Rifleman Archive

Thread: How important is it to have novice Medic?

WeiQuin
Thu Oct 21, 2004 8:29 pm
#1

Once I Master Rifleman, I was considering dropping Medic to pick up 16 boxes of FS skills (range & melee defense and ranged acc & speed).

Does this sound like a good idea for a Master Ranger/Master Rifleman, or is keeping novice Medic a necessity?



WeiQuinn Starblazer (Intrepid) Elder Ranger - Spy
Master Ranger (4/8/04-11/15/05)

"Once a RANGER, Always a RANGER"

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XaverriJade7
Thu Oct 21, 2004 9:52 pm
#2

If you use it much, I'd say you'll want to keep it. Not sure how often you end up getting aggroed since you have Ranger. If the camo/maskscent is enough to keep you safe, I guess Medic can go. If it's not always enough, you may want to drop some Ranger instead...





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Ackehece
Thu Oct 21, 2004 10:18 pm
#3






WeiQuin wrote:

Once I Master Rifleman, I was considering dropping Medic to pick up 16 boxes of FS skills (range & melee defense and ranged acc & speed).

Does this sound like a good idea for a Master Ranger/Master Rifleman, or is keeping novice Medic a necessity?







medic is always useful but your current build is pretty selfsufficent in that you will be aggro'd but rarely and with the range and melee defence lines and the more ranged speed and accuracy not much will live to get to you if you are aggro'd.


myself I ran for 2/3 of my time in game so far without medic (just had it lately cause I am trying out CM but after I finish CM I am going back to SL as I can't stand medico crafting >_<




"And these blast points, too accurate for Sandpeople. Only
Imperial Stormtroopers are so precise"
Rifleman Correspondent | Galactic Senator from Naboo
Ackehece - Eclipse | Tife - TestCenter




[--Riflewoman are all about sex drugs and rock and roll --]
Encoded as per Garva




dimmu-borgir
Thu Oct 21, 2004 10:22 pm
#4

in all honesty, (im assuming you only use rifles, based on your post)

the 12 extra melee defense will not help much, due to the 2.5x to hit mod against you for holding your rifle, so, i would suggest spending it somewhere a bit more usefull.



Dimmu Borgir

I art in thine base

Slaying thine doodz

Lightsaberburns
Thu Oct 21, 2004 10:47 pm
#5

get novice medic and keep it i'd say, its usefull for such situatiosn as an animal putting a bleed on you, or you get into some tougher enemies that are actually damaging you. Also usefull for when your friend gets incapped =), you can heal him instead of leaving him for the creatures to DB him



Cyfaur Blackfist
Waste93
Thu Oct 21, 2004 10:56 pm
#6






dimmu-borgir wrote:
in all honesty, (im assuming you only use rifles, based on your post)

the 12 extra melee defense will not help much, due to the 2.5x to hit mod against you for holding your rifle, so, i would suggest spending it somewhere a bit more usefull.




I don't believe that the melee hit bonux is 2.5X . If that were the case even a melee defense stacked Rifleman would almost always be hit (accuracy caps at 95%).


Melee defense caps at +125. TKA would have an accuracy of over +500, Pikeman at +375, Fencer +425, and Swordsman at +325. Which would leave even the lowest mod at +200.


Not sure where this rumor of the to hit mod being 2.5X. Only thing I can think of is that it relates to the old 2.5X damage penalty we took from melee. But it is highly doubtful that this is the mod now.





Colonel Waste - The Wookiee Crusader
DrendalKahn
Fri Oct 22, 2004 2:04 am
#7

If you drop medic, you're going to have to walk around buffed all the time (something many Rangers do not do).


However, if you're buffing now and grinding out FS stuff... you couldloose it. I have the same template, and I honestly never use medic except when I'm unbuffed/unarmored (i.e. 90% of the time).


However, if you're not going for jedi and just doing Ranger by itself, imo medic > FS bonuses -- even speed, if it worked. You can buy skill tapes. The Ranger/Rifleman/Medic is a pretty dam complete pve template.



DRENDAL KAHN


Barb-Wire
Fri Oct 22, 2004 5:30 am
#8

if your into soloing there are times that novice medic will save your life. i think it is invaluable to any build that solos things. if you only group hunt and a doc is present you can get away with 0 medic since death doesnt have as much of a meaning with a res at hand. i would drop the points elsewhere.


but yeah FS melee has a nice boost to defense even for rifles. i noticed a distinct difference between the damage over time i got before i had it and the time after when using a rifle.



Created Account July 2003 - Canceled account Nov 2005. The NGE made me do it.
Barb Wire
Former Dark Force Wielder
Ex-Imperial Navy
Dynastar
Fri Oct 22, 2004 8:07 am
#9

0040 Medic + ~1170 power mu40 Stim E's = win.

Those 4 boxes of medic and TKA Meditation will never be dropped from my template.



Ramsey Logan
By Federal Law, Riflemen do it with 16 inches or more!
Master Pikeman
WeiQuin
Fri Oct 22, 2004 11:04 am
#10

Guess I'll keep novice Medic and put the 3 extra SP into Melee defence.

thanks for all your input!



WeiQuinn Starblazer (Intrepid) Elder Ranger - Spy
Master Ranger (4/8/04-11/15/05)

"Once a RANGER, Always a RANGER"

Siris Darkstar (Test Center) Elder Ranger- Commando DELETED
WeiQuin Darkstar (Test Center) Elder Scout - Spy DELETED
Torsade Darkstar (Test Center) NGE-Jedi DELETED

Account Cancelled 6/20/06
-devoid-
Fri Oct 22, 2004 11:26 am
#11

Novice medic can be the difference between dying and living, good stim b's give you 400 heal which is invaluable.
cherryred
Sat Oct 23, 2004 12:52 am
#12

http://forums.station.sony.com/swg/board/message?board.id=rifleman&message.id=80291


read down



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