Doctor Archive
Thread: CU (TC5) Abilities from the Medic View Observations/Questions
Message Edited by Chek on 04-01-2005 08:27 AM
Chek wrote:
I played briefly on TC5 last night (till I got disconnected and was unable to reconnect).
Iwas unable to determine how to get medic xp.
/bacta job (stim self ability usable by all players for 200-300 heal) won't heal others (maybe it's a bug)
At novice medic, I didn't see the availability of any ability or med that would allow me to heal others for med xp.
/heal wound is moved into the doctor tree, so now medics and cm's won't be able to use this to heal others or for xp.
Other observations
/reviveplayer (rez) is now a master doctor ability
If a doc wants to craft, they will need the engineering tree of BE.MBE does not have any doc/cm meds. The pre-requisites are organic chemistry 4 (same) and hunting 4 (same). It will cost more skill points to be able to craft, not the same amount.
I saw all the existing sub-components for both doc and cm listed in either the Organic Chemistry or BE Engineering tree (advanced chem release, adv resilience compounds, etc)
Still 3 HAM bars - Health, Constitution and Quickness (red, green, blue)
/bacta job heal appears to be on the same timer as all healing (while in combat).
If anyone has anymore information on new abilities and meds, please let me know. It will be greatly appreciated.
Thanks in advance,
Myralana
Bacta heal works...I made it to 3/2/3/0 lastnight in about 2 hours or so with a group of 4 (5 including myself) on talus where the AI wasn't messed up.
And yes there is still HAM...but we knew that. However only one is healable (Health) Action and Mind are for specials only. And I caught the BE stuff also...however...we are only testing the novice professions, so it doesn't suprise me that the pre-reqs haven't changed. They should though, because in the CU Docs it said that only the Medic Crafting Line would be needed. We will see.
Folk let me remind you it was day one yesturday. The same sorts of things happened in JTL Beta....Stuff is messed up, we know that and the Devs know that. It will be tweaked and changed. If something that we are begging for doesn't get changed.....its for a good reason not because they hate us. It will get better as they start roleing out all the changes.
Sunakk wrote:
Conversion testing will be handled at the end of the testing period. They'll probably take a copy of a live server and put the CU publish on it and ask players of that server to check their stuff. At least that's what makes sense to me.
good point....and yup that makes sense.
MyT_Chicken wrote:
Sunakk wrote:
Conversion testing will be handled at the end of the testing period. They'll probably take a copy of a live server and put the CU publish on it and ask players of that server to check their stuff. At least that's what makes sense to me.
good point....and yup that makes sense.
You will have to PM your name I would love to group and test things.
I only made it to 0020 Medic, lol And pistols 2 and Ranged support 2. (Playing outside Kaadara, fond memories from SWG beta there)
One thing that I did live very much that I noticed is that when I leveled Medic it really made a difference (in both speed and amount), I like that. It added more accomplishmentfor my work. The icons were a little confusing to me, it seems each one has a "Queue" rather than a main queue on the right. The Shift+Click to autofire seems a little buggy, but that will be addressed.
I liked the cooldown timers on the icon themselves, the cartoonish doesn't bother me but I DO like that they are easy to identify. I found I could solo quite easily using the self stims AND the Bacta shot back and fourth, at least for me it didn't seem like they were on the same "global healing" cooldown.
More as come across it!