Doctor Archive

Thread: Schematic info for all the new poison/disease Doctor items.

Leafthemedic
Thu Jul 29, 2004 10:39 pm
#14

Yes you get a poison and disease icon in the buff window but they have a "+" also in the symbol and you can see the time remaining like any buff.


Took Alot

Master Doctor/Pistoleer on TC1



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Quemine
Thu Jul 29, 2004 11:18 pm
#15






Asuph wrote:

Great idea, Extremely poor implemementation.


If the rescources dont change, expect exactly 0 of the advanced ones to be made.


As of right now.. None of tha advanced rescources exist on Sunrunner at all.


Well it might take a while but they will spawn, just like all the rare CM resources. Might take a month or two though..


Combine all thatwith the fact that we NEED TO BUY COMPONENTS FROM A CM to build aC' pack.... If you were a cm, would you sell them? If cm's needed doc components for poison and disease packs, fine, but they dont.


CM's need Doc components for Area Stims and Ranged Stims. It's only good that Docs have to rely on a CM to get these done, then when no one wants to buy poison anymore, maybe we can sell a few crates of Dispersal Mechanisms.. Btw, you can replace the Dispersal Mechanisms with Rancor Bile in CM schematics, so I'm sure you can do that here. See no dependancy anymore..


From the testcenter stats ive seen on these... They will last about an hour for a c' level resist pack. They require more rescources than a regular buff pack, and more specific components... Whos gonna pay 5k for 1 hour of disease resists? Not to mention, there wont be any overt's getting this.. Nobody likes a tef...


Loose the CM stuff, loose the new non-existant rescourses....Give us a BE component, and maybe a chef component... Or just fix cm like you are supposed to.









Quemine Aweron / Caeron Auger
NWW Ranger
Medical Resources, Components, Supplies, Food & Drinks Vendor
Vesania, Corellia, 4639 -6000
Asuph
Thu Jul 29, 2004 11:26 pm
#16

You need components for the stims... Not the poisons.. And you really dont need those.. You can get them from your medic schematics. They may not be the advanced components, but you can use the regular ones.


The area cures for doc, would rely on the class they are negating to supply them with materials.


Thats like fire selling water a fire extinguisher.
Quemine
Thu Jul 29, 2004 11:35 pm
#17

You don't think there are CM's out there who would want to make some cash selling these components? Besides, if you can't find any.. maybe there will finally be a market for rancor bile..



Quemine Aweron / Caeron Auger
NWW Ranger
Medical Resources, Components, Supplies, Food & Drinks Vendor
Vesania, Corellia, 4639 -6000
Asuph
Thu Jul 29, 2004 11:45 pm
#18


Ohh, im sure they will be avialable, but they shouldnt be required.... If they want to make it class dependant, Chef or BE would be a better choice.. BE if i got to pick... They need some cash flow badly...


Or, just like you sort-of mentioned... The componenets could be in novice med, and the good ones in CM.. that way trades could be set up.

Message Edited by Asuph on 07-30-2004 04:46 AM

Pahdbacca
Fri Jul 30, 2004 1:29 am
#19






Suba wrote:

YAY Docs get to Use the Skills that Combat Medics were supposed to have WOO HOO!!!

Docs get another money maker with new poison/disease resist buffs WOO HOO!!!


Combat medics get jack **edit**!!!







Hmmmmmm....Hate to see that one starred.



-----------------------------------------
Pip Tazo = Master Doc / Swordsman - Always the CM at heart
Zhose U'nare = Master Smuggler / Pistoleer - resource hound

Former CM correspondent - Member of Team Black Bar
" If you're dependant on venom to be effective than you're doing something wrong." - Obata
Pahdbacca
Fri Jul 30, 2004 1:38 am
#20






Asuph wrote:


Ohh, im sure they will be avialable, but they shouldnt be required.... If they want to make it class dependant, Chef or BE would be a better choice.. BE if i got to pick... They need some cash flow badly...


