Bio Engineer Archive

Thread: I give up!

Marrow1
Wed Apr 20, 2005 5:51 pm
#53






Eskie wrote:





Marrow1 wrote:
(...)
I never intended to imply that you did not need scout. Even with scout and medic pre reqs 0004 is not skill point expensive. It is by far the cheapest elite 10 pnt crafting prof. Add to this is the fact that the meds schems are all included in these skill boxes and you have a rather cheap dabble crafting prof.





Sorry, but I have to disagree here.
Healing and crafting docs need to keep MD and get BE 0004 in addition so they can continue doing what they do now. This means +/- 0 skill points if scout is not required (as outlined in the original published CU documents), or +29 skill points if it is required. So the implementation on TC-Ep3 is more expensive than the current MD, which in turn is more expensive than most other crafting professions (yet being more than a pure crafting profession, so its justified).
BE 0004 being cheap only is true for pure crafting docs.
But this is already discussed in the BE forums, so no need to start it here again




Ahh, but that is a different question than the one I was answering.


If your asking should or should not Scout be a prereq that is very different than asking what should one do based on the CU as it stands now.


I was not trying to suggest scout should or should not be in the CU prereq for BE nor get into the skill point costs of preCU vs Post CU. All I was saying is that post CU 0004 BE is the cheapest crafting prof around so if you like to craft and do other things it will be the best place to go. Nothing more than that.






__________[Marrow]__________
____[*aka Fringing, Babwe, Hurtz *]____

__/\_/\___/\_____[last of the known Doctor Correspondents]/\___/\_/\__
Traigus
Thu Apr 21, 2005 9:02 am
#54



Marrow1 wrote:


Eskie wrote:


Marrow1 wrote:
(...)
I never intended to imply that you did not need scout. Even with scout and medic pre reqs 0004 is not skill point expensive. It is by far the cheapest elite 10 pnt crafting prof. Add to this is the fact that the meds schems are all included in these skill boxes and you have a rather cheap dabble crafting prof.



Sorry, but I have to disagree here.
Healing and crafting docs need to keep MD and get BE 0004 in addition so they can continue doing what they do now. This means +/- 0 skill points if scout is not required (as outlined in the original published CU documents), or +29 skill points if it is required. So the implementation on TC-Ep3 is more expensive than the current MD, which in turn is more expensive than most other crafting professions (yet being more than a pure crafting profession, so its justified).
BE 0004 being cheap only is true for pure crafting docs.
But this is already discussed in the BE forums, so no need to start it here again

Ahh, but that is a different question than the one I was answering.

If your asking should or should not Scout be a prereq that is very different than asking what should one do based on the CU as it stands now.

I was not trying to suggest scout should or should not be in the CU prereq for BE nor get into the skill point costs of preCU vs Post CU. All I was saying is that post CU 0004 BE is the cheapest crafting prof around so if you like to craft and do other things it will be the best place to go. Nothing more than that.






Nobody knows about Scout prereq for BE. The docs don't have it, but TC does. It focuses on /maskscent issues for DNA harvesting. Without a significant investment in scout, BE's can't get aggro mob DNA. I guess the question is to prereq it and force BE's to ahve it, or make it optional, and force BE's to invest on /sample for Aggro critters.

The BE corre has asked on this point (and a whole slew of other CU issues with BE).

LOL. I don't know if we wanna go into "should" questions. ha ha

-T



------------------------------------------------------------------------------------------------------

"We've got a blind date with destiny -- and it looks like she ordered the lobster."

------------------------------------------------------------------------------------------------------
Eskie
Thu Apr 21, 2005 9:16 am
#55

The problem for BEs currently is that they need scout xx4x for novice BE. That isnt even the mask scent line that they need in addition to that to be effective. The pet samplers have scout 4x4x to be effective from what Ive heard so far. So for pet makers, scout 4xxx would be more reasonable than xx4x, and for docs switching over no scout at all would be best, so they can keep what they are doing currently and dont have to pay extra SP.



