Doctor Archive

Thread: MASTER DOCTOR/ MASTER COMBAT MEDIC

JunHorde
Mon Jul 28, 2003 11:31 pm
#14

I gave up the entire CM line one crafting box from Master.. I couldn't deal with the resources for two different craft lines...


Jun Horde, Master Doctor, Tarqinas

Callyndra
Tue Jul 29, 2003 4:03 am
#15

Congrats Revenge!


Dual mastery isn't an easy thing to pull off. Great job.




_______________________________________________________________________________
Callyndra, Elder Medic
(Formerly Master Doctor (7/12/03), Master Combat Medic (7/25/03)
Guildmistress of Transcendence and proud citizen of the City of East Lianorm, Naboo
Co-administrator of the Corbantis.org Message Boards

Former owner/operator of Callyndra's Meds (7/15/03 to 11/15/05)
Co-founder of the late Corbantis Medical Dealers Association (Pub 9 to CU)

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Proudly serving the community of Corbantis since September 2003

Lucreel
Tue Jul 29, 2003 4:14 pm
#16

I'm pretty sure the Devs would not do this at this point, but I kind of think they should have split off the med crafting skills into a separate Pharmacist Profession. That would free up one skill branch each for Both Doc and Combat Medic. What would they do with those two branches? Give Doc and CM access to one new med type each, which would conveniently give the possibility of filling out the pharmacist tree with two more skill branches. For Doc they could do either Area Wound Treatment (which could require new Area Wound Treatment Pak), or alternatively, a new medpak line which healed multiple wound types at a time on one patient (basically split the healing between multiple wound types, so instead of healing 200 points on Health, maybe you'd heal 70 points on health, strength, and constitution (Body Medpak), or 70 points on action, quickness, stamina (Fitness Medpak). The reason I think these are desirable is that basically, if a patient has a relatively small amount of wounds on all of their stats (which is the case on about 75% of patients), the fact that I can heal 500 or more wounds with a medpak E (or whatever it is, I'm not Master Doc yet so I don't really know what the healing factor of a well-experimented Med E is) one one stat doesn't help much. I might just end up sitting there healing the player 6 times, just to heal them for 50-100 points on each stat. Or the alternative of having Area Wound Medpaks would at least allow me to treat multiple patients at a time for like 100 points each on one stat.
Lucreel
Tue Jul 29, 2003 5:29 pm
#17

In case anyone wonders why I put the above message in this thread. . . it's because some of the other posters were making comments about too much crafting to get both MCM and MDoc, hehe. I've been thinking for awhile that I'd kind of like to see high-level med crafting as a separate profession. Would do two things: create a market for high-level meds/stims, and allow Docs/Meds to not have to craft.

Right now the only people that can use higher level stuff (e.g. the 'market' for those products) are the same people who HAVE to craft that stuff to get up to Master Title. So, the only market is the 'convenience' market - e.g. Master Docs/CM's who no longer have a stash from their grinding sessions to get to Master, and just don't want to bother with crafting the stuff.

Oh well, I suppose there might eventually be a small market for Docs/CM's who decide to not 'Master' the tree but just get enough skills to acquire and use meds from other Docs/CM's who did master it.
MrSloth
Thu Jul 31, 2003 2:29 pm
#18

I did the following:


master medic


master doctor


master combat medic


novice marksman -> ranged weapon specialist, pistol specialist


have 4 points left over


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That's exactly what I did when I did it in beta. Pistol is the way to goout of the marksman treesjust forthe lovely body shot 2. How I love that move.




Slothy, Master Tailor
Corbantis
-1229, -2978 ; By Bestine on Tatooine
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