Doctor Archive
Thread: NEW DOC TREE
Without the entire tree I just have some basic questions then.
1. Which armor do we get certified for?
2. What sort of defense mods do we get?
3. What sort of combat mods do we get?
4. What are the new skills that we get?
Without exact trees, I know I cant get exact answers. But some general answers would be nice.
JediGias wrote:
You mean that they havent put in the mods and descriptions into the boxes yet? That is pretty odd, a lot of the other elite professions have their entire skill trees.
Without the entire tree I just have some basic questions then.
1. Which armor do we get certified for?
2. What sort of defense mods do we get?
3. What sort of combat mods do we get?
4. What are the new skills that we get?
Without exact trees, I know I cant get exact answers. But some general answers would be nice.
MyT_Chicken wrote:
JediGias wrote:
You mean that they havent put in the mods and descriptions into the boxes yet? That is pretty odd, a lot of the other elite professions have their entire skill trees.
Without the entire tree I just have some basic questions then.
1. Which armor do we get certified for?
2. What sort of defense mods do we get?
3. What sort of combat mods do we get?
4. What are the new skills that we get?
Without exact trees, I know I cant get exact answers. But some general answers would be nice.
Well the mods are there, but no numbers assigned to them.
But to answer your questions.
1. Battle Armor
2. Unknown at this time, but we do get Melee and Ranged Defense, just don't know how much.
3. Combat mods....are a little borked right now. Incoming damage is currently linked to Group / Player Level not the actual mods one carries.
4. Medic gets Bacta Throw and Bacta Spray. Bacta throw is a 35m heal, and Bacta Spray is a Area Heal around the Medic (look like about 15-20m). TC came down before I could actualy test the range on Bacta Spray.
As it is now:
Master Doc gets a total of +50 ranged defense/melee defense.
Battle Armor mitigation mods is a max of 30% - accuracy, rate of fire and movement mitigations.
Medic also gets the /nutrientInjection which is a 10% health buff.
Master doc gets 30% buffs and rez.
I have all the tree info and will try to make a spreadsheet / table to post it.
ALSO, NO TUMBLE ABILITIES ARE AVAILABLE IN THE CU....
1. When you say the armor mitigation max is 30% for each of those, do you mean that is the cap or that is what the doctor gets? Cause I could have sworn that in the other trees I have seen, people had more than just 30% mitigation.
2. Also, can we now buff without the use of packs?
3. Do we just need consumable to enhance our ability and not to actually use it?
4. I heard people saying that non-docs would be able to buff, what is that all about?
5. Also, the defense mods that we get, will they stack with other professions? I'm a rifleman also and am wondering if the melee/ranged defense mods for both professions will stack or only the mods of the profession I am using at the moment will apply.
But I am VERY glad that at master we can do a 30% buff, that will make us a lot better than when they said we could a max of 20% extra.
Thanks for all the answers guys.
Message Edited by JediGias on 04-02-2005 10:07 PM
JediGias wrote:
Thanks for the responses, and thanks for working on putting up the trees. Just a few more questions on what you guys said.
1. When you say the armor mitigation max is 30% for each of those, do you mean that is the cap or that is what the doctor gets? Cause I could have sworn that in the other trees I have seen, people had more than just 30% mitigation. We won't know until we can test it....at this time we can't
2. Also, can we now buff without the use of packs? Yes as a 4/x/x/x you can buff Health for 10%...believe it or not it makes a difference in comabt.
3. Do we just need consumable to enhance our ability and not to actually use it? BE's can make enhancments to make our abilities better, but we don't need any consumables to play.
4. I heard people saying that non-docs would be able to buff, what is that all about? Yup, Medic 4/x/x/x gets Healt buff for 10%. But the higher in doc the higher the buffing ability. Without testing its hard to say how much.
5. Also, the defense mods that we get, will they stack with other professions? I'm a rifleman also and am wondering if the melee/ranged defense mods for both professions will stack or only the mods of the profession I am using at the moment will apply. I don't know where the poster got those numbers because I don't see anything in the tree other then a discription. But yes Medic and Doctor are not considered Combat classes, so those mods will stack.
But I am VERY glad that at master we can do a 30% buff, that will make us a lot better than when they said we could a max of 20% extra.
Thanks for all the answers guys.
Message Edited by JediGias on 04-02-2005 10:07 PM
They also adjusted the Novice Medic XP today. It now matches all combat professions. You must be in a group and healing a person during combat to get XP. You get no XP for "Just Healing" anymore. You must be in a group and the person must be in Combat.
I'm still trying to figure out how the XP works, but its something like this.
If you can get 1500 xp in combat...you have a chance to get 1500 xp healing....no more then your Combat XP Cap. Which is what I'm attempting to figure out. But there is so many variables its hard...plus I suck at math anyways.
MyT_Chicken wrote:
They also adjusted the Novice Medic XP today. It now matches all combat professions. You must be in a group and healing a person during combat to get XP. You get no XP for "Just Healing" anymore. You must be in a group and the person must be in Combat.
