Doctor Archive

Thread: CU about to start on public TC... Medical profession details here

Sunakk
Wed Mar 30, 2005 3:48 am
#27



Quemine wrote:
So from having maybe 100 schems to craft if you are a MCM or MD, you will now have two things to craft as a BE med crafter, Enhancers and Stims? The only part of SWG I enjoy at the moment is the crafting part, and this really doesn't seem much fun.. And what about the stockpiles of specific resources I've gathered since the start of the game? Titanium aluminium, Class 4 Liquid, Eleton Reactive, Herbivore Meat and so on.. are they going to transfer all these resources to two different schems?
And magical healing.. what is up with that? I can see it work in fantasy games, but in SWG it only seems wrong and kills the immersion..
At least this CU might free up one of my accounts, as I can be Chef/Med crafter at the same time..



I really doubt any resources would be converted at all. Resources will always have value, as they can always be used for something. If the BE schematics don't require all the unique resources, I'm sure the new armor will have some new requirements. In any case, if the resources are of high quality, someone will surely want them.

I agree with the magical healing. I'm sure the healing community would agree that having just one item for applying all healing would make all the difference in making it seem like Star Wars. The sci-fi part of Star Wars has technical ways of doing things; the fantasy side had magical. When the force isn't being used (by Jedi), everyone must rely on technology. I think this would be the best way to go. Perhaps we can convince the devs yet.



_________________________________________________________________
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
_________________________________________________________________
Happymob
Wed Mar 30, 2005 5:04 am
#28






Sunakk wrote:

I really doubt any resources would be converted at all. Resources will always have value, as they can always be used for something. If the BE schematics don't require all the unique resources, I'm sure the new armor will have some new requirements. In any case, if the resources are of high quality, someone will surely want them.




True, but every other profession uses different formulas, so I am expecting to lose 33% of value on my medical resources. I mean, weaponsmiths use dolovite, but they care about SR rather than OQ. Chefs use wild wheat, but your Lokian wild wheat better have good DR and FL or it won't be worth what it is now.


I'm keeping my fingers crossed that the devs will protect our largest use resources, like Lokian Wild Wheat, but I'm not going to hold my breath.




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


Jirob1
Wed Mar 30, 2005 5:35 am
#29

Its kinda logical after a.. I'm now Crafter/Doc/Elite Swordsman/Pole-Doter, so practically all in 1 char, Moneymaking, Supportclass, Damagedealer (+1k Hammer) and Doter... with a 90% Helmet, pretty nasty, and this is just kinda ridiculous!



Jirob Talshiar (Swordsman/Doc)
Risu (BE/Medic) - Jirobs new Slave (soon to come)
Darklen Talron (Light Jedi Knight)
--------------------------------------------------------------------------------------
no more boooffs - temporary closed due to CU
Fobok
Wed Mar 30, 2005 6:14 am
#30






Xix13 wrote:
Interesting posts. At least this frees up some skill points. 2 trees (if I don't craft), one of which will go to the ranged support for my pistoleering, and one for hunting or FS skills. The thing I don't like, as someone above pointed out I think, is the warm-up/cool-down for healing. DWB with 2 docs out of 20? Yikes! Everybody dies before we cool-down. DWB with 10 docs out of 20? Yikes! Everybody dies because we don't have enough damage dealers.

And, yes, gimme a tricorder at least. Uh...oh yeah...wrong mileau. But you know what I mean.





Well, we don't know for sure what the cooldown timers will be for heals. If it's half a second, it shouldn't be an issue. If it's 10 seconds, it will be one. We just have to wait and see, it's not like we have to wait long.



Asen Lieglama
Level 72 Jedi / X-Wing pilot, on Starsider

Ewas Ibon
Master Entertainer / Imp Pilot, on Bria
wyrwulf
Wed Mar 30, 2005 7:06 am
#31


Well after reading and reading things dont look as bad as I first feared. Being a very long standing doc, since October of 2003, I dont really sell anything other than a few stims to my guild, I do craft but only for persoanl and guild use.


So now you'll be able to be a healing doc and free up alot of skill points to do other stuff or be a crafting doc and still possibly have a few extra skill points.


Doc (healing) = novice Medic +two trees

Doc (crafting) = novice Medic +three trees + novice BE +one tree.


If this the way it looks like it is going, so I can keep my combat and healing and buy any stuff I need from the crafting doc's, which for the docs that like crafting will bring them some more income from doc's that dont like to craft and kill stuff.


I cant wait to get into testing to see how it all pans out, till then I will reseve any gloom and doom for the profession.

Message Edited by wyrwulf on 03-30-2005 02:07 PM



Deex
Master Doctor since Oct 2003 (retired 15 Nov 2005)


Kogi
Master Weaponsmith (Holding out hope) /Merchant

LXB League City, Dantooine
MyT_Chicken
Wed Mar 30, 2005 7:28 am
#32

From the sounds of it....and maybe I'm reading wrong....Doctors will no need any consumables at all. It sounds like its all 100% skill based healing. So I don't think we will really have much need for BE stuff.




h Egri p
§ If you don't know; you'll find out soon enough! §

TheJediDoc
Wed Mar 30, 2005 7:29 am
#33

I just have one quick question...
I'm a MCM/MD and I don't craft, does this mean I can gain skill points back to use towards another fighting profession by dropping the crafting line in medic and master medic?






Teldenon Tenton
Co-Leader of the Hyperspace Outlaws
Master Doc/Master Combat Medic
MyT_Chicken
Wed Mar 30, 2005 7:32 am
#34






TheJediDoc wrote:
I just have one quick question...
I'm a MCM/MD and I don't craft, does this mean I can gain skill points back to use towards another fighting profession by dropping the crafting line in medic and master medic?





