Jump To Lightspeed Archive
Thread: SKILL POINTS
TsunamiKata
Fri Jul 09, 2004 1:38 pm
#105
jkray8472 wrote:
Have some in my guild. Was both of those on my holo-grind.
Really...none of the three professions are worth that many skillpoints. BH might be worth it, except with the new weapon-switching delay, their profession got hurt pretty badly.
Let me just further elaborate and make a slight correction on that comment.
No one masters Commando or BH is due to the fact that there are no significant gains by havin a master title. Perhaps the Mandolorian Armor *MAY* change that, but at this time people only get Flame tree for Commando, and either Pistol/Carbine and/or invenstigation for BH.
However, being a Master Combat medic provided great amount of benefit such as extra 25 CM use, the additional effectiveness and range. Thus you see Master CM as oppose to the other two profession.
Now with that said, I will again re-iterate my original statement that "Master CM is now the most expensive profession in this entire game"
DarthDumbledore
Sat Jul 10, 2004 1:11 am
#106
Combat medic, Bounty Hunter, Commando, all have somthing in common. They are all Hybrid proffesions and as such they require skills from multiple novice trees. Infact, they all are very balanced in the fact that all require a Mastered novice tree and one tree from another novice proffesion. This was the problem with bounty hunter, they were the only hybrid that took 2 full mastered novice trees just to get to and it was too hindering on their skill pts to make them effective. Now that it has been fixed I think the issue of CMs getting more skill pts ( although beneficial to me ) is not a good idea. We are already powerfull enough, let's not rock the boat.
ikrik
Sun Jul 18, 2004 6:47 am
#107
Will a new pool of skill points be granted with JTL that can be used exclusively for space professions or does the current pool of points need to be used? Will I have to give up professions I have worked for and are essential to my character's ground life in order to go up the skill tree in space?
Milkent
Sun Jul 18, 2004 6:51 am
#108
As I understand it the pilot skill trees will not require any from your current pool. To do Shipwright however you will have to use your current pool.
I thought I read onetime that they were thinking about adding extra skill points in, but I haven't heard anything else about it for some time. Ah well. I guess what I got will have to do.
Milkent
7 Months and Counting
Jordan_Karr
Sun Jul 18, 2004 6:52 am
#109
There will be a set of skill points that are used only for the JTL pilot professions Just enough to master one of those professions, and that way it does not mix into the ground game skills..
But then the Shipwright will use Ground game skill points... due to the fact that its a crafting class... so people will have to adjust there crafter skills around Shipwright
imnojedi
Sun Jul 18, 2004 6:58 am
#110
yep. cause if they add any more points into the pool, people will forget about SW and go for like master in BH, carbs and pistols. with 50 pts they could do it.
Menoetius
Fri Jul 30, 2004 3:44 pm
#112
One of the MCM abilities I do enjoy is the +10 to burstrun and +50 to terrain neg. This level of terrain neg is equal to the level a Master Scout achieves.
Another is the ability hit a fellow guildiein combat with a AoE/Ranged Stim.
Everyone is under the impression that aMCM is a dealer of death and destruction. For me a MCM is primarily a healer and secondary skill of poison/disease.
In a combat a MCM can out heal a Doctor by leaps and bounds and MCM are quicker to the punch with the heals.
I don't PvP with my MCM/MD only PvE. I have been on guild events where my healing ability far outwieghed my poison ability.
It's all about choice on how you choose to play the profession.
The removal of medic crafting line, perhaps is a step in the right direction in addressing the skill point, lack of, for a MCM. But removal of the ranged support line in for MCM would not be wise. The uniqueness of the MCM is there ranged ability as compared to MDs. Leave the ranged support line and remove the crafting line in medic would allow the MCM to master any elite combat profession.
SecretFire
Fri Jul 30, 2004 4:06 pm
#113
vortexala wrote:
I'd like some opinions on this as well
Facts that helped me form this opinion:
*Docs can do more on and off the field vs Cms.
*CMs take more skill points.
*Docs can make money, CMs can't.
*There is much more need for Docs than CMs, if it came to picking teams most would lean towards Docs. I feel it should be more of an even mix. I think both should be needed equally.
I do not feel it's worth my points and time to collect resources to be a CM. I can't make cash with it and with these changes I won't even be able to poison/disease at the rate a doc can cure them. Honestly even if they remove the marksman/ranged pre-req, I am not sure the points would be worth it to be a CM over a Doc. That's just how bad it's got. They don't give to us.
