Teras Kasi Archive
Thread: Stims What can we use?
Page 1 of 1
Indigho
Tue Jun 14, 2005 10:53 am
#1
What stims can we use?
What skills do we need to use them?
How much do they heal for?
How often can we use them?
Do stims use a lot of mind...or any?
I am thinking of going TKM, MS and MF with no innate healing ability. This way I will get more defenses and more versatile skill set as far as specials go. Currently I have MD and 0031 in Sword.
So, I am trying to see if stims and my extra defenses will be viable.
Ronaj
Tue Jun 14, 2005 11:06 am
#2
Indigho wrote:
What stims can we use?
Depends on Combat Level, Stim A's are CL 1, B's CL 15, C's CL 35 & D's CL 60
What skills do we need to use them?
None, just the required Combat Level is all that's needed now
How much do they heal for?
Varies quite a bit, on Chimaera we've got B's from 150-250, main definite I can say is that D's always seem to be at least 1000 healing.
How often can we use them?
You can use a stim once every 60 seconds unless you use chef made drink, Ruby Bliel, cut's time down to 30 seconds with about 20 fill and 20 minute duration.
Do stims use a lot of mind...or any?
They do use mind but I'm not certain of the % used, it's been quite awhile since I've used one and I never paid attention at the time.
sciguyCO
Tue Jun 14, 2005 11:10 am
#3
You can use all stims, assuming you have the required CL.
From memory, the CL requirements are:
- Stim A: CL 1 (or none listed). Anyone can use these.
- Stim B: CL 15
- Stim C: CL 30 or 35
- Stim D: CL 50 or 55
I think Stim B's heal for around 100-200, Stim B's around 500-700, and Stim D's for 800-1200. Of course, that varies depending on the quality of the stim, and whether or not the BE used advanced stim components (only usable in C's and D's).
Mind usage is minimal, maybe 10-20%. If you don't have any medic in your template, I don't think it's really anything to worry it. The only ability in the template you listed with any major mind usage is power boost, and you're not going to be using that in the middle of combat anyway.
Stims have a 60s cooldown timer, so the additional healing abilities from medic and doctor can still come in handy. There's also an artisan drink (Ruby Bliel) that will subtract 30s from your current cooldown, or reduce the cooldown of the next stim used by 30s. Despite the 20m duration listed on the drink, it does wear off after the nextstim, but that duration means you can "bank" the effect until you need it.
Firewalkerman
Tue Jun 14, 2005 11:48 am
#4
Question about Ruby Bliel.
Can BE make that. I got a Be in the guild that makes real good spices. Wondering if he could make them also.
What is the downer amout of Ruby? And what is the effect rating of it?
Ronaj
Tue Jun 14, 2005 11:54 am
#5
Ruby Bliel is a Chef made drink so there's no downer, not sure if it can use any BE made enhancers or not but by the nature of the drink I wouldn't think so. As sciguy CO was saying it only affects the next stim usage however with the, roughly, 20 minute duration on it you can go ahead and pop one before a difficult fight or a potentially difficult fight and give yourself some extra room and effectively give yourself double healing for a minute from being able to use 2 stim shots within a 60 second period.
Message Edited by Ronaj on 06-14-2005 02:13 PM
DarkBShadow
Tue Jun 14, 2005 8:49 pm
#7
sciguyCO wrote:You can use all stims, assuming you have the required CL.From memory, the CL requirements are:
- Stim A: CL 1 (or none listed). Anyone can use these.
- Stim B: CL 15
- Stim C: CL 30 or 35
- Stim D: CL 50 or 55
I think Stim B's heal for around 100-200, Stim B's around 500-700, and Stim D's for 800-1200. Of course, that varies depending on the quality of the stim, and whether or not the BE used advanced stim components (only usable in C's and D's).Mind usage is minimal, maybe 10-20%. If you don't have any medic in your template, I don't think it's really anything to worry it. The only ability in the template you listed with any major mind usage is power boost, and you're not going to be using that in the middle of combat anyway.Stims have a 60s cooldown timer, so the additional healing abilities from medic and doctor can still come in handy. There's also an artisan drink (Ruby Bliel) that will subtract 30s from your current cooldown, or reduce the cooldown of the next stim used by 30s. Despite the 20m duration listed on the drink, it does wear off after the next stim, but that duration means you can "bank" the effect until you need it.
btw i'm 100% sure thet stim D's are LvL 60+ stims...
sciguyCO
Wed Jun 15, 2005 12:36 am
#8
Technically, Ruby Bliel is an Artisan drink, not a chef one. 
It can take BE food enhancers, but since the buff effect is hard-coded (experimentation doesn't change the stim timer) and the duration really isn't a concern (since the buff goes away anyway on the next trigger), there's not a lot of benefit a BE tissue will grant.
A filling tissue can reduce the amount of stomach space, but since tissues are a % based bonus and Bliel has a pretty low filling anyway, it's not really worth the effort. A filling-enhanced Bliel would only have filling 1 or 2 lower than a non-enhanced one.
Quantity tissues might be useful, though. When made with a cask (chef-craftable drink container that increases the stack size), Bliel comes out with around 12 uses. With a BE quantity tissue, that could go up as high as 32 uses per stack (800 uses per crate). Whether that's worth an extra 1.5k or so (a rough estimate on what a BE might charge for a Hyper Yeast Additive) per stack is up to you.
Ronaj
Wed Jun 15, 2005 12:42 am
#9
Hehe thanks for that clarification sciguy CO, I've got a 4/3/0/0 artisan trying to pick a crafting prof, might just have to make a few of those then.
Page 1 of 1