Bio Engineer Archive

Thread: My 2 creds about BE CU changes

Krystae_Lunalupus
Tue Apr 05, 2005 4:52 am
#1

Ok, first off, as a Master BE now for well over a year (having started as a BE 3 weeks after original SWG release) i have messed around with my template many times. These are the things I have discovered.


First, it's beneficial to have at least minimum CH skills to be able to store more pets, name pets, and call at least slightly tougher pets. I went with 0100 or some junk like that which alllows for the max number of pets with only 1 box above novice. And allows for 4 commads to enable pet naming.


Two, it's good to be able to kill creatures that aggro from DNA sampling. While the good DNA still comes from Rancors and stuff that would likely splatter me. It's good to at least be able to fend off a po'd Fambaa or those nasty spiders I used to kill on, um, well I forget where lol. So I maxed out 1 branch of pistoleer which seemed to be fine.


Three, since very few people want to accompany you while u fly around the galaxy sampling DNA it's good to be able to heal yourself as you go. So I took 2000 in dancer and of course am required to take medic for BE anyhow. Besides i like dancing.


Alright, now, what effects will the CU have on me.


The good news is that most of the new enhancers that will be crafted have been taken away from docs and cm's and given to be's. So we will have more stuff to craft that is in demand since people have lately lost interest in tailoring cloth tissues and most mid level pets and high end pet meds.


The really freaking bad news though is this. Marksman ranged 4 is now a pre req for ranged weapon skills. I only havepistol branchin marksman just to get pistoleer. Now this change means that I will likely lose all my pistoller skills and will probably die to angered Kaadu and Gnorts now.


Ok, this is my real issue here. They are making it so that to be a successful BE you won't have enough point for combat skills to fend off a creature that attacks from DNA sampling.

Now, what can be done about this? Ok, that I haven't figure out yet. Near as I can tell, not a gd thing can be done.


What does that mean? Means that high end BE pet prices will be going up dramatically to compensate for the increased risk involved in getting high end DNA with low end combat skills.


Personally, I'm looking at adding about 100k to the price of all my pets which are currently 5k to 70k.


Also, will BE's still be needed to destroy bases? Gonna be rough with our new lack of combat to even live long enough to get into the base.


So, to me this means BE is becoming less of a balanced profession and more of a crafting specific profession. Which totally sux.


Now, your probably saying why do I not give up the dancing and entertainment for more combat skills. Well, besides my really liking dancing and not wanting to. Even with 2000 dancer it takes nearly half an hour to heal back mind drained from other skills.


HAM changes. This might be the only light at the end of the tunnel. If HAM costs for DNA sampling and such change drastically there may be no need for the dancing and entertainer skills anymore. Or, a lower level dancing may heal as well as 2000 dancer does now. I still hate to lose my sparkly effects from the first branch of dancer but this might be the only salvation since I will be forced to get the unwanted range branch of marksman tree.


Well, that about sums up my thoughts on CU changes that affect BE's. Now, I have heard that the skill point cost of boxes is gonna be drastically increased. While I don't see that posted anywhere, if that happens then everything I said is pointless and I'll likely just quit SWG completely. But let's hope that is just a rumor hehe.


Krysta

P.S.- If I overlooked something somewhere that might change or affect what I said above please let me know. I could use some good news right about now.
Halthron
Tue Apr 05, 2005 6:14 am
#2






Krystae_Lunalupus wrote:


The really freaking bad news though is this. Marksman ranged 4 is now a pre req for ranged weapon skills. I only havepistol branchin marksman just to get pistoleer. Now this change means that I will likely lose all my pistoller skills and will probably die to angered Kaadu and Gnorts now.


Ok, this is my real issue here. They are making it so that to be a successful BE you won't have enough point for combat skills to fend off a creature that attacks from DNA sampling.




Don't forget about Scout not being required either. Yes, I know that it still will be for <cough> "real" BEs but what it means is that instead of needing two scout trees to be effective, you can drop the points from the harvesting line and place them in the marksman tree that will now bee needed. Net point cost change: 0.


I see a lot of speculation about the CU, although this is the first time I've seen anyone say anything about a skill point increase. Speculation can get overblown really easily. Don't place too much faith in rumors at this stage.

goatt_13
Tue Apr 05, 2005 7:13 am
#3



Halthron wrote:
you can drop the points from the harvesting line and place them in the marksman tree that will now bee needed. Net point cost change: 0.

