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Thread: question

SantosL
Mon Apr 04, 2005 9:40 am
#1340



toothlessviper wrote:
ok.. non rude form for you.. by the way i found your post as rude to my way of thinking as mine are to yours. so as you can see from anothers view the same can be said for both of us to diff points of view.
here is my problem
combat medic is the field agent to my mind. they are the guys who plug the wounds keep the combat people from dieing in the field and bring them back to the doctors for more specialized healing.
Doctors dont go out with the troops. My way of thinking is doctor are research surgury higher end of meds. they make the meds for the medics, wait for the combat people to come to them for specialized healing, and offer specialized meds for combat people (via research ) to help them stay in the fight longer.
Mash tv show is more of my way of doctor. they where close to the battle field but seldom went with the troop. who was with the troops ? god help me MEDICS....
If my posts seem rude sorry for that. but im fighting for my toons life in my eye. Im not trying to get people pist at me, just fighting for the doc class i liked. peace tooth.




Ok, so you essentially don't think the Doctor profession is combat related. Is that a correct statement?

The skills you focus are on the wound healing, and the buffing, right? What about the high power/short range heals, the heal over time, the in-combat wound healing, the poison/disease cures and area cures? This is all stuff from the CU setup for Doctor, and with the exception of the heal over time skill, it's a lot like what we have now.

Current setup of the game, CM's area stims are overpowered - I can toss an area stim and do a full heal more often then not. CM skills in CU are reduced effectiveness, medium strength area and ranged stims. There is now a distinct difference between CM and Doctor - Doctor has short ranged big heals and buff, while CM gets longer ranged heals with less power, and debuffing skills.

I understand, you don't like the changes. But I'd suggest at least checking out the skills that we as Doctors will have in the CU before making all your judgements on the profession; you were declaring Doctor to be ruined before any of the CU documentation was released. Doctor is not a sit-in-the-med-center profession, if you're doing that nearly 3/4 of the skills are being wasted.



--
SantosL Halper
Master Doctor / Master BH
The_Real_Che
Mon Apr 04, 2005 9:56 am
#1341






TarMangani wrote:





SantosL wrote:

I don't see this to be a problem to complain about, period.

If you want the same function that Doctor has right now, you will pick up the medic crafting line of Medic, and the Engineering Techniques line in BE.

If you honestly think that these enhancers are pointless, fine. But these are what the crafters will have to work with, and it's a pretty wide variety of crafted items. Doctor itself is not a crafting profession anymore, but last I checked you had 144 skill points left after master Doctor in the CU system. If you want to keep those skill points empty, and be purely master Doctor, that's your own problem. I'll be using the extra points for the crafting, and keep my template identical to what I have now, and I recommend you do the same if you want the crafting.




My template will stay identical? Great! Then what's the arguement?


See right now I'm a healing/buffing/crafting Master Doctor, Master Medicand a Master Rifleman, withthe rifles and the combat XP side of Marksman thrown in (since I need those to remain MR after the CU.


So you're saying that after the CU I'll justbe a Master Doctor, Master Rifleman, Master Medic with the Marksman columns and with four lines of med crafting in the BE.


Thank the maker dude, you're a lifesaver! I thought I was going to have to give up being a Master Rifleman in order to get the BE stuff...








This is my exact problem...everyone keeps saying just pick up the BE line....I have to drop my otherskills in order to do that. I am happy with my Master Doc/Swordsman/FS-Skills Character the way it is.





___________[ PURPLE WOOKIEE SHAMAN OF MYST ]_________
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SantosL
Mon Apr 04, 2005 10:04 am
#1342

Well, I apologize if Master Medic is a necessity to you; in looking at my template, that was the first part of mine to go, and didn't realize people would be concerned about losing it.



--
SantosL Halper
Master Doctor / Master BH
TarMangani
Mon Apr 04, 2005 10:24 am
#1343






SantosL wrote:
Well, I apologize if Master Medic is a necessity to you; in looking at my template, that was the first part of mine to go, and didn't realize people would be concerned about losing it.






So are you now saying I can't keep my template exactly like it is now?


This to anyone then, I realize I can drop Master Medic and only need two lines, if I drop those two, can I pick up BE and still keep Masters Doctor and Rifleman? Also are the two columns in medic for doctor the same two for BE? Or would I need say 3 out of 4 to do Doctor and BE?




JEYHREL FOXAUMER
Iconic Profession Nomad
Because sometimes being ruthless just isn't good enough...
Aspraven
Iconic Trader or soon to be cancelled account
Saving you money so you'll give more of it to me...
Vendors: 200, -3200, SUNS Mall, Kor Mesa, Corellia



SantosL
Mon Apr 04, 2005 10:29 am
#1344



TarMangani wrote:


SantosL wrote:
Well, I apologize if Master Medic is a necessity to you; in looking at my template, that was the first part of mine to go, and didn't realize people would be concerned about losing it.


So are you now saying I can't keep my template exactly like it is now?

This to anyone then, I realize I can drop Master Medic and only need two lines, if I drop those two, can I pick up BE and still keep Masters Doctor and Rifleman? Also are the two columns in medic for doctor the same two for BE? Or would I need say 3 out of 4 to do Doctor and BE?





BE is only supposed to require the one crafting line in Medic (as seen here).

Currently on TC, there are a number of elite professions with non-updated pre-reqs and trees, BE falls into the former. It will require the crafting tree of Medic, that's it.

