Medic Archive
Thread: Ideas for medic specific loot
MasterNerfSlayer wrote:
Obata wrote:
Pahdbacca wrote:
Hehe, forums aren't frozen, although molasses (sp) comes to mind.
They already have a A-ish type stimpack that heals mind. It sometimes drops as loot and was (not sure if it still is) the stimpack you have if you start aout as a medic....how about a loot drop schematic for it?
There are even B and C level damage stimpacks that drop on Dathomir. I really hope that this particular drop becomes obsolete after the combat revamp. If it doesn't, a loot drop schematic seems reasonable.
They say you learn something new every day, and well, for me the day has just started. Can you tell me what these drop off?
If you do the Singing Mountain Clan TP you'll probably get them. I THINK they were from the Nightsisters who were the mission targets, but one of my guildmates said he got some as the mission rewards.
Oh, three more ideas:
1) Astim which gives skill modifiers. In particular, a "stim of quickness" which increases your injury treatment speed when you use it, so you can heal again faster.
2) Something like rancor bile for stims. Specifically, something which gives 75 or 100 charges or so, but no power. This would replace liquid suspensions, both to prevent it from being used to make large use buff packs, and as this would most hurt the power of the final stim (so you can't use advanced liquid suspensions). So you end up with a high charge weak stim (which would be perfect for cantina healing).
3) A skill enhancing stim. Kind of like a mini-food you can use on somebody else. It would need to only have minor effect though (lest the chefs get angry), and this is starting to encroach upon the territory of doctors.
jfang wrote:
Oh, three more ideas:
1) Astim which gives skill modifiers. In particular, a "stim of quickness" which increases your injury treatment speed when you use it, so you can heal again faster.
I like this one.
2) Something like rancor bile for stims. Specifically, something which gives 75 or 100 charges or so, but no power. This would replace liquid suspensions, both to prevent it from being used to make large use buff packs, and as this would most hurt the power of the final stim (so you can't use advanced liquid suspensions). So you end up with a high charge weak stim (which would be perfect for cantina healing).
We already have Janta blood to which gives a huge boost to the power of biological effect controllers power and charges. Liquid suspensions are where the most power comes from, and while that is a unique idea, cantina healing will be a thing of the past after the combat balance.
3) A skill enhancing stim. Kind of like a mini-food you can use on somebody else. It would need to only have minor effect though (lest the chefs get angry), and this is starting to encroach upon the territory of doctors.
Not a bad idea, but it does step on the toes of both chefs and smugglers, and I'm sure the devs wouldn't go for it.