Commando Archive

Thread: *cry*

gibsonSG
Mon Apr 11, 2005 5:28 am
#14

/salute


TKM/Doc here, gutted, totally gutted, completely gutted.


I'm a selfcrafting/pvp/doc/freerebbuffer I just made 300 sets of resist B's and it'll probably be the last thing I craft. I'm gonna have as much fun as possible before the nerf kicks in and turns us into the noobs we all were when we starting hunting on Dath doing ER missions. Fun to remenisce over those times but I don't want to be stuck like that forever. We could just go without armour and use cdefs to similate the old days.


I felt like I was really making a difference and helping people. I only like to pvp and help out my guildthese days or craft and collect resources with the occasional buff for rebs when my stomach has bivoli in it.


So gutted


/sitincornerandweep



Pembroke Castle <Dominus Nihil>
Broom
Mon Apr 11, 2005 8:18 am
#15






VemaGara wrote:
Please note:
- Doc will take two less Medic bars. You will get more skill points to spend elsewhere.
- If you do choose to craft, the total cost will be EXACTLY what it is now. You don't need MasterBE to hit +10experiment. All you need is Box4 of medical crafting.
- You still have enough points to pick up an additional mastery.
- No character is self sufficient. Did you make your own armor and guns? Food? House? Clothing?
- You get a free respec on your character.

So you see, you CAN STILL CRAFT and you can STILL HEAL. Your template will still work.




Sorry, but I disagree here. There is a HUGE difference. The number of schematics is reduced drastically, the resource requirements have been altered.... there is no longer such a thing as a real crafting doc, or CM for that matter,whatever your template.


As for taking on a combat profession along with doc... have you had a real close look at the elite professions? None of them are complete unless you stack them with another combat profession. TKM has 3 attacks left.


We used to be able to combine the best of 3 worlds. Now we are reduced to something that is neither fish nor flesh.


I hate the CU. I am taking my doc jedi (I have had the xp and unlocks for ages) and I am cancelling most of my other accounts. I don't think I will be playing much longer.


Linna



- R.I.P. SWG April 27, 2005
Sunakk
Mon Apr 11, 2005 8:21 am
#16

Also

- Meds that you would need from BE only Enhance your healing. Medics, Docs, and CM's have no meds required to heal any more. While using enhancers will improve your healing ability, you most certainly aren't required to use them in order to be an effective healer in a group.

- TKA is still a tanking profession. All of what the original poster described can still be accomplished in the CU. The only difference is that BE crafts pharmaceuticals now, and that healing, enhancing, and CM abilities are all inherent, thus requiring no meds.



_________________________________________________________________
CANOM ACI, Twi'lek, Chilastra -- Master Bounty Hunter, Master Pistoleer
GROZOMERO, Wookiee, Valcyn -- Master Doctor, Combat Medic
Contributor to SWG Wiki -- a great SWG Information Source
_________________________________________________________________
Findannain
Mon Apr 11, 2005 9:48 am
#17

agree with sunnak
i'm playing a master medic and skilling up the doc line and carbineer on tc. acting as dedicated healer in groups i love the doctor profession. the crafting is reduced indeed but you can still make your own stims and maybe even sell em. with these stims included you have a nice healing arsenal. i don't think it will be hard for docs to get a group realy, as it seems now in the cu a group can't survive decent xp providing mobs without a dedicated healer. from most people i hear on the cu they think xp sucks since they are doing missions equal to their group level. well i can tell you, every group i have been in did creatures of 10 levels higher then the group level due to the fact there were dedicated healers and xp just rolled in. over time with current amount of xp earned on tc we got about 75% of what we would get on live with the same template doing solo missions. i would say that isn't bad.

diepa
Mon Apr 11, 2005 11:37 am
#18






Sunakk wrote:
Also

- Meds that you would need from BE only Enhance your healing. Medics, Docs, and CM's have no meds required to heal any more. While using enhancers will improve your healing ability, you most certainly aren't required to use them in order to be an effective healer in a group.




