Ranger Archive

Thread: Changing template

thpokc
Tue Aug 16, 2005 6:33 am
#1

I have been Master Ranger/Master Rifleman and looking at using my token respec to change to Master Ranger/Master BH. In doing this, what recommendations would players have regarding using the remaining skill points? TIA.



Cebri Flyingwaver - Master Ranger/Master Rifleman
Once a Ranger, always a Ranger... the spirit will live on
Oreet
Tue Aug 16, 2005 6:45 am
#2

if there's enough points for it, get some medic skills. i'd suggest either of the middle 2 trees of Medic. if you don't have enough points for medic, than determine which weapon you'd use the most, either Rifle, Pistol, or Carbine, and grab some of the Marksman skills for that weapon, for added skill mods.
Oreet
Tue Aug 16, 2005 6:48 am
#3

Just checked out THIS SITE which has a template builder.



MBH/Master Ranger leaves you with 18 skill points. so i would spend it on either 0-0-1-0 Medic, or Novice Medic, and then grab either pistols, carbines, or rifles 1 out of Marksman.


either of these templates will leave you with 1 unused point.
thpokc
Tue Aug 16, 2005 7:04 am
#4

Does the Novice Medic improve your healing much more as compared to just using stims? If it is not much help then I might use the extra points in the rifles line since that is my primary weapon.



Cebri Flyingwaver - Master Ranger/Master Rifleman
Once a Ranger, always a Ranger... the spirit will live on
Oreet
Tue Aug 16, 2005 7:11 am
#5

currently, with no Medic, you only have 1 heal (a stim with a 60 second timer)


with Novice Medic, you have at least 2 heals:

1 - a stim with a 60 second timer

2 - Bacta Shot (which uses no items) with a considerably shorter timer.
Calculus_Entropy
Tue Aug 16, 2005 7:19 am
#6

Here's my question: Can anyone use stimpacks? If so, do they boost the freebie bacta heal or do they work seperately? Also, I hear stim D's can heal 1200 points, is that generally enough to keep you going?



Calculus Entropy
Ranger Blue Glowie Emeritus
Garindan used /areatrack to find Han.
Oreet
Tue Aug 16, 2005 7:32 am
#7

Stims and Medic skills are 100% independent of each other.


Anyone with the appropriate CL can use stims. the Stimpack's required CL can be seen in the examine window.



My main toon, Oreet on Lowca, has these medical skills:


0-4-2-0 Medic and 3-0-0-0 Combat Medic.


This gives me 4 different heals i can use:


Bacta Shot - Standard Heal with a roughly 10m range

Bacta Toss - Distance Heal. This heal is thrown to the target

Bacta Spray - Generates a cloud of Bacta that heals all players in your range



so if i'm taking a real beating, here's what i can do:


Bacta Shot myself. Then after a very short cool-down timer, i can Bacta Toss, wait for another short timer, Bacta Spray, and at any point during this i can also use a stimpack.


on a related note, Healing Efficiency SEAs and BE mods DO NOT effect stimpack usage. they ONLY effect Medic, Combat Medic, and Doctor special abilities.
Calculus_Entropy
Tue Aug 16, 2005 7:37 am
#8

Cool..I have one line of doctor in my template right now. I have to drop it to get back to master Ranger (again ), and I wanted to know what I was in for...I guess there is a reason you don't see a ton of posts saying "stims are great, you don't need to get novice medic!"



Calculus Entropy
Ranger Blue Glowie Emeritus
Garindan used /areatrack to find Han.
Oreet
Tue Aug 16, 2005 7:45 am
#9

if there was a way to speed up that stimpack timer, either by skill boxes, SEAs, or BE mods, than yes, stims would be GREAT.
AgonThalia
Tue Aug 16, 2005 7:57 am
#10

If you went Squad Leader 0300 for the defensive + volley fire skill, you will do pretty well, although you would have to depend on stims in the toughest of situations.


as a master ranger + bh + sl 0300, with stims, i would regularly get whooped by NPC bounty marks.


the dmg from the marks + lack of defenses + lack of offenses + long wait time for stim refresh = 1 dead ranger.


However, PvCritter you will do very well. With medic, you have a good line of defense with bacta shot to insure a back up heal when your stim is recharging.



Draknev
The Last Ranger Correspondent
Subterfuge and Sabotage, Concealment and Camouflage:
Colonel: Rebel Alliance

Calculus_Entropy
Tue Aug 16, 2005 8:07 am
#11



Oreet wrote:
if there was a way to speed up that stimpack timer, either by skill boxes, SEAs, or BE mods, than yes, stims would be GREAT.



There is a food that does that, is there not?



Calculus Entropy
Ranger Blue Glowie Emeritus
Garindan used /areatrack to find Han.
Mousekin
Tue Aug 16, 2005 8:10 am
#12

Just as a note too, the novice medic bacta shot won't do a whole lot - it's better than nothing, admittedly, and I'd take it if I had the room. But you really need medic efficiency 3 or 4 to get a good decent heal in, I've found on my guys. Especially as your health goes up, with your CL.


Stims heal for a good bit now especially if you can use the Ds (CL 60+).





Boovik Nokook (Master Chef) Wanderhome
Guildenstern (Ranger in Training) Starsider
Mousekin
Tue Aug 16, 2005 8:11 am
#13






Calculus_Entropy wrote:





Oreet wrote:

if there was a way to speed up that stimpack timer, either by skill boxes, SEAs, or BE mods, than yes, stims would be GREAT.





There is a food that does that, is there not?





Ruby Bliel - rounds stimpack timers down


It's my understanding it only works for one use however. I haven't played with it, as my Ranger still has medic and my Chef always has.





Boovik Nokook (Master Chef) Wanderhome
Guildenstern (Ranger in Training) Starsider
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