Doctor Archive
Thread: Doctor Top 5 (11/11/03)
I don't believe it is quite the 16th yet. ![]()
Excellent job on the list though.
Travin64068 wrote:
For the Doctor Survey issue, don't forget that Smugglers get +10 to Med Use in higher levels
They do?
Doh! I think that was supposed to be the 10th. I don't know what I was thinking.
Numen wrote:
I don't believe it is quite the 16th yet.
Yeah, they do? I didn't know that. What branch at what level do they get that?
Ballistic_Zero wrote:
Travin64068 wrote:
For the Doctor Survey issue, don't forget that Smugglers get +10 to Med Use in higher levels
They do?
I somehow have like 10+ SL somthing, no clue because I have no combat skills.
#6.! Medical bag ![]()
Smugglers get +10 to Med Use at Dirty Fighting 4, plus they get medical forage +20 at the same time. Even though we all know that medical forage is useless.
Well, pulling of droids is kind of a tricky one right now. Primarily because you CAN pull a droid (or any other pet) out anywhere, as long as you have a declared residence. The stipulation is that for some large distance out from your declared residence you won't be able to pull a droid. Outside of that range on when on another planet you can just pull anywhere you like without needing a camp.
Now I'm pretty sure it was never intended to work that way, but that's how it is. So declare a residence and you are good to go for a workaround. That's proably why something like that just doesn't get brought up as an issue.
Yes excellent list. Especially the survey one... I think doctors as an elite class should have the ability to survey. Limited range, perhaps 1 unit (just to identify the quality of the component).
I know I harp about medical droids a lot... well that's another issue that requires us to have novice scout: to open a camp and pull out our droid. Personally, I would rate the ability to pull out any non-combat medical droid (not just surgical) ahead of resusitation timer.
Why? Because we know the rez timer is roughly 15 minutes, perhaps influenced by secondary attribs. And let's face it... if you get deathblow'ed you need immediate medical attention.
So with mounts coming, we get terrain negotiation... and if we could pull out our medical droids on demand we could effectively drop novice scout.
Yes, without novice scout we can't skin animals... but then again if you want that ability you really should be a scout right?
Travin64068 wrote:Smugglers get +10 to Med Use at Dirty Fighting 4, plus they get medical forage +20 at the same time. Even though we all know that medical forage is useless.
Um. What are you talking about? I'm a smuggler. My Dirty Fighting box says Feign Death +10 and Last Ditch as the special. For those who are away from their computers right now, the Underworld tree gives no bonuses to anything except +100 to languages (*twirls finger*). Slicing gives nothing except schematics and slicing abilities. Dirty Fighting gives Feign Death, +feign death bonuses, Panic Shot, Low Blow, and Last Ditch. Spices gives spice assembly and experimentation as well as a series of schematics.
The master box gives us 25% discount on faction perks. We don't get a drop of medical usage or forage or any of that stuff. Your info about what smugglers get in incorrect.
Great job Zarlor.
One "wishlist" item I have is to give doctors some bonus to all healing and buffing actions, when performed in a medical center. Here are the main points:
1) The bonus is distributed to all skill boxes. This will reward players that train in all branches of the skill tree. A possible progression is 1%for allskill boxes and 4%formastering the profession. Maximum bonus is 20%.
2)This bonus will ONLY apply when thedoctor isin a medical center. Camps do not count.
3) The bonus will apply to all medical functions: healing will increase by 20% and buffings will increase in both statenhancement and duration.
The main benefits of thismove are:
1) Medical centers will actually have doctors.
2) Concentration of players in this profession will help develop a stronger medical community.
3) The Dev Team may react more favorabily to calls for crafting stations in medical centers, if they seemore players using the facility.
4) More people in the medical center can relieve congestions at certain choke points, such as the areain front ofmajor city starports.
This idea will reward doctors that frequent medical centers.Players that perfer to operate out of their med droids will see no change to the way things presently are.
deadnewbie wrote:
Travin64068 wrote:
Smugglers get +10 to Med Use at Dirty Fighting 4, plus they get medical forage +20 at the same time. Even though we all know that medical forage is useless.
Um. What are you talking about? I'm a smuggler. My Dirty Fighting box says Feign Death +10 and Last Ditch as the special. For those who are away from their computers right now, the Underworld tree gives no bonuses to anything except +100 to languages (*twirls finger*). Slicing gives nothing except schematics and slicing abilities. Dirty Fighting gives Feign Death, +feign death bonuses, Panic Shot, Low Blow, and Last Ditch. Spices gives spice assembly and experimentation as well as a series of schematics.
The master box gives us 25% discount on faction perks. We don't get a drop of medical usage or forage or any of that stuff. Your info about what smugglers get in incorrect.
I'm sorry, I was misinformed on this. www.swgcraft.com had a +10 to Med Use for smugglers at Dirty Fighter 4. It was my mistake to trust a website without double checking it for myself.