Doctor Archive

Thread: My 2 cents worth...

AboveTopSecret
Mon Apr 11, 2005 3:28 pm
#1

One thingto get out of the way before I get to the nitty gritty...


Im not a whiner and this is not a whine post. It is my opinion of how I think the current CU in test is going to affect my toons regarding Medic/Doctor.


My alt has been Master Doc and Master TK for about 2 years now. Over the course of the time I have been spending millions of credits hunting down rescources and maintaining harvesters and factories and even bying bulk from vendors andacquiring skill modsto gain an advantage to heal and buff me and my guild mates and whomever asked.


Now all those rescources, harvesters, factories, skill mods and most stims and buffs are now down the tubes. Ok. Now in order to make these again I need to acquire and already overloaded profession BE. Not a problem it can be done. But wait a minute my items are not as good quality because medic, doc and be is not mastered. Ok lets master them then so I may have full advantage of experimentation and healing. Uh oh. I have to get rid of tkm. Hmm ok. Ok master medic now master doc and master BE. Um now I have only 18 skill points remaining for a combat profession. LOL And cant wear armour because I dont have a hybrid combat profession.


This is the one big problem I have with the current CU as it is on test.


Ok now let the flame begin LOL



Oor Vika - Master Spy - Starsider Server
Guild Leader of Elite Rogue Squadron
Darksfallen
Mon Apr 11, 2005 3:41 pm
#2






AboveTopSecret wrote:

Now all those rescources, harvesters, factories, skill mods and most stims and buffs are now down the tubes. Ok. Now in order to make these again I need to acquire and already overloaded profession BE. Not a problem it can be done. But wait a minute my items are not as good quality because medic, doc and be is not mastered. Ok lets master them then so I may have full advantage of experimentation and healing. Uh oh. I have to get rid of tkm. Hmm ok. Ok master medic now master doc and master BE. Um now I have only 18 skill points remaining for a combat profession. LOL And cant wear armour because I dont have a hybrid combat profession.




Without master medic (4044)nor master bio-engineer (0004)you will still have 10 points to experiment with. Same as everyone else clothing still counts in.


Your concerns as they are listed here are moot.


Message Edited by Darksfallen on 04-11-2005 03:41 PM



Miriam
Master Doctor
Master Shipwright (10/27, 10:54am)
134 Badges Hero Of Tatooine

Yasmin
Dark Jedi Knight
Reborn
Sunakk
Mon Apr 11, 2005 11:11 pm
#3

The massive new requirements for resources is a valid complaint, though. While I support most of the changes of the CU, this issue is a big kick for all established Doc crafters. I do hope they tone down some of the resources. Right now the list is way too painful...



_________________________________________________________________
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
_________________________________________________________________
Fellstaff
Mon Apr 11, 2005 11:40 pm
#4






Sunakk wrote:
The massive new requirements for resources is a valid complaint, though. While I support most of the changes of the CU, this issue is a big kick for all established Doc crafters. I do hope they tone down some of the resources. Right now the list is way too painful...



The new requirements are largely on low use items though. I read that some of these items will last multiple play sessions per use (24 hours?). So the rarity of resources and cost for you to make/sell it will be offset by the fact you won't have to sell many. So you can make a good profit on low volume.




---
Isa Lodeah - pre-pub 9 FSCS unlock (31/32), post-CU Padawan
Onib - pre-pub 9 Jedi Initiate 4134, post-CU full template Padawan
Page 1 of 1
Previous Next