Teras Kasi Archive

Thread: Some advice please!

Mavrick65
Mon Feb 16, 2004 2:28 am
#1

Im a master commando and have decided to use the spare points that i have to master TKA however i have also got some scouting and medic skills which i will need tosacrifice in order to get Master TKA. Please can someone advise if the meditation branch will compensate for the loss of the medic skills or do the wounds not heal quick enough...


Also i would like to know how effective the power boost ( self buff ) is


Cheers Guys/Gals.





DUS XOT
DarkJedi
Imperial Ace
You close your eyes, only for a moment, and the moment's gone....
ggggggggggggggggggggggggggggqXen5nnhnn5nn

Cielago
Mon Feb 16, 2004 3:44 am
#2

Meditate : self buff, self healing wounds, self cure disease, poison, bleed and a "last card" option which is Force of the Will ( FoW ).


Powerboost : add half your Mind max value to your HAM.





Captain Cielago
_______________________________
"Hope clouds judgement"
"Each experience carries its own lesson"
Frank Herbert's Dune.



Mavrick65
Mon Feb 16, 2004 4:07 am
#3

Thanks for that but it still does not explain if it is worth giving up my medical skills for.



Please can someone help before i give up to many skills


Cheers






DUS XOT
DarkJedi
Imperial Ace
You close your eyes, only for a moment, and the moment's gone....
ggggggggggggggggggggggggggggqXen5nnhnn5nn

Jugular
Mon Feb 16, 2004 4:53 am
#4

All you need is novice medic which gives you a plus 5 on medicine use, on Tarq there are abundant high qualitySTIM B's (this is what the plus 5 is for).


And with Meditate 4 you don't need wound packs so that equals a cost savings, just buy crates of stim B's.



Jakkara Kalorndon
Master Commando
Master Teras Kasi
Mavrick65
Mon Feb 16, 2004 6:27 am
#5

Thanks for the advice above but i thought ya had to get a certain way up 1 of the medic tree's to be able to use Stim'bs


Please correct me if i am wrong


Cheers





DUS XOT
DarkJedi
Imperial Ace
You close your eyes, only for a moment, and the moment's gone....
ggggggggggggggggggggggggggggqXen5nnhnn5nn

flabajaba2213
Mon Feb 16, 2004 6:43 am
#6

As long as the medicine use skill is, sorry to use the term, "dumbed down" to med use 5, a novice can use them. You need crafting 2 to make them. =)



"Don't bother running from a commando, you'll only die tired."

_Bichiru Iwamoto - Imperial Commando_

_Huy Iwamoto - Rebel Smuggler_
Mavrick65
Mon Feb 16, 2004 6:48 am
#7






flabajaba2213 wrote:
As long as the medicine use skill is, sorry to use the term, "dumbed down" to med use 5, a novice can use them. You need crafting 2 to make them. =)







Sorry Flabajaba i dont get wot ya mean, any chance ya could explain differently.


Its seems from wot has been said so far that i can use stim b's if i have novice medic only, even though u have to be at 2 medic skill levels up in a specific tree.



Im not a noob but this is the first time i have tried to get so much out of 1 character.



Cheers for the help






DUS XOT
DarkJedi
Imperial Ace
You close your eyes, only for a moment, and the moment's gone....
ggggggggggggggggggggggggggggqXen5nnhnn5nn

flabajaba2213
Mon Feb 16, 2004 7:32 am
#8

When a medic experiments on a tim, ther are 3 areas that he can experiment in. These are power (how much the base heal is), charges (how many in a stack), and medicine use skill (medicine use skill). At novice medic, you get a medicine use skill of 5. If a stim B is more than 5 medicine used skill, a medic can use experimentation to lower the required skill usage.



Usually you can buy crates of stim B's with 5 medicine use and 400 base heals (made by master docs, who get better sub components and more experimentation).



Hope this helps.





"Don't bother running from a commando, you'll only die tired."

_Bichiru Iwamoto - Imperial Commando_

_Huy Iwamoto - Rebel Smuggler_
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