I would like to see how this is going to play out, I am in shock at how devs are handling this. Common sense tells me it's going to be nasty. I also don't feel we'll get anything we ask for, I have no faith in them anymore. They could have made everybody happy and still had changes but they handled it wrongly. It makes me feel like they dont' care about the profession.
Menoetius
Sat Jul 31, 2004 12:16 pm
#114
Use the best resources available, sell at a fair price, sell in volume and keep a stocked vendor. Speak with your customers, do custom orders and know your product.
Making money with CM is harder than Doc, but it can be done.
Making money with CM is harder than Doc, but it can be done.
Gnuut
Sat Jul 31, 2004 12:32 pm
#115
Menoetius wrote: Making money with CM is harder than Doc, but it can be done.
What do you propose we sell to non-CMs? Is there something we can stock on our vendors that the non-CM crowd will buy from the CM crafting tree?
neutrineaux
Sat Jul 31, 2004 2:56 pm
#116
that is a bummer, for sure. poison and disease made it marginally worth it anyway for me. but with those doomed, it looks grim
Brainplay wrote:
Pahdbacca wrote:
I know it would be almost impossible to do, but any one line from either brawler or marksman would be optimal. I do believe that CMs that want to go melee get a VERY short end of the stick. I like melee very much (mastered both TKA and fencer) and hope it would be possible to do.
I'm kinda on the fence about organic chem. Part of me feels that a good Combat medic should have the same training as a master medic. On the other hand, however....organic chem is pretty worthless unless you are a Doc...in which case you would take it anyways.
Would also very much like to go melee as well. Right now its very hard for a ranged other than rifleman to stand up to ANY melee profession. Maybe if the ranged was increased or they were more suceptible to states from ranged weapons that would be different. Although I hear melee mitigation is being removed.
As to the point scale. Yes why should we have an organic chemistry tree when we cant even make our ranged stims without either A) Compromising the effectiveness by using sub-par subcomponents (5exp points) B) Buy them by the crate from Doctors who get a full 10 exp. points to use on them.
You can argue that "organic chemistry" is like biology and you need to know biology to make an effective biological poison/disease but that still doesn't address the stim problem. If you're going to take away our ability to devestate a vulnerable MIND and even potentially our ability to be the only ones to heal the mind what are we getting in return? Will it be worth the points if we HAVE to turn to doctors for our state cure, poison/disease cures, fire suppresion, resurrection, our own stim subcomponents, and of course BUFFS while we get to choose a regular poison (i.e. health or action since mind will be the same) or ranged healing?
Still cant believe that a medical profession that uses 30 points less than us has more battlefield support potential than we do.
neutrineaux
Sat Jul 31, 2004 2:58 pm
#117
jason67 wrote:
Brainplay wrote:
Still cant believe that a medical profession that uses 30 points less than us has more battlefield support potential than we do.
Sorry but if you can't figure out how to make CM effective in PvP then your clearly doing something wrong. A doc may be able to cure states, heal disease/poison etc... but they are clearly not more powerful than a CM. The only really truely useful skills a Doc has while in PvP(assuming 1vs1) is that they are buffed(which anyone can be) and they have the ability to heal large amounts of damage(which a CM also can do). Under certain circumstances being able to heal a poison/disease is beneficial but if you are taking the time to heal states while in the middle of a battle with me, then you have already lost. In large scale PvP a doc's ability to cure becomes more useful as those people that need it can come to you. However even then they almost always have another disease/poison put on them within seconds of re-joining battle. A doc has to be right next to you in order to heal, which means he has to be within range of the battle. However a CM can heal from a distance, and can use area heals to heal large groups of players at once. If you are within range then you also have the ability to heal the mind which is a huge advantage in PvP.
Aside from just the healing aspect is the more important difference that Doc's have absolutely NO combat skills. A doc can not defend himself at all while a CM has the ability to use devastating poisons/diseases on their attacker.
Sorry for this rant but I just am tired of hearing everyone complain that their character/profession is the most worthless POS in the game and needs dire attention now. Perhaps it's not the build but the player instead!!! If you can't figure out how to use CM in PvP then I'm sorry but you're simply not cut out for PvP then. CM is clearly the strongest single PvP class in the game at the moment. I did a 2 vs 1 duel we were all unbuffed(meaning I had 400health/action), I was wearing nothing but a fleshwrap and my current skill set at the time was master combat medic/master artisian. I won the duel against two other opponents who were fully armored in composites while I was wearing a fleshwrap. Both were master Melee professions, one a fencer and I don't recall what the other was and I was only using poisons and an uncertified scout blaster.
not after this, bub