I see a lot of speculation about the CU, although this is the first time I've seen anyone say anything about a skill point increase. Speculation can get overblown really easily. Don't place too much faith in rumors at this stage.






dropping that scout tree will negate nov CH, though, and i think that was part of her point.

i can see this argument, as i have a similar template (including business III), but aside from shuffling one skill box... and losing some key weapon certs... it really doesn't have to change much.

krystae, do you have points vested in other skills?



---------------------------------
Museum of Bio-Engineering: Kettemoor: Naboo: -2660, 5514
Museum of Creature Handling/Large Animal Exhibit: Kettemoor: Naboo: -2538, 5118
Halthron
Tue Apr 05, 2005 9:01 am
#4

Yep, it would. I missed that part.
Dorelli
Wed Apr 06, 2005 4:56 am
#5

um ... mind wounds won't exist anymore. health wounds only and THEY can only be healed by a doctor (it is a novice doctor skill) or by sitting in a med center or a camp.


one person doing marksman on TC5 says that cover is very very good for not being noticed as long as you don't'use skills' although he said he didn't try mask scent - might be interesting to play with that, especially since we can MAKE tissues that give a bonus to cover.


we have what we work b/c we know what works now. i think it is a question of finding out what works best after and going with it and while we can think ahead all we like, we can't really test what is best for US until we get frogs that let us skill build to master BE (and everything else) and/or try it out when it gets here.


Dorelli

master BE



Dorelli Deacon of Bloodfin server
RIP BioEngineering 15-11-2005 : RIP CH 15-11-2005

Spazzers
Wed Apr 06, 2005 2:03 pm
#6






Krystae_Lunalupus wrote:

Ok, first off, as a Master BE now for well over a year (having started as a BE 3 weeks after original SWG release) i have messed around with my template many times. These are the things I have discovered.


First, it's beneficial to have at least minimum CH skills to be able to store more pets, name pets, and call at least slightly tougher pets. I went with 0100 or some junk like that which alllows for the max number of pets with only 1 box above novice. And allows for 4 commads to enable pet naming.


Two, it's good to be able to kill creatures that aggro from DNA sampling. While the good DNA still comes from Rancors and stuff that would likely splatter me. It's good to at least be able to fend off a po'd Fambaa or those nasty spiders I used to kill on, um, well I forget where lol. So I maxed out 1 branch of pistoleer which seemed to be fine.


Three, since very few people want to accompany you while u fly around the galaxy sampling DNA it's good to be able to heal yourself as you go. So I took 2000 in dancer and of course am required to take medic for BE anyhow. Besides i like dancing.


Drop this. People have mastered marksman on TC and only gain 1 point of battle fatigue. You won't need entertainer after the curb.


That should give you enough points to get the ranged tree.


Alright, now, what effects will the CU have on me.


The good news is that most of the new enhancers that will be crafted have been taken away from docs and cm's and given to be's. So we will have more stuff to craft that is in demand since people have lately lost interest in tailoring cloth tissues and most mid level pets and high end pet meds.


Ah yes, but doctors need only dabble 0004 to make all the stuff youwant to sell them. They will use the stuff they make anyway so they won't even have to grind BE. Oh, let us not forget the mountain of resources these doctor dabblers are sitting on as well. Ready for the cherry on top? Here it comes. The BE crafting xp is medical. YAY. Those doctor skill mods still work. So, those doctor dabblers are going to be able to outcraft you with all those uber resources they have and their skill mods. Yup, that's good news if you ask me.


The really freaking bad news though is this. Marksman ranged 4 is now a pre req for ranged weapon skills. I only havepistol branchin marksman just to get pistoleer. Now this change means that I will likely lose all my pistoller skills and will probably die to angered Kaadu and Gnorts now.


Give up entertainer and the gnorts will soon die again.


Ok, this is my real issue here. They are making it so that to be a successful BE you won't have enough point for combat skills to fend off a creature that attacks from DNA sampling.

Now, what can be done about this? Ok, that I haven't figure out yet. Near as I can tell, not a gd thing can be done.


What does that mean? Means that high end BE pet prices will be going up dramatically to compensate for the increased risk involved in getting high end DNA with low end combat skills.


Personally, I'm looking at adding about 100k to the price of all my pets which are currently 5k to 70k.


*snip...sorry the rest is secondary to the dabbler issue. Chefs won't buy your products anymore because they can dabble and make the exact same product you make except for INN's. They'll still ask you for schematics those so it's all good.



