Doctor Archive

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

MasterNerfSlayer
Tue Mar 29, 2005 6:19 pm
#1

Clicky




RETIRED DOCTOR & MEDIC CORRESPONDENT
Imperial Colonel Kiveryn [Commando / Carbineer] Starsider [Black Epsilon]
Imperial Leiutenant Kirrilee [Dark Jedi Knight] Starsider [Imperial Inquisition]

Unlocked April 1st, 2004

toothlessviper
Tue Mar 29, 2005 6:24 pm
#2

ty for the post and news... i still do not like it....



POIZEN MIA news reports say she was last seen getting carried away by some creature called darth CU. many others are also missing. Please mail any info to swg's( we dont care department).

OK, who forgot to feed the dev's ? they have been using their nerf macro again! ahhh dev's NGE Not Good Entertainment. yup you named that one right!
SantosL
Tue Mar 29, 2005 6:38 pm
#3

So we get health buffs, combat speed buffs, and small regen buffs for action mind. - Still useful for players, but not totally essential

We retain our big heals with no range - Useful in group, CM is getting mid-range heals with range or small area

Rez without a component with "minimal rez sickness" - Extremely useful

Prereq's changing to two medic lines - means we can pick up the BE tree also, plus the crafting line required, which works out to be roughly the same amount of skill points that we use up as a master now - can still be a master doc and craft our own stuff

/can't wait to see this live



--
SantosL Halper
Master Doctor / Master BH
drmidnight
Tue Mar 29, 2005 6:41 pm
#4

I would love to be a +12 BE



________________________________________________
DrMidnight - Bothan Spy
Teresia Jones - Wench of the Year

Dantooine, Near Mining Outpost -243, 2635
MyT_Chicken
Tue Mar 29, 2005 6:43 pm
#5

Sounds.....interesting


Positive

I am definantly keeping my template after reading all the info. Sounds like it's going to be an awesome ride.


Negitive

Removing almost all consumables from Healers....I think is a bad thing.




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

The_Real_Che
Tue Mar 29, 2005 6:53 pm
#6

Honestly it doesnt seem as bad as I expected...doesnt mean Im exactly happy with it though. It'll be interesting to try out. Looks like they want docs to be more of what combat medics were supposed to be....healers in the field. Im wondering what the advantages will be to keeping master medic. My guess is that they'll be kind of like artisan as far as crafting. They will probably craft the better meds with BE componenets...but I could be wrong/ Oh well time to test this out on TC.





___________[ PURPLE WOOKIEE SHAMAN OF MYST ]_________
C H E B A R Y Y Y K
______________ Kufi Smacker Extraordinaire ______________
STOP THE PIE NERF!!

" Star Wars Galaxies really captured the elusive Star Wars feeling....
with every new publish you instantly think: I've got a bad feeling about this!" -DarthMynock
Happymob
Tue Mar 29, 2005 6:59 pm
#7






SantosL wrote:

Prereq's changing to two medic lines - means we can pick up the BE tree also, plus the crafting line required, which works out to be roughly the same amount of skill points that we use up as a master now - can still be a master doc and craft our own stuff




MDs can for the same skill points. MCMs can for the same skill points. MD/MCM combos + BE crafting will cost 14 points more than current MCM/MD. /sigh.




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


MyT_Chicken
Tue Mar 29, 2005 7:00 pm
#8

To elaberate on my above post....



I actually love the changes, it sounds like it just what I was looking for. I however don't like the fact that we will have no consumables to sell / use. I don't care if I can craft.....but I personally don't like "Magic Based" healing.


I'm gonna give it a shot, but I hope the Action Mind costs dont hurt specific races......I mean I will consider myself as a "HEALER" not as a "FIGHTER" even though I will be keeping Pikeman from the sounds of it. If my particular race is geared toward "Combat" then that is really going to hurt me in the long run when I consider myself a healer.....And its really going to hurt me if I can't keep up with the action because I am stuck with a "Fighter" not a "healer" race.


So with that being said....I really hope this "Magic based" system doesn't turn around to bit me in the rear because of a choice I made when I first created this toon.




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

Rehavam
Tue Mar 29, 2005 8:02 pm
#9


Looks like my accountis going to be cancelled. I don't like it at all.


I chose doc/rifleman so that I'm able to craft and fight without wasting skill points on a pure crafting profession which isn't going to help me in combat.


Now I'll have to chose to either become a crafter or go for combat only... screw you SOE. If this goes live like that it's most likely bye bye for me.

Message Edited by Rehavam on 03-30-2005 04:04 AM



Please offer all my auction winnings to my vendor at xxxx xxxx (TBA)

Rehavam (disabled - heavily wounded by NGE) - Elder Jedi
Rachamim (disabled - heavily wounded by NGE) - Elder Bounty Hunter
Ronen (deceased - killed by NGE) - Master Bio-Engineer - Master Merchant

Former member of the Helios City Council
Former Mayor of the City of Helios

vortexala
Tue Mar 29, 2005 8:04 pm
#10






MyT_Chicken wrote:



I actually love the changes, it sounds like it just what I was looking for. I however don't like the fact that we will have no consumables to sell / use. I don't care if I can craft.....but I personally don't like "Magic Based" healing.



Be careful how you state your dislike of 'magic based' healing... you may have a Dev come and call you greedy.




~Texxie Xetrov~
Retired Mayor of Vesania, Corellia, Chilastra
Retired Combat Medic Correspondent(Feb 04 - Dec 04)

"A Day without sunlight is like.... night."
A CU Alpha Testers Disclaimer: This CU Alpha Test Contained neither Alpha nor Testing.
Play at your own risk, but don't blame us...
Marrow1
Tue Mar 29, 2005 9:21 pm
#11






Happymob wrote:





SantosL wrote:

Prereq's changing to two medic lines - means we can pick up the BE tree also, plus the crafting line required, which works out to be roughly the same amount of skill points that we use up as a master now - can still be a master doc and craft our own stuff




MDs can for the same skill points. MCMs can for the same skill points. MD/MCM combos + BE crafting will cost 14 points more than current MCM/MD. /sigh.





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





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

__/\_/\___/\_____[last of the known Doctor Correspondents]/\___/\_/\__
Marrow1
Tue Mar 29, 2005 9:24 pm
#12






Rehavam wrote:


Looks like my accountis going to be cancelled. I don't like it at all.


I chose doc/rifleman so that I'm able to craft and fight without wasting skill points on a pure crafting profession which isn't going to help me in combat.


Now I'll have to chose to either become a crafter or go for combat only... screw you SOE. If this goes live like that it's most likely bye bye for me.

Message Edited by Rehavam on 03-30-2005 04:04 AM






Just give on crafting. Frankly as a doc you will never need a crafted item. You may wish to endulge from time to time on an Enhancer but that is about it.


The key is that you dont need meds to do anything.


I dont like that kind of play but if your goal is to augment your fighter with some nice healing then doc is still good for that. CM might be better, however. It will depend on the delta between med healing and large healing.





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

__/\_/\___/\_____[last of the known Doctor Correspondents]/\___/\_/\__
Happymob
Tue Mar 29, 2005 9:29 pm
#13






Marrow1 wrote:





Happymob wrote:





SantosL wrote:

Prereq's changing to two medic lines - means we can pick up the BE tree also, plus the crafting line required, which works out to be roughly the same amount of skill points that we use up as a master now - can still be a master doc and craft our own stuff




MDs can for the same skill points. MCMs can for the same skill points. MD/MCM combos + BE crafting will cost 14 points more than current MCM/MD. /sigh.





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.




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


Page 1 of 14
Previous Next