I'm still trying to figure out how the XP works, but its something like this.
If you can get 1500 xp in combat...you have a chance to get 1500 xp healing....no more then your Combat XP Cap. Which is what I'm attempting to figure out. But there is so many variables its hard...plus I suck at math anyways.
That's pretty close to how it was explained to the alpha testers. Basically, based on your combat level (perhaps group combat level, perhaps individual - needs tested), you get some set amount of experience for participating in comabt, whether you swung an axe, shot a pistol, or healed. So, you might get 1500 experience for taking down a sharnaff. Whether you shot 1 shot or 20 doesn't matter. Whather you did 1000 points of total damage or 20 doesn't matter. Basically everyone in the group gets experience for some participation.
What specific experience you end up with is based on how much of each activity you do. So if half your damage comes from pistols and half from carbines, your experience allotment is split between those 2 pools. Presumably, it's the same with medical experience. If you spend half your time healing and half your time shooting, you get 50% medical and 50% ranged/combat exerience.
What we don't know is exactly how the system determines the split between healing and shooting since damage healing and damage doing aren't really comparable.
Also, we don't know if self-heals during combat now produce medical exp. That could help offset the loss of non-combat healing exp. This one will be easy to test.
Also, I'll post the new mods if anyone can tell me if I can post an html table here?
JediGias wrote:
Thanks for the responses, and thanks for working on putting up the trees. Just a few more questions on what you guys said.
1. When you say the armor mitigation max is 30% for each of those, do you mean that is the cap or that is what the doctor gets? Cause I could have sworn that in the other trees I have seen, people had more than just 30% mitigation.
2. Also, can we now buff without the use of packs?
3. Do we just need consumable to enhance our ability and not to actually use it?
4. I heard people saying that non-docs would be able to buff, what is that all about? Non-Docs (medic 4-x-x-x)can buff 10% as stated below, but it's only a health buff. Docs will be buff health, action regeneration (/endorphineInjection) and mind regeneration (/serotoninInjection).
5. Also, the defense mods that we get, will they stack with other professions? I'm a rifleman also and am wondering if the melee/ranged defense mods for both professions will stack or only the mods of the profession I am using at the moment will apply. Not sure if the mods will stack, but Master Doc gets +50 ranged/melee defense and Master CM get +70 ranged/melee defense, so the Doc/CM combo could prove to be very effective.
But I am VERY glad that at master we can do a 30% buff, that will make us a lot better than when they said we could a max of 20% extra.
Thanks for all the answers guys.
Message Edited by JediGias on 04-02-2005 10:07 PM
MyT_Chicken wrote:
JediGias wrote:
Thanks for the responses, and thanks for working on putting up the trees. Just a few more questions on what you guys said.
1. When you say the armor mitigation max is 30% for each of those, do you mean that is the cap or that is what the doctor gets? Cause I could have sworn that in the other trees I have seen, people had more than just 30% mitigation. We won't know until we can test it....at this time we can't
2. Also, can we now buff without the use of packs? Yes as a 4/x/x/x you can buff Health for 10%...believe it or not it makes a difference in comabt.
3. Do we just need consumable to enhance our ability and not to actually use it? BE's can make enhancments to make our abilities better, but we don't need any consumables to play.
4. I heard people saying that non-docs would be able to buff, what is that all about? Yup, Medic 4/x/x/x gets Healt buff for 10%. But the higher in doc the higher the buffing ability. Without testing its hard to say how much.
5. Also, the defense mods that we get, will they stack with other professions? I'm a rifleman also and am wondering if the melee/ranged defense mods for both professions will stack or only the mods of the profession I am using at the moment will apply. I don't know where the poster got those numbers because I don't see anything in the tree other then a discription. But yes Medic and Doctor are not considered Combat classes, so those mods will stack.
But I am VERY glad that at master we can do a 30% buff, that will make us a lot better than when they said we could a max of 20% extra.
Thanks for all the answers guys.
Message Edited by JediGias on 04-02-2005 10:07 PM
They also adjusted the Novice Medic XP today. It now matches all combat professions. You must be in a group and healing a person during combat to get XP. You get no XP for "Just Healing" anymore. You must be in a group and the person must be in Combat. Docs are the only profession that will be able to /healwound. Will we need to be in group in combat to do this? Or will we be able to do this, but not receive xp? Also, for those docs who are pursuing the FS skills, how will they ever get enough xp to finish the FS Healing tree?
I'm still trying to figure out how the XP works, but its something like this.
If you can get 1500 xp in combat...you have a chance to get 1500 xp healing....no more then your Combat XP Cap. Which is what I'm attempting to figure out. But there is so many variables its hard...plus I suck at math anyways.
/sigh. No medical experience for self-healing, so it looks like we must be grouped in order to advance at the medic ranks.
Happymob wrote:
Also, we don't know if self-heals during combat now produce medical exp. That could help offset the loss of non-combat healing exp. This one will be easy to test.