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Author Topic: Scientist Class  (Read 2371 times)
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Bobby the Hatchet
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« on: March 14, 2010, 01:32:05 AM »

How helpful are the skills specific to the Scientist Class? For someone looking to stay out in the wilderness for long periods of time, do a lot of running around in the underground tunnels, possibly only fighting rare, aggressive animals and dabbling in research, is this class worth it? Or do the skills ultimately only save a few AP and become obsolete after a few levels? The cannibal class has completely outshined the pirate class as far as my style of PKing goes, so I'm considering retiring my pirate and trying something different, since I'm still fairly new.

Emergency First Aid: Is this a passive or active skill? Does it work automatically, over time, like regeneration or do you have to click and spend AP for each healing? Am I only able to heal myself with this skill?

Field Surgery: Does this only heal bleeding wounds or can I cure poison?

Advanced Triage: Meh.

Thanks a lot. It would be nice to see some of the skills explained a little better on the Wiki.
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Neil Tathers
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« Reply #1 on: March 14, 2010, 01:40:10 AM »

Thanks for the feedback, I'll try to cover these in the wiki better.

Emergency First Aid is passive and works only on you with no AP cost to you.

Field Surgery only can cure bleeding wounds.

Advanced Triage allows one to see all injured characters on a square.  This can be useful if you wish only to heal your buddies, and not your enemies.

And the wiki now explains these better.  Any other problems with wiki information can be posted in this thread, and a team of us will work on it.
« Last Edit: March 14, 2010, 01:43:51 AM by Neil Tathers » Logged

Neil Tathers

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Bobby the Hatchet
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« Reply #2 on: March 14, 2010, 02:32:28 AM »

Very cool, thanks a lot. Roughly how much healing over time does one get from Emergency First Aid?
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Neil Tathers
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« Reply #3 on: March 14, 2010, 01:27:08 PM »

Very cool, thanks a lot. Roughly how much healing over time does one get from Emergency First Aid?

I have no idea, never played a scientist class myself.

Maybe someone else can answer this question?
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Neil Tathers

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« Reply #4 on: March 14, 2010, 04:12:55 PM »

You get 1HP for 2AP with Emergency First Aid, and it can't be used at high healths (I forget the exact value), but I think it can only be used when you're at half health or below.
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« Reply #5 on: March 14, 2010, 07:40:56 PM »

Tracer is correct - you can only take yourself up to 50% maximum HP with Emergency First Aid. As for Field Surgery, if you use it when you're poisoned, you get a message along the lines of 'You do what you can to mitigate the effects of the poison.' I don't know exactly what effect this has - you still lose 1HP, although you do gain 2XP. Perhaps it reduces the length of the posion's effect, or perhaps it just allows you to get XP from the otherwise-unpleasant experience.

Personally, I wouldn't start a Scientist unless you want to be a dedicated healer. The skills don't make up for the low HP.
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Johan Crichton
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« Reply #6 on: March 14, 2010, 08:04:17 PM »

The ability to cure shark bites is very advantageous to an explorer aiming to explore all the deep water.
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Neil Tathers
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« Reply #7 on: March 14, 2010, 09:34:46 PM »

Did you guys mix up Emergency First Aid and Field Surgery, or do I have the skills backwards?

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Neil Tathers

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« Reply #8 on: March 14, 2010, 09:59:25 PM »

The skills are very advantageous to someone who wants to rough it. The curing of bleeding wounds and poison is especially useful to a survivalist.

As for the class itself? If you can live with the reduced HP maximum and the medical focus of the class-specific skills then why not. I feel that the Scientist is pretty short-changed in the skills stakes. YMMV.
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Bobby the Hatchet
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« Reply #9 on: March 15, 2010, 12:29:31 AM »

I was hoping to make a survivalist character who will be roughing it with minimal trips into town.

I was under the assumption that Emergency First Aid slowly and automatically regenerated one's HP over time. If it has to be activated and only heals 1 HP per 2 AP, that's pretty ridiculous. I'd never have any AP left to do anything, better off filling a ton of water bottles.

The ability to cure bleeding wounds would be advantageous. But that's only one skill. And the fact that there's nothing to combat poison makes it less appealing.

Anyhow, thanks for the info.
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« Reply #10 on: March 15, 2010, 01:38:36 AM »

The ability to cure bleeding wounds would be advantageous. But that's only one skill. And the fact that there's nothing to combat poison makes it less appealing.

Nonono, by using emergency first aid, you take up the amount of moves poisoning affects you, without losing HP, but not gaining any either.  Therefore, eventually the effect will ware off.
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« Reply #11 on: March 15, 2010, 07:14:54 AM »

Swarm, do you ever actually bloody read anything, or do any research, before you make authoritative statements?

As for Field Surgery, if you use it when you're poisoned, you get a message along the lines of 'You do what you can to mitigate the effects of the poison.' I don't know exactly what effect this has - you still lose 1HP, although you do gain 2XP. Perhaps it reduces the length of the posion's effect, or perhaps it just allows you to get XP from the otherwise-unpleasant experience.

Your eagerness to help others is commendable, but when the information you give so definitively is wrong, you're just a pain in the .
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« Reply #12 on: March 15, 2010, 03:19:27 PM »

Field Surgery cures bleeding and reduces the effect of poison.

Emergency First Aid is a limited FAK-less method of healing yourself. It costs a lot of AP to heal significant damage and only up to a limit of 50% of max HP.

Pay attention to the beginners' guides - http://wiki.shartak.com/index.php/Outsider_Ingenuity#Skills_For_A_Scientist
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Bobby the Hatchet
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« Reply #13 on: March 15, 2010, 04:34:35 PM »

Thanks, that about sums it up. Field Surgery is pretty helpful, as you don't waste a 5-10 HP FAK/Herb just to heal an annoying little bleed, sounds like it would help stagger out your healing inventory. Also the ability to distinguish those who are bleeding or poisoned, rather than just low on HP, is nice. Advanced Triage is nice for killing.

I guess Emergency First Aid can't be too easy or beneficial, or Scientists would be borderline godlike.

Didn't think to check the Outsider Ingenuity part of the Wiki, went straight to the Skills list.

Thanks a lot.
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Neil Tathers
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« Reply #14 on: March 15, 2010, 05:05:29 PM »

Thanks, that about sums it up. Field Surgery is pretty helpful, as you don't waste a 5-10 HP FAK/Herb just to heal an annoying little bleed, sounds like it would help stagger out your healing inventory. Also the ability to distinguish those who are bleeding or poisoned, rather than just low on HP, is nice. Advanced Triage is nice for killing.

I guess Emergency First Aid can't be too easy or beneficial, or Scientists would be borderline godlike.

Didn't think to check the Outsider Ingenuity part of the Wiki, went straight to the Skills list.

Thanks a lot.

And the skills are now correct on the wiki.
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Neil Tathers

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