And now med clothes, bivoli and droids only enhance buffs. When was the last time you buffed in a medcenter with no enhancers. You will need them to be effective, especially in PvP.

DrElJefeMD
Mon Apr 11, 2005 2:14 pm
#19

Verma:


Unless they have changed the SP requirements for BE, WRONG. You are forgetting that BE requires scout. That's 29 additional SP neeeded. Therefore, to master doc and master a combat profession while getting the BE crafting line is impossible. Lets break it down using Swordsman (me!)


Medic = 43 skill points (assume only novice plus two trees)

Doctor = 63 skill points (assume master)

Brawler = 43 skill points

Master Swords = 63 skill points


Total before BE = 212 skill points

Skill points remaining = 38


YOU CAN'T EVEN GET NOVICE BE WITH THE SKILL POINTS REMAINING


Add BE Crafting


Medic = 14 skill points

Scout = 29 skill points

BE = 20 skill points


NOT GONNA WORK


Therefore, you are NOT in the same position you were before. You CANNOT be a MASTER CRAFTING DOC and be a master combat profession. You must choose one or the other in the new system.


Dr. ElJefe MD (looming retirement on the horizon)
Darksfallen
Mon Apr 11, 2005 2:28 pm
#20






DrElJefeMD wrote:

Verma:


Unless they have changed the SP requirements for BE, WRONG. You are forgetting that BE requires scout. That's 29 additional SP neeeded. Therefore, to master doc and master a combat profession while getting the BE crafting line is impossible. Lets break it down using Swordsman (me!)


Medic = 43 skill points (assume only novice plus two trees)

Doctor = 63 skill points (assume master)

Brawler = 43 skill points

Master Swords = 63 skill points


Total before BE = 212 skill points

Skill points remaining = 38


YOU CAN'T EVEN GET NOVICE BE WITH THE SKILL POINTS REMAINING


Add BE Crafting


Medic = 14 skill points

Scout = 29 skill points

BE = 20 skill points


NOT GONNA WORK


Therefore, you are NOT in the same position you were before. You CANNOT be a MASTER CRAFTING DOC and be a master combat profession. You must choose one or the other in the new system.


Dr. ElJefe MD (looming retirement on the horizon)



We are no longer meant to be able to do it all anymore. That is specifically why the requirements changed to combat professions and a few others. This is by design, thankfully.



Miriam
Master Doctor
Master Shipwright (10/27, 10:54am)
134 Badges Hero Of Tatooine

Yasmin
Dark Jedi Knight
Reborn
Darksfallen
Mon Apr 11, 2005 2:30 pm
#21






DrElJefeMD wrote:

Verma:


Unless they have changed the SP requirements for BE, WRONG. You are forgetting that BE requires scout. That's 29 additional SP neeeded. Therefore, to master doc and master a combat profession while getting the BE crafting line is impossible. Lets break it down using Swordsman


According to the CU documents, BE does not need Scout, on test it does, we have heard mixed information on the subject so I don't know for sure.




Miriam
Master Doctor
Master Shipwright (10/27, 10:54am)
134 Badges Hero Of Tatooine

Yasmin
Dark Jedi Knight
Reborn
ThelaMisan
Mon Apr 11, 2005 2:44 pm
#22

This is really sad. I'm also master doc/tkm. Doctor was my first profession and I've kept it all this time. I don't think many of us will keep doc after the cu.




Thela Misan

De reir a cheile a thogtar na caisleain
HeadHntr
Mon Apr 11, 2005 7:43 pm
#23

well this whole deal With the CU is making me so mad i really enjoyed doctor.... ive only been playing for a month and im already wanting to quite because of this stupid CU i dont like any of the other proffessions and dont want to try any of them so im gonna be forced to give my stuff away to someone in my guild and quite the game.

