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Dump Medic! Dump Scout! Get those 30 Skill points back!

PostedWed May 04, 2005 3:14 am
by Jabe Adaks
No mroe of those "must have" base skills that take up an annoying amount of skill points, here's how to free them up and use those skills for something better:

Most people have medic for one reason: stims. You can get decent stims that are based on your combat level now and require no medical skills. I ahve successfully dumped this with no regrets for the past couple days. 15 skill points, freed up.

Scout? You want that terrain negotiation for hills right? I just bought some of the new bio-enhanced clothes and own a shirt with terrain negotiation of +16 and a pair of pants that have +16 as well. Thats +32, which is way better than exploration 1. Bing! Another 20 skill points freed up to get more uber. Now this may not work for those who need armor all the time, but if you have TKA innate armor this is great. For those without TKA the +16 undershit is still viable!

To be honest the clothes I bought also have +16 unarmed damage skill mods as well. THe devs may have envision clothes as the way to make TKA more viable. I am going to play with my vibro knucks now and see what happens with the +32 I just grabbed.

Jabe

PostedWed May 04, 2005 3:38 am
by Dwilah
Just a note...all enhancements from clothing and tapes cap at +25. This is still true after the CU. I read something about it just earlier.

PostedWed May 04, 2005 5:10 am
by Jabe Adaks
Dwilah wrote:Just a note...all enhancements from clothing and tapes cap at +25. This is still true after the CU. I read something about it just earlier.
When I looked at my skills it said I had unarmed damage +32 though?

Jabe

PostedWed May 04, 2005 5:44 am
by Isleh
I just read the same thing on the SOE forums. +25 max to skill bonus from SAEs and BE cloths

Still, +25 is not something to take lightly.

PostedWed May 04, 2005 5:58 am
by Skorixor
what are the BE clothes now anyway

I've been wearing a bleed resist shirt forever, but I guess that's kida pointless now....so what's out there

I don't need terrain nav cuz I have to have scout anyway

PostedWed May 04, 2005 12:20 pm
by Nyase
Out of curiosity, can the stims be used on other players? I mainly use my medic to heal my party than myself.

PostedWed May 04, 2005 6:33 pm
by Jabe Adaks
Nyase wrote:Out of curiosity, can the stims be used on other players? I mainly use my medic to heal my party than myself.
I don't believe you can. If you can, I have no figured out how yet. I have targeted others and it does not work. However since any player CAN use them it would probably be better to just hand them out before the hunt and make sure everyone has stims on their toolbar.

Jabe

PostedThu May 05, 2005 10:44 am
by Nyase
I went ahead and dumped medic anyway. My heals were complete crap. 200 ain't really making a diffrence when they're being hit for about 400+.

PostedThu May 05, 2005 1:36 pm
by Sperg
This is not a complete list but some of the new bonuses for tissues appear to modify Terrain Negotiation and Unarmed Damage, Surveying, Healing Efficiency and Augmentation Efficiency, and Melee and Ranged Defense.

One thing to note is that many old BE-enhanced clothing pieces have stats that don't seem to have rolled over in the CU, while I've noticed that tissues (not made into clothing) have. Check your skill trees to see if the stats still exist. Some of them may not. In the case of others like Bleed Resist, I think that does still exist because I can still make a tissue for it...but I'm not sure.

PostedThu May 05, 2005 2:14 pm
by Sperg
Okay, I just checked. Bleed Resist tissues have switched to Healing Efficiency. The Augmentation Efficiency tissue is paired with Cure Efficiency.