Bio Engineer Archive
Thread: I give up!
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.
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 againAhh, 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
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).
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.
/agreed
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.
TarMangani wrote:
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).
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.
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?