Eskona Runningstar
12pt Master Doctor - Master Riflewoman
Light Jedi Padawan
-ERI- medical supplies CLOSED

Left to explore new galaxies far, far away
after this galaxy had been enhanced far too much for her taste
TarMangani
Thu Apr 21, 2005 9:50 am
#56






Eskie wrote:
The problem for BEs currently is that they need scout xx4x for novice BE. That isnt even the mask scent line that they need in addition to that to be effective. The pet samplers have scout 4x4x to be effective from what Ive heard so far. So for pet makers, scout 4xxx would be more reasonable than xx4x, and for docs switching over no scout at all would be best, so they can keep what they are doing currently and dont have to pay extra SP.



Yes but they can't distinguish between one or the other for Novice BE can they? It should be one set of pre-reqs for Novice BE regardless of whether the desired column is meds or current BE, (i.e. Pets, tissues).




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



TarMangani
Thu Apr 21, 2005 5:04 pm
#57






Eskie wrote:
I think the best would be to make medic the prereq, and have pet crafters take scout if they think they need it.



/agreed




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



Ojes
Fri Apr 22, 2005 12:22 am
#58






TarMangani wrote:





Eskie wrote:
The problem for BEs currently is that they need scout xx4x for novice BE. That isnt even the mask scent line that they need in addition to that to be effective. The pet samplers have scout 4x4x to be effective from what Ive heard so far. So for pet makers, scout 4xxx would be more reasonable than xx4x, and for docs switching over no scout at all would be best, so they can keep what they are doing currently and dont have to pay extra SP.



Yes but they can't distinguish between one or the other for Novice BE can they? It should be one set of pre-reqs for Novice BE regardless of whether the desired column is meds or current BE, (i.e. Pets, tissues).







True enough. However, all other professions (to the best of my knowledge) will now require 2 novice branches as pre-reqs. If the scout branch were removed from BE, it would be the cheapest prof in the game. Something that should be avoided (even if it does hurt people like me)...



while on Flurry, don't visit Ojes Yobe's Liquidation Vendors just 800M from Theed starport on Naboo (neg5219 3419) - cause they ain't there anymore! They are now exclusively located in Mos Athens Mall
Ojes
Fri Apr 22, 2005 12:26 am
#59

check that last post.


I just realized that the other major crafting profs (AS, WS, Arch, Chef, Tailor) only have 1 novice branch pre-req. It seems that it would actually be consistent to remove the scout pre-req from novice BE if it is being classified as a purely crafting prof. Doesn't some of the BE boxes currentlyadd to yourcombat level in TC? If they did away with that (CL for BE boxes), then I guess elimination of the second pre-req branch would probably be appropriate.


My opinion is slowly turning on this matter...



while on Flurry, don't visit Ojes Yobe's Liquidation Vendors just 800M from Theed starport on Naboo (neg5219 3419) - cause they ain't there anymore! They are now exclusively located in Mos Athens Mall
Lolateah
Sun Apr 24, 2005 7:18 am
#60

Marrow1 I understand you are trying to everything possible to make us happy and I thank you for that.


My alt character just made master doc and I really enjoyed every aspect of becoming one, the buffing the healing, and crafting. I like it. But! yes there is a but. I don't want to group. I dislike it more than you'll ever know. It's confusing, boring, and just a waste of time. I will group with my guild members (although there are only 2 left now) because I enjoy the conversations and trust them to do the right thing when looting, or when hunting together. But other than that, I'm a solo type player and both my TKM and my MD players are taking real hits because of this CU. Credits have always been difficult for my TKM, and when grouping forget it, I won't even go into the new looting system...there's no point credits are horrible. That's why I took up master doc, hoping that having a character strictly PVE (working on tailor too) I would be able to make the credits so my TKA could afford the matiance on the houses of guild members gone. (guild hall) but with this new CU what is the point of it all. Master Doc is basically going to be a combat medic and therefore has to take a PVP role. =(

Can anyone tell me why it's worth it for me as a solo player to stay after the upgrade. What benefits are there for me?
Page 5 of 5