Krysta

P.S.- If I overlooked something somewhere that might change or affect what I said above please let me know. I could use some good news right about now.









Buboopadoo
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Dorelli
Wed Apr 06, 2005 2:50 pm
#7

won't doctors still have to get novice BE and 0004 of BE as well to have the full 10 experimentation points? My TC5 medic only has 5 at 0004 of medic ... didn't check if doctors get more points of medical exp/assembly in their own trees...


ok point taken that we will have dabbler problems but maybe it isn't as BAD as it seems given that the BE grind is horrible that should put some people off ... ?


Dorelli bloodfin -




Dorelli Deacon of Bloodfin server
RIP BioEngineering 15-11-2005 : RIP CH 15-11-2005

Inkanissen
Wed Apr 06, 2005 3:03 pm
#8

I would also say drop Dancer and see how it works out - it is 15+14+14+6+9 = 58 skill points tied up there including everything from Nov Ent.
kiowa27
Wed Apr 06, 2005 3:25 pm
#9

o.O ranged 4 is a prereq now for ranged weapons? man that sucks a biggun.. totally thrashes my hopes of being able to go on with my current template of mch/mbe/ pistoleer 0/0/4/0 (fanshot) ... oh I can't even begin to express how unhappy I am about this little tidbit of info.. hope that gets changed before going live, but I'm not going to hold my breath
TarMangani
Wed Apr 06, 2005 3:31 pm
#10






Dorelli wrote:

won't doctors still have to get novice BE and 0004 of BE as well to have the full 10 experimentation points? My TC5 medic only has 5 at 0004 of medic ... didn't check if doctors get more points of medical exp/assembly in their own trees...


ok point taken that we will have dabbler problems but maybe it isn't as BAD as it seems given that the BE grind is horrible that should put some people off ... ?


Dorelli bloodfin -







Hi all!


I've been exhausting myself on the doctor boards with the CU and thought I'd wander over to the BE side to get your take on the CU.


First off the main consensus in the doc boards is divided down the middle. The crafting/buffing docs are quite upset to be losing their trade, and the healing docs are thrilled to have that side of the house, (crafting) gone. Being an MD/MR I was highly peeved as, in order to keep my crafting enterprise going, it looked as if I'd have to drop the master rifleman SP.


We've been round and round on it however and here's some conclusions:



  • BE doesn't haveSEA at present (you all would know if this is true or not but I think it is).

  • Doctors do use med exp SEA and are fighting to not lose those "EXP Suits" as we've paid nearly 2 mil per EXP point on SEA, (except the initial crafting apron).

  • We've gotten word (unofficial?) that our med exp SEA's will be usable in the med crafting line of BE. This means we will craft medical items with our normal 12 Exp Points compared to your 10.

  • MD now only needs two lines of medic, (this is because we are now labelled a "combat profession" and most all other combat professions require two lines in the basic professions).

  • Scout looks to be dropped as a req for Novice BE

  • MD will be able to re-spec their medic SP (we can drop one line as we need three lines of medic to be MD and BE) column and use those points in other areas.

  • MD will be allowed to respec to Novice BE, and any blocks we have of medical crafting will be a direct conversion to the BE medical crafting line, thus we don't have to earn those skills twice.

  • Docs/Medics no longer use consumables to heal (at present)

  • MD can only gain XP while healing in combat (at present)

  • Stim packs and other medical related pharmaceuticals will use the same components we use now, (i.e. ABEC/BEC, ACDRM/CDRM, ASDS/SDS, etc).

What the other poster said about vast resources wasn't a joke. Most of the serious crafting docs have been buying the resource kits like mad.


Trust me when I tell you none of us are excited with the mixing of the professions, but most of the serious crafters won't abandon their businesses and will take the 0004 BE. I'd be surprised if many of them went into the other three branches of BE however, especially with the obvious CH requirements to be a success at it.


There is already a heavy divide within the doctor community regarding the crafters. We're basically being told "don't let the door hit you in the a$$ on the way out!" as we migrate to BE crafting.


I foresee a bit of resentment between you BE's and we new upstarts as well.


I wonder, once whichever current BE column you currently have at 0004 is gone, if you'll be able to re-spec to the medical crafting. If so, the SEA advantage the native docs have will create a quality gap that will be very difficult for the BE's to overcome without buying their own SEAs.


