Doctor Archive

Thread: Doctor Combat Upgrade My Top 10 Concerns

Chek
Mon Mar 21, 2005 9:23 am
#1



I've been a master doctor since October 2003 and I've read the posts and feedback. This is my list of concerns:


1. Healing others not addressed


Will MDs, Medics and CM's be able to heal others?


And if so, what tree will be the basis for this skill mod? If not, how will medics level?


2. Buffs


Players will be able to 'stim' themselves.


Will Docs be able to apply these buffs to others?


Will there be a significant benefit to having a Doc apply these buffs?


3. Med Crafting


Is all medicine crafting going to be based on the medic crafting line?


If so, what will the Doctor's crafting line be for?


Will a master medic be able to craft packs equivalent to those made by Master Doctors?


Will my subcomponents remain the same, or will all the subs I have on hand become obsolete?


4. Reduction in Skill Points requirements for MD


Will the skill points requirements for MD be reduced?


With the New Profession prerequisites, Doc and CM will be the only professions that will require a primary master profession (all trees of novice medic).


This is imbalances Docs with ranged combat skills as Ranged Support 4 will require additional skill points. (Melee combat professions appear unaffected and CM is not affected as it requires Ranged Support).


5. Skill points adjustment for Docs with ranged combat skills


Will the CU revamp my existing skills by taking skill points away from my MD skills to compensate for the combat skills I now possess?


Example: I am MD with novice pistoleer and several pistoleer skill boxes. All my extra skill points have been used on merchant and scout skills. Pistoleer will now required Marksman Ranged Support 4.


Will I lose my pistoleer skills or will skill points be removed from existing skills to maintain my Pistoleer skills?


6. Existing Meds


Will all my med packs (stims, buffs, wound heals, poisons and diseases) be converted to the appropriate type of med pack?


What will happen to my already crafted Strength, Quickenss and Focus buffs, heals, poisons and diseases?


If these med packs are not to be converted to a new type of med packs, then how will SWG reimburse me for the expense of these packs?


7. Stims


Are the new stims in addition to the existing stim A, B, C, D, and E? If not, what will become of my existing meds?


If these med packs are not to be converted to a new type of med packs, then how will SWG reimburse me for the expense of these packs?


8. Heal States


Earlier CU updates mentioned new states being introduced in the game. Will MD be able to heal these states or players can heal their own states?


Will these packs still be available in the CU? Will the medic/doctor level be the same for the ability to perform /healstate ?


9. Revive Player


Will this ability change too?


Will the level at which this action can be performed remain the same?


10. Docs and FS


If MD is not performing healing/buffing, how will MD get enough xp to convert to FS xp?


Is there a plan to modify the fs conversion rate for medical healing to bring it in line with the new buff/heal xp granted?


Currently the xp received for performing buffs is 1/2 the strength of the buff applied. By reducing the strength of buffs the xp will be reduced also.

Message Edited by Chek on 03-21-2005 10:35 AM



Myralana
Master Spy
Outer Limits Emporium
Theed, Naboo (-4987 5323)
MataHairy
Mon Mar 21, 2005 9:37 am
#2

My speculation on #4 and #5.


TH's post only talked about skill point adjustments for Combat profs. Its clear though that each of those elite profs now take 2 columns of a novice prof as a prerequisite. I would bet 1 million credits that will be the same for doc and CM (BE already requires only 2 lines of novice profs). Artisan will probably be adjusted similarly.


Here's what I think will happen:

* Docs will require 2 columns of medic - Maybe some sort of wound treatment and med use?

* CMs will require 1 column of medic and Ranged support - Maybe a injury treatment column?

Alternatively, they might redesign CM to be 2 columns in Medic with no ranged support (this makes more sense to me)

* BE will be the only elite prof requiring med crafting



Matta
Healer's Haven, Corellia (2120,4300)
Proprietor of Matta's Meds --- Ahazi's Finest Meds
One of the first Master Combat Medics, and the very last Medic Correspondent
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