Doctor Archive
Thread: life as we don't know it
When going out on a hunting party for BIG game, there are a few things you would be wise to take. 1) Creature handler- Pets = Tank. 2) Docs/medics - It want take long for the pets health to go down.
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I considered it a group balance thing.- "CH had the Tanks & Docs/medics had the heals".
Next major patch, Bio-engineers will be able to make Pet stims for CHs. So, what does this mean for us? Will this mean our stims will not work on pets? Does it mean that CH doesnt have to have some basic skills in medic to heal pets in battle? And if so, Doesnt seem a little unfair that we have to have basic artisian to survey for rare resources?
hmmmmmmmmmm
Where is the bio-engineer thing going.........
or
Is CH suppose to be self reliant, at every lvl of the game. low mob to super mobs.
CH will have:
1) Pets that can tank
2) Can be a master in a weapon specialty
istol,Carbine,Rifle, unarmed, pikemen,.....
3)Can heal there pets, with bio-engineers stims.
or
BountyHunters that take up CH will have
1) Unstoppable in PvE, I dont need to state all the adv.
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Any thoughts on where the healing profession is going and how important it will be..........
The Master BH + novice CH template is currently the god class of SWG, but I don't think the BE stimpacks will make them more godlike. Right now its Master Marksman (77) Master Scout (77) Master Bounty Hunter (63) Novice CH + Empathy I (11) + Novice Medic (15), with 7 points left over for CH or medic skills as he saw fit. Due to the creature level caps being introduced (assuming the devs don't lose what little guts they have left when facing off with the huge CH community) the CH line is going to require those 15 points of novice medic. So MR LEET UBEROWNZUALL is going to have to decide between being his own medic or going into battle with a Cu Pa instead of a gurreck.
As far as CH's healing their own pets, remember this game went live with the magic sack for CH's, where they could fully heal their pets in 2 seconds anyways. So this next patch is kind of in between what they had then and what they have now. All the CH's I know already have novice medic anyways. Under the new system, each time their pet dies, it will lose vitality. They have to apply a vitality medkit from the BE to restore the vitality. As it is now, its really pretty trivial. I think they just stuck this in as a balance betweenimmortal pets and permadeath pets, with the line being drawn much closer to immortal pets than was originally anticipated.
Actually here is my understanding of the upcoming changes to Creature Handlers:
1) Bioengineers get a new pet-only stim
2) Creatures never "die" persay, rather they require a revitalization, as Migosh put it
3) Revitalization works like Armour repair, with the chance to reduce the maximum pool with every use
4) The pool will bottom out at 1 eventually, making the pet useless in combat, BUT it will still be available as a household pet
This way people won't permanently lose pets they have grown attached to, but will eventually have to replace pets they use in combat.