By my calculations, your setup of Master Doctor, 4x44 Medic, xxx4 BE, 4xx4 Marksman and Master Rifleman will take up 246 skill points. So you will be able to craft, have master Doc, and Master Rifleman.



--
SantosL Halper
Master Doctor / Master BH
TarMangani
Mon Apr 04, 2005 10:59 am
#1345






SantosL wrote:

BE is only supposed to require the one crafting line in Medic (as seen here).

Currently on TC, there are a number of elite professions with non-updated pre-reqs and trees, BE falls into the former. It will require the crafting tree of Medic, that's it.

By my calculations, your setup of Master Doctor, 4x44 Medic, xxx4 BE, 4xx4 Marksman and Master Rifleman will take up 246 skill points. So you will be able to craft, have master Doc, and Master Rifleman.



If that's true after the CU goes live, my whining will cease dramatically...




JEYHREL FOXAUMER
Iconic Profession Nomad
Because sometimes being ruthless just isn't good enough...
Aspraven
Iconic Trader or soon to be cancelled account
Saving you money so you'll give more of it to me...
Vendors: 200, -3200, SUNS Mall, Kor Mesa, Corellia



Skurr
Mon Apr 04, 2005 11:03 am
#1346

Whoo Whooo Master Doc/Master Riflemen in tha house Whoo Whoo! Halla if Ya Hear me Uuuuuhhhhhggg



S K U R R
MASTER HEALER
RFLOWING FIST SOCIETYR
IGN: SKURR SERVER: BRIA
"Where I walk, I walk alone. Where I fight I fight alone"

SantosL
Mon Apr 04, 2005 11:26 am
#1347



Skurr wrote:
/point SantosL

Shhhhhhhhh! dude thats my template, post sp respec....

But you actually have to drop 2 tier +master medic to get the 15pt Novice BE and 14pt 0004 BE

Message Edited by Skurr on 04-04-2005 11:02 AM




Novice BE is 6 points, not 15. Only the basic novice skills (marksman/medic/scout/brawler/entertainer) take up 15 skill points.

The setup I mentioned with MDoc/MRifles

15 points novice Medic
14 points for 4xxx (Doc prereq)
14 points for xx4x (Doc prereq)
14 points for xxx4 (BE prereg)
6 points for Novice BE
14 points for xxx4 BE (Medic crafting)
(The experimentation will go 1 point novice medic, 1 point for each of the xxx4 boxes, 1 point at novice BE, and 1 point for each box in the xxx4 BE) - 10 points, up to 12 with crafting suit.

6 points novice Doctor
14 points 4xxx
14 points x4xx
14 points xx4x
14 points xxx4
1 point Master

Up to this point, this is the SAME skill point amount as the current master Doctor (140). Replace the 14 points from BE into a medic tree, and change Novice BE to master Medic, same setup.

For the rifles:
15 points novice marksman
14 points 4xxx
14 points xxx4
6 points Novice Rifles
14 points 4xxx
14 points x4xx
14 points xx4x
14 points xxx4
1 point Master.

Total = 246 Skill points.



--
SantosL Halper
Master Doctor / Master BH
Skurr
Mon Apr 04, 2005 11:31 am
#1348

/trip
/medical forage
system message: you have discovered your brain skurr!! 250 medical exp points



S K U R R
MASTER HEALER
RFLOWING FIST SOCIETYR
IGN: SKURR SERVER: BRIA
"Where I walk, I walk alone. Where I fight I fight alone"

Darksfallen
Mon Apr 04, 2005 11:58 am
#1349

As per new information Novice BE needs 0040 scout.



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

Yasmin
Dark Jedi Knight
Reborn
MyT_Chicken
Mon Apr 04, 2005 1:18 pm
#1350






SantosL wrote:





TarMangani wrote:





SantosL wrote:
Well, I apologize if Master Medic is a necessity to you; in looking at my template, that was the first part of mine to go, and didn't realize people would be concerned about losing it.






So are you now saying I can't keep my template exactly like it is now?


This to anyone then, I realize I can drop Master Medic and only need two lines, if I drop those two, can I pick up BE and still keep Masters Doctor and Rifleman? Also are the two columns in medic for doctor the same two for BE? Or would I need say 3 out of 4 to do Doctor and BE?







BE is only supposed to require the one crafting line in Medic (as seen here).

Currently on TC, there are a number of elite professions with non-updated pre-reqs and trees, BE falls into the former. It will require the crafting tree of Medic, that's it.

By my calculations, your setup of Master Doctor, 4x44 Medic, xxx4 BE, 4xx4 Marksman and Master Rifleman will take up 246 skill points. So you will be able to craft, have master Doc, and Master Rifleman.






QFE


I know that the CU doesn't show that, but unless anyone can find something official stating it has changed...you really can't go off of whats in the CU. We are still testing Novice (unless that has changed) so I don't understand why everyone is focused on something they can't test.





h Egri p
§ If you don't know; you'll find out soon enough! §

Darksfallen
Mon Apr 04, 2005 1:22 pm
#1351

I'm hoping Otherwise I can't go:


Master SW

Master Doc

0004 BE



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

Yasmin
Dark Jedi Knight
Reborn
SantosL
Tue Apr 05, 2005 12:17 am
#1352

In my second-to-last post, I mentioned that on TC the scout prereq still shows, but it's not supposed to be there. Devs stated that the only prereq for BE will be the medic crafting line, and the BE correspondant has posted that the current setup on TC is not correct.



--
SantosL Halper
Master Doctor / Master BH
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