Doctor Archive
Thread: Some notes from TC
- Low level healing is about like what it is for novice medics in live - you can heal 200 damage a pop easily enough, but healing damage is now the only choice to level until you get some of the more exotic skills. This makes the earlky boxes kind of boring.
- If you are forced to heal idiots that run away from you, get the "bacta toss" skill from ranged healing 2 early. Area heals and ranged heals are now available cheap from medic, so I expect lots of doctors will pick up the ranged line for 14 skill points, even if they don't dabble in combat medic.
- The ranged healing tree gives you skill bonuses (Bio-suppression Efficiency) that are useless until combat medic. It;'s kind of silly to even have the skill mods there at all, rather than higher up in the tree. I guess they thought they had to fill the box with something.
- There is "healing efficiency" skill in medic (doc pre-reqs), doctor, and combat medic. So to be the ultimate healer, you may have to be CM/Doc. That's probably not a bad thing.
Non-medic healing
- There is an "instant stimpack D" schematic. I'm not sure anyone will really need doctors for damage healing. /sigh. At least we have the other skills.
Pre-reqs
- Combat medic pre-reqs appear to be Marksman Pistols-4 and Medic Ranged Healing-4 only. Medic Medical Support is not needed. I guess the devs figured out that CMs were the only profession (rangers excepted) requiring 3 trees of pre-reqs rather than 2. This is great for stand-alone CMs, but doesn't affect CM/Doc combos since now the only overlap in pre-reqs is novice medic.
Crafting
- Based on some early looks at schematics, they kept the doctor formulas (66%OQ/33%PE for power, 66%OQ/33%UT for charges). This should help our resources retain value.
- Based on the skill trees, all seven doctor and combat medic subcomponents are still in the game. Again, this should help protect the value of a large percentage of our resources.
- All medical schematics and skill points are available at BE 0004. So, all medical crafting and skill points is available for only 49 skill points.
- There are at least 12 different enhancer schematics.
Crafting changes guaranteed to anger the BE community
- Medical crafting points and BE points are not separate
- Full points are available at BE 0004, thus devaluing master.
- The combined skill is called "medical experimentation". How much do you want to bet that the current medical exp tapes will work with this? It's the only experimentation skill in BE, so presumably this will work with any other schematics that BE has. Fortunately, it's only a benefit if there is more than 1 line to experiment on. Maybe I'm wrong in my speculation.
Message Edited by Marrow1 on 04-01-2005 09:18 AM
Pre-requisites change: from master medic and marksman ranged support 4 to general healing line, pre-combat medic line, and marksman ranged support 4.
Doesn't this mean that you don't have to be a M. Doc to rez? Have they changed it since they posted this document, or am I just not getting what that means?
Esrina wrote:
I really want to know about this:
Combat Medic Profession Changes
Pre-requisites change: from master medic and marksman ranged support 4 to general healing line, pre-combat medic line, and marksman ranged support 4.
Gains a Resurrection ability with a large resurrection sickness on the target
Doesn't this mean that you don't have to be a M. Doc to rez? Have they changed it since they posted this document, or am I just not getting what that means?
There seems to be two types of Rezing. The kind doc does is much like what we do today (but we dont need a rez kit). CM got a new style of rez that results in a few side effects. The exact details of either I cant say until we are allowed to play with the elite classes.
Bottom line is yes, they both can rez but the doc rez results in a healthyer patient post reviving.
Corrected. I made a fairly major mistake in my post when I read the skill trees wrong. Full medical exp points are at BE 0004 however.
Marrow1 wrote:
Full points are available at BE 0004, thus devaluing master (by the way, they did this to all crafting professions, so lots of professions are in for a big surprise- it looks like they want to encourage dabbling in single lines of elite crafting professions).
From what I hear, there are 2 types of rezzing now, the doctor type and the CM type. The CM rez isn't suppost to be as good as the doc rez, like when someone gets revived from a CM, they will suffer more penalties than they would if a doc rezzed them.
Esrina wrote:
I really want to know about this:
Combat Medic Profession Changes
Pre-requisites change: from master medic and marksman ranged support 4 to general healing line, pre-combat medic line, and marksman ranged support 4.
Gains a Resurrection ability with a large resurrection sickness on the target
Doesn't this mean that you don't have to be a M. Doc to rez? Have they changed it since they posted this document, or am I just not getting what that means?
RaybonerSix wrote:
Changing the components experimention will cause a rush of factory runs of old components and cross release crafting. I can see a lot of docs making loads of ABECs with charges which could triple the charges of cross release crafted stims. It will make the rich richer and it will make it hard for the doc with one or 2 factories tocompete.
Of course they could convert old components into new components. They are certainly converting all existing weapons to use new stats, so it wouldn't shock me if an ABEC under the old system that was experimented to 97% in charges and 42% in power was converted to the equivalent 97% charge, 42% power ABEC under the new system.
I'm curious about this also...I'm really interested in seeing how well a person can heal without a doctor.
Marrow1 wrote:
Non-medic healing
- There is an "instant stimpack D" schematic. I'm not sure anyone will really need doctors for damage healing. /sigh. At least we have the other skills.
MyT_Chicken wrote:
I'm curious about this also...I'm really interested in seeing how well a person can heal without a doctor.
Marrow1 wrote:
Non-medic healing
- There is an "instant stimpack D" schematic. I'm not sure anyone will really need doctors for damage healing. /sigh. At least we have the other skills.
My Bs are 12 charge ~270power so thats 270 heal once every 60 seconds combat level 15. Delay and Combat level can't be experimented on.
Combat level does not factor into the current group level.
Darksfallen wrote:
MyT_Chicken wrote:
I'm curious about this also...I'm really interested in seeing how well a person can heal without a doctor.
Marrow1 wrote:
Non-medic healing
- There is an "instant stimpack D" schematic. I'm not sure anyone will really need doctors for damage healing. /sigh. At least we have the other skills.
My Bs are 12 charge ~270power so thats 270 heal once every 60 seconds combat level 15. Delay and Combat level can't be experimented on.
Combat level does not factor into the current group level.
Wow...Novice Medic can heal for 300-400 every 15 seconds....so good...sounds like we will out heal the combat people.