Yup.




h Egri p
§ If you don't know; you'll find out soon enough! §

KIDD_CHAOS
Wed Mar 30, 2005 8:01 am
#35

Well, This is certainly going to make my drinkin nights more interesting.

Though I never liked crafting for hours and only did it once a month, the changes are more inline with my game play now, as a Doc Group Combatant who can pop a Rebel Cherry at 64m with a T21 and band aid the bleeding guy by the battle keg. So since I play more for the social interaction, (I'm on the road 5 days a week, I had to get out of the RL bars and SWG is like a virtual BAR some days)For game play I like the changes.

However, SWG is putting alot of faith in players to "play nice" toghther in the CU. Looting rights and the current changes may be nice, but I'm thinking the game will get a bit cliquish. There are some people I will not play with ... even after drinkin! But it seems to work in other MMORPGS so be it.

What I have to get a new "is how I make my creds." (Assuming I dont go the crafting BE route and they don't introduce the Pimp Daddy Profession.)Group mission payouts can be pretty small broken up 10-20 ways. And tips are about as reliable as a shared rebel condom when it comes to steady income. (but hanging in the med centers again might be fun, that was a blast in July '03 when we were all leveling) There may be some tipping in the med centers again, but I'll be kicked in the nuts by a bantha if I am going to hang around there with my zipper down waiting for a cred to fall my way if not just outright laughter by the ladies.

What idea's for how we make creds are the dev's implying here? They've pretty much said Doc's are a support role, with minimal crafting (The medic stuff) or no crafting (Seems I only need 2 trees of medic to be a doc now[Pre-requisites change: from master medic to general healing line and pre-doctor line.]..Skill points to BE? [Seems needs the medic crafting line but what else] to be what I am today?) Well I can wait for more info.

My last question; resources and SA's. If 70% of what is crafted today is no longer needed, can I assume 50% of my resources may not be needed? Should I craft like a mad man the stacks of great resources awaiting the conversion of items instead of sitting on resources? Can a BE use my crafting suit as I prolly wont need it? My head hurts. I wish it was beer thirty.

/looks for two asprin
/cant craft them
/goes to bazzar and buys 2 asprin
/pops enhancer
/takes asprin
/is suddenly taller, slimmer and better looking without a headache
/thinks to self I could have done that with beer
Doc Pepa
MyT_Chicken
Wed Mar 30, 2005 8:13 am
#36






KIDD_CHAOS wrote:

What idea's for how we make creds are the dev's implying here? They've pretty much said Doc's are a support role, with minimal crafting (The medic stuff) or no crafting (Seems I only need 2 trees of medic to be a doc now[Pre-requisites change: from master medic to general healing line and pre-doctor line.]..Skill points to BE? [Seems needs the medic crafting line but what else] to be what I am today?) Well I can wait for more info.

My last question; resources and SA's. If 70% of what is crafted today is no longer needed, can I assume 50% of my resources may not be needed? Should I craft like a mad man the stacks of great resources awaiting the conversion of items instead of sitting on resources? Can a BE use my crafting suit as I prolly wont need it? My head hurts. I wish it was beer thirty.





What can we do for money??? Play the game....Sure selling meds was the most reliable way to make money with little effort post crafting....but I make more money per hour looting Black Sun or ST then I ever did buffing people. Credits aren't going to be the same....infact after the Economy chills...500c will probably go a long way. Which is why the mission pay out doesn't bother me. We inflated our Economies so much that new players couldn't play.


Dunno about the resources...still no news on that....and still nothing about the SEA's....I'm keeping everything, if I can't use my +12 suit, I will put it in a my guild hall and show it off or something.






h Egri p
§ If you don't know; you'll find out soon enough! §

UmmonPrime
Wed Mar 30, 2005 8:19 am
#37

MD is pointless now. You're better off as just a master medic...



Elood- Trader - Retired AS/SW

Elood'- Jedi- I know, I suck. Bite me

Dark Sword, Naboo 6932 2054 Loots


MyT_Chicken
Wed Mar 30, 2005 8:21 am
#38






UmmonPrime wrote:

MD is pointless now. You're better off as just a master medic...






I disagree....when the game first started Doctor was the most needed profession in the game. We are worthless now as we are....Our own abilities hurt us, because with buffs, there wasn't much point to heal in the most, everyday, content of the game.




h Egri p
§ If you don't know; you'll find out soon enough! §

Marrow1
Wed Mar 30, 2005 8:29 am
#39






Happymob wrote:





Marrow1 wrote:


Currently M. BE holds +25. So you would suffer 3 xp points if you did not master the prof.






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.





Bio-Engineer Profession Changes

Pre-requisite: novice medic crafting line.



  • All crafting skill mods and all crafting schematics moved into this tree.



  • Creates a series of enhancers to cause a 10-30% boost to healing abilities



  • Creates Stim-B's (Stimulant packs) anyone can use small heals that are consumable.

  • I read this as:

    1. Medic crafting line will not have any crafting schems.

    2. The new Stim-B will be BE

    3. All skill mods will be in BE and none in Medic


    Unless by "tree" they mean the novice medic prereque as well as the BE. I would hope this is the case but it is hard to infer from this info.




    __________[Marrow]__________
    ____[*aka Fringing, Babwe, Hurtz *]____

    __/\_/\___/\_____[last of the known Doctor Correspondents]/\___/\_/\__
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