Or, just like you sort-of mentioned... The componenets could be in novice med, and the good ones in CM.. that way trades could be set up.

Message Edited by Asuph on 07-30-2004 04:46 AM





Name me one thing before this that CMs can sell to the public (non-CMs) for credits. Oh, by the way, did you know that a Master CM gets no cash increase for destrooy missions?



-----------------------------------------
Pip Tazo = Master Doc / Swordsman - Always the CM at heart
Zhose U'nare = Master Smuggler / Pistoleer - resource hound

Former CM correspondent - Member of Team Black Bar
" If you're dependant on venom to be effective than you're doing something wrong." - Obata
Gavvot
Fri Jul 30, 2004 2:35 am
#21



Suba wrote:
YAY Docs get to Use the Skills that Combat Medics were supposed to have WOO HOO!!!
Docs get another money maker with new poison/disease resist buffs WOO HOO!!!
Combat medics get jack **edit**!!!





Hum, those stuff, not only need rare resource, but are also limited to one use : PvP.

When you know that about 10% of the character on each server are imperial or rebel, with the 90% others not being one of the other.
And that there is about 2% of the players that are overt at a certain time.

Well, I have some serious doubt this will be a real money maker.

Business is about offer and demand.
Offer will be limited because as some other crafting professions doc will limit themselves in what they do.

Demand will be limited to the number of players that do PvP.

This change might help alot the current state of PvP, but that's not a big thing really.



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WestKen
Fri Jul 30, 2004 4:52 am
#22

Flora Resource? That just mean any flora??



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Happymob
Fri Jul 30, 2004 5:03 am
#23






jkray8472 wrote:



While I applaud the Devs on their attempt to make the CD applicable the same way it is with Combat Medic schematics, it appears that they are again lacking in common sense. With no CD, will the packs only be able to achieve 2/3 their maximum range?




More like 5/6 of maximum area. The dispersal mechanism component has an area stat and approximately half of your area on the final combine will likely come from that.


Experimenting only for area, it's not hard to get a dispersal mechansim to around 20 area.





Imadoh and Ikiecobi
Quality Resources and the Corellia Butcher - NoCo
NoCo Trade Center, Corellia (just northeast of Coronet) 796, -3076


MrMischief1337
Fri Jul 30, 2004 8:11 am
#24

IMO this is a good way to effectivly nerf CM without really Nerfing CM =P

Currently i built my PVP template as Doc/Rifleman to nullify Combat Medics, which is the favored profession on Sunrunner. So i turned Gleaming Snowballs into a annoyance more than a threat. With Poison/Disease resist buffs and area heals, CMs will cower in fear from throwing their crap around.

Horray for Docs
Ariven
Fri Jul 30, 2004 8:31 am
#25



Gavvot wrote:


Suba wrote:
YAY Docs get to Use the Skills that Combat Medics were supposed to have WOO HOO!!!
Docs get another money maker with new poison/disease resist buffs WOO HOO!!!
Combat medics get jack **edit**!!!





Hum, those stuff, not only need rare resource, but are also limited to one use : PvP.

When you know that about 10% of the character on each server are imperial or rebel, with the 90% others not being one of the other.
And that there is about 2% of the players that are overt at a certain time.

Well, I have some serious doubt this will be a real money maker.

Business is about offer and demand.
Offer will be limited because as some other crafting professions doc will limit themselves in what they do.

Demand will be limited to the number of players that do PvP.

This change might help alot the current state of PvP, but that's not a big thing really.




I am thinking of going to base defenses covert and set up a buff line to sell poison/disease buffs
bRio15o15o
Fri Jul 30, 2004 8:59 am
#26

hm... i wonder which cm would sell us docs those Dispersal Mechanisms for us to make those AOE posions and disease packs.

but anyways, good job on posting those schematics so we can get a headstart on hording those resources agent.



Xerocal Orbitz

12 Point Doctor Gorath
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