Ranger Archive

Thread: Rangers. is medic a must?

Thunderfoot
Wed Aug 06, 2003 4:34 pm
#1

I just made novice ranger and am starting to run out of skill points.
I am a master scout (duh)
I will be a master CH
I have lvl 4 rifle and support
and a bit in rifleman, medic and intertainer(sp).

I know I am going to have to sell off intertainer its just not worth the 15 point cost.
what about medic? will the higher lvl ranger camps heal me and my pets fast enough to need the medic skills? I dont mind 10 min between hard fights, I do mind hours.


looking for insight from the masters.
Thanks.





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Zip_Moonblast
Wed Aug 06, 2003 5:00 pm
#2

I can't really offer any firm opinions on the general question, as I haven't yet tried goingwithout medic yet, but I would mention on the issue of healing your pets that bio-engineers are slated to get some pet-only healing schematics (stims, medpacks, something along that line) that they will sell to CHs. Before you give up your medic skills, you might wait to learn more about exactly how those will work (who can use them, etc.). If the issue is more about healing yourself than your pet, then the BE pet healing items won't affect the decision much.
drezbizkit
Wed Aug 06, 2003 5:15 pm
#3

From what little I've read on Test Center, the proposed way the CH pet stims will work is they will heal, all 3 HAM's (note, regular stims only heal HA). So just some background knowledge on that.


I personally am torn between the issue of Medic vs. Artisan(miner/surveyor). My skill points are at almost a constant 0 remaining now a days, and I find myself on allakhazam, trying to figure out away to work my template, balancing the pros and cons of miner, vs. self-medic.


I haven't given up medic or artisan yet. As a note, if you do choose medic, which line do you go with? Organic Chemistry so you can make your packs (i'm going to buy mine personally), Pharmacology (yes, pharamcology), so I can get Medicine Use up to use Stim C's (not sure if it's worth it), or First Aid, so I can heal more often. Right now, my current plan is going up Pharmacology, to try out those Stim C's.

SatansCircus
Wed Aug 06, 2003 5:36 pm
#4

I went ahead and got medic and just became a stimpack chemist. I would suggest getting medic for one single reason, whenever you have a medic tag along frequently with you or a group, they get TONS of medical experience if they know what they are doing and they become doctors and level up real fast, anyway this ALWAYS leads them to asking themselves why they are wasting all their time healing all us losers and how they aren't being appreciated and they basically just get all pissy and sooner or later ditch you and your group and like open a medical shop or some crap. So its best to just do it yourself and not deal with it. At least this is my experience with it, I know I'm not the only one though.





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Zip_Moonblast
Wed Aug 06, 2003 5:40 pm
#5

Stim Cs are certainly nice, but imho their improvement over decent Stim Bs (i.e., experimented, base heal ~150-200+) is not worth spending either 9 or 14 points in Pharmacology for. You can't even touch Stim Cs until you get to Pharm 3, if the Cs have had their Medicine Use requirement experimented down, or Pharm 4, if they haven't.


First Aid 4 is well worth the skill points, especially with the nice +25 skillmod you get at that last box, and the /firstaid ability at level 2 is the only thing around that stops bleeding, as far as I know. Diagnostics is useful if you want to have a short amount of time between heals, i.e., you're being the full-time combat healer of your group. Soloing and only need a stim once in a tough fight, or after the fight's over? You can skip Diagnostics.


If you like crafting, Org Chem 4 will let you make good stim Bs (5 experimental pts) and Cs (need the Pharm skills, as mentioned) as well as good woundpack Bs for all 6 of your Health and Action stats. If you're the kind of player who finds crafting a tedious chore, skip Org Chem completely, and buy your meds off the bazaar, or find a crafting-oriented medic to be your regular supplier.

Zip_Moonblast
Wed Aug 06, 2003 5:46 pm
#6

"anyway this ALWAYS leads them to asking themselves why they are wasting all their time healing all us losers and how they aren't being appreciated and they basically just get all pissy and sooner or later ditch you and your group and like open a medical shop or some crap."


I'm guessing you're one of the many players who understands that you pay crafters for their goods, yet believes that medics should use up tons of resources in the process of keeping your butt alive without getting any compensation for the expense. So it's best for medics to just group with people who understand that you're spending money with every heal you do and just not deal with it. At least this is my experience with it, I know I'm not the only one, though.

NRaas
Wed Aug 06, 2003 6:02 pm
#7

As for me, I have a standing agreement with a Master Doctor.


He has no combat skills, but rather than doing delivery missions, I perform his destroy missions... We head out, I destroy the lair, and he gets the cash. Works quite well for both of us


Treat your Medics well, and you'll be able to take out anything you want (as long as your Mind pool lasts).





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SatansCircus
Wed Aug 06, 2003 6:46 pm
#8






Zip_Moonblast wrote:

I'm guessing you're one of the many players who understands that you pay crafters for their goods, yet believes that medics should use up tons of resources in the process of keeping your butt alive without getting any compensation for the expense. So it's best for medics to just group with people who understand that you're spending money with every heal you do and just not deal with it. At least this is my experience with it, I know I'm not the only one, though.








Way to mock me at the end there that makes your argument that much more credible. Are you suggesting that providing someone with enough exp to fly through their skill trees isn't any sort of compensation? And its not like we expected them to get their own resources we always chip in. They never think about how their rapid advancement though the medic professions is impossible without us. They're always happy to whore up the exp on hunting groups then the second they make master doctor they spit all over you and go do their own thing. Now tell me where the honor is in that.




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Zip_Moonblast
Wed Aug 06, 2003 9:33 pm
#9

SatansCircus,


If you tip/pay/compensate/whatever in some way for the expenses of the medics in your groups, and they still seem to cop attitudes, then I stand corrected. I've just seen it happen too many times that the person talking about "whiny medics" is the same person who never tips them in medical centers, because, not understanding medics' expenses, they think medics are being greedy. Perhaps you're not one of them. So you'll pardon me if I seemed to mock you, but in this case your exact words did happen to fit exactly: that IS my experience, and I'm indeed NOT the only one.


I would add on the experience issue that in the process of "whoring" their medical xp, they are also keeping you up and in fighting condition, saving you time and thus speeding along your own xp gains. It's an even exchange already at that point, and so if they want to go "do their own thing" once they have the xp they want, they don't owe you anything more. You make it sound like only they benefit and then they leave, which obviously isn't the case. Now if a doctor is rude when leaving, or abandons the group in mid-fight, certainly that's wrong. But just wanting to "do their own thing" after they've helped you and you've helped them? More power to them.


At any rate, this discussion has derailed the thread a bit, so I won't be continuing it here after this post. If you're inclined to reply further and would like my response, feel free to send me a board message and I'll be happy to reply. If not, peace.

Ozo
Thu Aug 07, 2003 8:01 am
#10

I wouldnt say it is a must have skill.


I soend a lot of time playing alone and have aquired a few pets now. It sure does help to heal the pets and myself while we are still fighting.


I would atleast get novice medic if you can spare the 15 skill points. It alows you to use stimpack B's and like what has already been mentioned, you can get some really good stimpack B's if they are experimented with correctly. If you still have more skillpoints to spare i would also suggest putting them into first aid as it will allow you heal larger amounts of damage per use of the stimpacks.




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BoyOfLight
Thu Aug 07, 2003 8:21 am
#11

im almost a master ranger and i just use my friends for medic..i have a bunch of doctor/combat medic friends on tarq who are going for some combat skill snow.....they heal us we kill stuff and they kill the lairs( 4k exp per) so its better then them starting off on small things



So id ont really need medic





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