It looks to be an interesting merger, that's for certain, as we crafting docs migrate to our new home, which is currently your turf...BE.


This is my first thread within these boards to read, (and my first post here), so I'm off to read the other threads related to the CU.


I look forward to a reasonable exchange of ideas as we discuss this further!





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Spazzers
Wed Apr 06, 2005 3:32 pm
#11






Dorelli wrote:

won't doctors still have to get novice BE and 0004 of BE as well to have the full 10 experimentation points? My TC5 medic only has 5 at 0004 of medic ... didn't check if doctors get more points of medical exp/assembly in their own trees...


ok point taken that we will have dabbler problems but maybe it isn't as BAD as it seems given that the BE grind is horrible that should put some people off ... ?


Dorelli bloodfin -






Yes a doctor will have to take novice BE and 0004 BE. They have to take medic, which they take anyway in orderto be a doctor so that skill point usage is something they would have already set aside. There is no other requirement for BE, post CURB. It is not a major adjustment for a doctor to take novice BE and 0004 BE and be able to craft all the meds they need.


The "grind" for a Doctor/BE is only 0004. Remember, a doctor is going to be using the enhancers they're crafting so they really aren't grinding per se. The doctor isn't going to be sampling critters in the nooby yard and screaming holy terror at the failure rate either. The doctor could care less about DNA sampling. All the doctor will concentrate on is crafting medical supplies. Also, the doctors will bring their skill mods with them. They will start novice BE with 7 experiment points instead of 5. By the time they reach 0004 BE they will have 12 experiment points to a master BE's 10 unless that master BE goes out and buys a medical skill attachment. The thing about buying a medical skill attachment is that the doctors, that would be your customers, only need to dabble in BE. They very effectively eliminate themselves as your customer. They can also outcraft you because the vast majority of them are sitting on uber resources.


I think you over-estimate the value of BE med crafting. Your customer is not going to bethe doctors. It is the no-skill med kits for the combat class. These will be the only items I will concentrate my crafting skills on as far as medical supplies go. The docs can just craft their own stuff without me.




Buboopadoo
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A Simple Resource Dealer

A Developer's answer to everything:
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TarMangani
Wed Apr 06, 2005 3:32 pm
#12

forgot to tell it to save this post at the top so need to make a lame bump...



JEYHREL FOXAUMER
Iconic Profession Nomad
Because sometimes being ruthless just isn't good enough...
Aspraven
Iconic Trader or soon to be cancelled account
Saving you money so you'll give more of it to me...
Vendors: 200, -3200, SUNS Mall, Kor Mesa, Corellia



Spazzers
Wed Apr 06, 2005 3:48 pm
#13

Welcome to the BE forum.




TarMangani wrote:



Hi all!


*snip - because what you say prior to this is scary and I want to sleep at night


I foresee a bit of resentment between you BE's and we new upstarts as well.


I don't think it's true resentment. It is more in that BE's have already felt devalued by chefs. Some of this devalue is warranted, some is not. After the curb the career master BE will be devalued even further. A great example is a dabbling doctor with a skill mod can out craft a master BE without a skill mod. An even more evil example is a dabbling doctor that takes 0404 BE will out craft master BE's and be able make high end chef and tailor tissues as well as pet meds. This is where the resentment is rooted.


I wonder, once whichever current BE column you currently have at 0004 is gone, if you'll be able to re-spec to the medical crafting. If so, the SEA advantage the native docs have will create a quality gap that will be very difficult for the BE's to overcome without buying their own SEAs.


A requirement for BE is medical crafting. Every BE is already a medic. I'm not sure exactly what you're asking here. The 0004 line in BE, on live, is nothing more then crafting experiment points. After the curb, that line picks up medical crafting items along with the crafting points. On live,a 0004 dabbler only gets 9 experiment points. The 10th point comes at master BE. After the curb no extra points are give for master BE. This is another root of the resentment.


It looks to be an interesting merger, that's for certain, as we crafting docs migrate to our new home, which is currently your turf...BE.


This is my first thread within these boards to read, (and my first post here), so I'm off to read the other threads related to the CU.


I look forward to a reasonable exchange of ideas as we discuss this further!


Again, welcome to the BE forum, your new home after the CURB.








Buboopadoo
HOBO Embezzler
A Simple Resource Dealer

A Developer's answer to everything:
"I can't promise to try, but I'll try to try"
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