RaistlinVII
Mon Apr 11, 2005 9:54 pm
#24






Broom wrote:





VemaGara wrote:
Please note:
- Doc will take two less Medic bars. You will get more skill points to spend elsewhere.
- If you do choose to craft, the total cost will be EXACTLY what it is now. You don't need MasterBE to hit +10experiment. All you need is Box4 of medical crafting.
- You still have enough points to pick up an additional mastery.
- No character is self sufficient. Did you make your own armor and guns? Food? House? Clothing?
- You get a free respec on your character.

So you see, you CAN STILL CRAFT and you can STILL HEAL. Your template will still work.




Sorry, but I disagree here. There is a HUGE difference. The number of schematics is reduced drastically, the resource requirements have been altered.... there is no longer such a thing as a real crafting doc, or CM for that matter,whatever your template.


As for taking on a combat profession along with doc... have you had a real close look at the elite professions? None of them are complete unless you stack them with another combat profession. TKM has 3 attacks left.


We used to be able to combine the best of 3 worlds. Now we are reduced to something that is neither fish nor flesh.


I hate the CU. I am taking my doc jedi (I have had the xp and unlocks for ages) and I am cancelling most of my other accounts. I don't think I will be playing much longer.


Linna




As much as it saddens me, I believe I'll be doing the same thing. I keep going into tc and hoping things will get better, but every time it
just makes me feel worse. My only hope is that so many people hate it that they might rethink it. There are some good things coming
from CU, but a whole new game system wasn't needed or asked for. The community cried out for balance, not a new game. I'm gonna
miss this game so much. Been here since the beginning.



SOE Company Slogan: "If it's broke, don't fix it. If it ain't broke, break it."
Arcona
Mon Apr 11, 2005 10:16 pm
#25

I haven't posted here much at all, but I've been playing since Beta 2 (Still have my discs!) and am not sure I'll be here once the CU goes live. Are there any docs here going to try 0004 BE and give up combat? It's going to suck trying to harvest resources in between red cons all over the place. I'm fairly lucky in that I don't have a large stockpile of resources soon to be worthless, and that is the only reason I'm considering staying.


Kinda sad it's come to "considering staying," isn't it? Ah well...


And to those that are definitely leaving the game, good luck to you!
Fellstaff
Mon Apr 11, 2005 10:40 pm
#26






Broom wrote:





VemaGara wrote:
Please note:
- Doc will take two less Medic bars. You will get more skill points to spend elsewhere.
- If you do choose to craft, the total cost will be EXACTLY what it is now. You don't need MasterBE to hit +10experiment. All you need is Box4 of medical crafting.
- You still have enough points to pick up an additional mastery.
- No character is self sufficient. Did you make your own armor and guns? Food? House? Clothing?
- You get a free respec on your character.

So you see, you CAN STILL CRAFT and you can STILL HEAL. Your template will still work.




Sorry, but I disagree here. There is a HUGE difference. The number of schematics is reduced drastically, the resource requirements have been altered.... there is no longer such a thing as a real crafting doc, or CM for that matter,whatever your template.


As for taking on a combat profession along with doc... have you had a real close look at the elite professions? None of them are complete unless you stack them with another combat profession. TKM has 3 attacks left.


We used to be able to combine the best of 3 worlds. Now we are reduced to something that is neither fish nor flesh.


I hate the CU. I am taking my doc jedi (I have had the xp and unlocks for ages) and I am cancelling most of my other accounts. I don't think I will be playing much longer.


Linna




TKMhas never been a damage dealingprofession.. In a situation where a TKM is actually needed, all they can do is tank. TKMs can't take down a krayt solo now, but they can tank one better than anyone, without adding other professions. a TKM/Master Doc is the ultimate tank, now and after the CU. Doctors don't NEED crafted meds to be a support profession or to supplement their own combat profession after the CU, itemless healing is good in combat. I'll be a Master Doc/TKM tank after the CU, same as I am now. I see no major difference in the abilities I use to tank now versus what I'll have after the CU. Taunt, Center of Being and remove dizzy is all I need.




---
Isa Lodeah - pre-pub 9 FSCS unlock (31/32), post-CU Padawan
Onib - pre-pub 9 Jedi Initiate 4134, post-CU full template Padawan
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