps they could sell to classes other than other scouts, and scouts and rangers would get the benifit of better camps, because honestly any camp higher than the basic one is just window dressing, because who would honestly craft in a camp when they have the safety of a home or city based one?
All classes would benefit from a basic camp to call their pets, droids, and vehicles.
This may not be popular with rangers, scouts, or medics, but it's the way it should be.
Mykel Syen
Radiant
I agree Pharm, if everyone could use the most basic of camps and stims, without getting any xp or being able to craft them of course, everyone would be better off. Scouts and Rangers would have a way to make money off of camps to everyone and Medics, Doctors, and Combat Medics could make money off of stims. Who wouldn't want to buy them!?! As a Master Ranger, I could just put up an 'uber' camp to heal my pet, but why take the time to wait and use the resources when I can just use pet stims, which everyone can use.
Plus, then everyone who has spent 15 skill points here and there for basic skills can use those to master the professions they are really interested in. This would have the added bonus of making everyone more unique and more dependant on each other, which is what the devs seem to want. These are the same reasons I think Rangers should have some form of special creature-only weapon. It would allow me to drop Carbineer (if it was effective enough) so that I could be both a Master Ranger AND a Master Squad Leader. (Though if I had a weapon that was only effective against creatures, I'd have to have another weapon to use on NPCs and players for my Squad Leader role.)