Doctor Archive
Thread: CU about to start on public TC... Medical profession details here
We retain our big heals with no range - Useful in group, CM is getting mid-range heals with range or small area
Rez without a component with "minimal rez sickness" - Extremely useful
Prereq's changing to two medic lines - means we can pick up the BE tree also, plus the crafting line required, which works out to be roughly the same amount of skill points that we use up as a master now - can still be a master doc and craft our own stuff
/can't wait to see this live
SantosL wrote:
Prereq's changing to two medic lines - means we can pick up the BE tree also, plus the crafting line required, which works out to be roughly the same amount of skill points that we use up as a master now - can still be a master doc and craft our own stuff
MDs can for the same skill points. MCMs can for the same skill points. MD/MCM combos + BE crafting will cost 14 points more than current MCM/MD. /sigh.
Message Edited by Rehavam on 03-30-2005 04:04 AM
Be careful how you state your dislike of 'magic based' healing... you may have a Dev come and call you greedy.
MyT_Chicken wrote:
I actually love the changes, it sounds like it just what I was looking for. I however don't like the fact that we will have no consumables to sell / use. I don't care if I can craft.....but I personally don't like "Magic Based" healing.
Currently M. BE holds +25. So you would suffer 3 xp points if you did not master the prof.
Happymob wrote:
SantosL wrote:
Prereq's changing to two medic lines - means we can pick up the BE tree also, plus the crafting line required, which works out to be roughly the same amount of skill points that we use up as a master now - can still be a master doc and craft our own stuff
MDs can for the same skill points. MCMs can for the same skill points. MD/MCM combos + BE crafting will cost 14 points more than current MCM/MD. /sigh.
Rehavam wrote:
Looks like my accountis going to be cancelled. I don't like it at all.
I chose doc/rifleman so that I'm able to craft and fight without wasting skill points on a pure crafting profession which isn't going to help me in combat.
Now I'll have to chose to either become a crafter or go for combat only... screw you SOE. If this goes live like that it's most likely bye bye for me.
Message Edited by Rehavam on 03-30-2005 04:04 AM
Just give on crafting. Frankly as a doc you will never need a crafted item. You may wish to endulge from time to time on an Enhancer but that is about it.
The key is that you dont need meds to do anything.
I dont like that kind of play but if your goal is to augment your fighter with some nice healing then doc is still good for that. CM might be better, however. It will depend on the delta between med healing and large healing.
Marrow1 wrote:
Currently M. BE holds +25. So you would suffer 3 xp points if you did not master the prof.
Happymob wrote:
SantosL wrote:
Prereq's changing to two medic lines - means we can pick up the BE tree also, plus the crafting line required, which works out to be roughly the same amount of skill points that we use up as a master now - can still be a master doc and craft our own stuff
MDs can for the same skill points. MCMs can for the same skill points. MD/MCM combos + BE crafting will cost 14 points more than current MCM/MD. /sigh.
Maybe, maybe not. There is still a crafting line in medic. What I *think* will happen is there will be 5 points of medical experimentation in medic, 5 points of medical experimentation in 1 line of BE (1 at novice, abd 1 at each additional box). This would be structured exactly like medical crafting is in doctor today (you actually max out at doctor 0004, with master giving you nothing but schematics). BE expirimentation points would remain completely separate, requiring mastery to gain all 10 points.
When I say "BE crafting" in my earlier post, I really mean "medical crafting at a full 10 experimentation points". We don't know exactly what that means yet, but I suspect a single line of BE. We'll find out soon enough.