Swordsman Archive

Thread: One Sad Swordsman/Doc Bad CURB

Cougar959
Fri Mar 25, 2005 11:44 am
#14

The only thing i like about having master sword/doc is that you can uff whenever you want. Other then that you dont need master doc, really all you need is master medic cause you will only need the stims.



Caine - Covert Reb Imp Parasites, CRIPs
Master Rifleman/Master Combat Medic - Sunrunner

Kassh - Master Bio-Engineer - Sunrunner
Actairr
Sat Mar 26, 2005 1:08 am
#15



Panther5150 wrote:
I dunno, I find being able to heal states to be extremely helpful when fighting the big boys. Depending on buffs in the CURB though, doc 4440 might do it and I can sink my points into the wasteful 1h line.
Still is such a stupid concept. Just make it more exp rather than having to put SP in to a worthless area, or make it worthwhile, one of the two.





Well I see why they are making us take more than just our prof for prereqs, dont mean I like it lol. Reason one is that they want all combat profs to cost the same amount to obtain. reason two is so that there cant be the 3 melee prof masters like there are now. reason three is cause they lost their dam minds lol. Personally I am about to unlock jedi and then give up doc/swordsman and make my alt a bh/pistoleer. I want to leave the swordsman prof on top of the world like we are now. I just hope that it all turns out ok after the CU.
Actairr
Sun Mar 27, 2005 2:05 pm
#16

I think speed will still matter after the curb, i would hang on to it.
WineGuyJr
Sun Mar 27, 2005 7:10 pm
#17

Well, if they no longer require you to have Master Medic to get to Doctor, then maybe we'll be able to drop the crafting line in medic to make up for the increased requirement for Swordsman. That would make some kind of sense anyway....perhaps too much sense to be true. I really don't want to have to give up my high level healing abilities AND being able to be somewhat useful in combat. If I can't craft, I'll get by (actually, that's a lie....but I have an alt that isn't doing much at the moment and can work something out). But I'm willing to beg to keep what I consider essential.



----------------------------------------------------------------------------------------------------------------------------
Pavadin Spencer
Master Swordsman / Master Doctor
Ponder Stibbons
12 pt BE / Master Merchant / 14 pt Master Artisan
Fenix-
12 pt Master Weaponsmith / Master Merchant

----------------------------------------------------------------------------------------------------------------------------
All Acounts Canceled on 11/17/05
Nihuacatelco
Sun Mar 27, 2005 11:13 pm
#18

After the changes outlined with the CURB i think master swordsman/master doctor wont be as good a template, and i am sorry to see it go, i really enjoyed being a doctor, but I want to maintain good combat skills. Good news is now I can get master swordsman and master commando and that might be a good template.



Osoe
"I plan to live forever
or die trying"

Dark Jedi Padawan
-NRA-
gnn[[[[[[[[[[$nnnWX9gggggggggggggggggggggggggggggggg)

KevinB02770
Mon Mar 28, 2005 1:38 am
#19


is anything gonna happen to a +23 2h speed ubese shirt?


dont tell me i'm gonna be practically speedcapped and it wont matter after CURB hehe



Nuthar Darkbringer
Rapidwolf
Mon Mar 28, 2005 7:35 am
#20

Im glad all you master docs/swordmen are going, gives other people a chance for once, like me and my poor master pistoleer...


Im sorry your templetes will be changed but you wil see the lighter side of it once everyone is in groups and actually scared of something big, will make the game far more fun




"Success is not final, failure is not fatal: it is the courage to continue that counts." Winston Churchill

Pizano76
Mon Mar 28, 2005 9:39 am
#21

Man this sucks!!! I am 4443 swords, (about 10k combat xp from master) and 3441 doc. After reading about the CU and all of these posts, I'm starting to wonder if I just wasted a lot of time. I do love the Uber Swordsman, and the fact that I get tons of doc xp from healing my buddies in a big brawl while I hardly take any damage and mindhit3 away. But the sp thing sucks as is, and will get worse with that CU possible change. I'm definitely gonna have to re-think this if they add sp needs to the swordsman. I was only doing the doc thing to gain some cash buffing, and to buff my guild for free. I guess I'm gonna have to try and make some cash quick, then deal with the changes when and if they come. Too bad, Master swordsman is awsome, I hate to see it diminished.



Pizano Deathdealer
Master Spy

Pizan
Wookiee Medic
Freelance Pilot

Pizano's loot vendor 3462 -5715 Just outsie of Mos Eisley Tattooine
Panther5150
Mon Mar 28, 2005 11:00 am
#22

Swords/Commando does have a nice ring to it if we can no longer be sword docs...


I wonder how the buff crystals will be affected. I have one for everyday if I need it, I was planning ahead for just such an eventualty. If the buffs are reduced, and the crystals are somewhat comparable to doc buffs, we can just keep a line in state healing.
Kitachiira
Mon Mar 28, 2005 5:55 pm
#23



Nadiel26 wrote:
i think doc , musician, dancer and chef well all suffer. BE will emerge as the better crafting proffession. CH should make a comeback since pet will prob tank better than us lol. melee/doc might be completely useless after the CU since your max health will depend on your charater lvl and a doc swordsman might not get as much as a dual combat master. i really only see jedi getting the full 3k max health. long term buffs are capped at 10% of your max value and short term are 20%. i dunno if that affect more than just health but with 3k health you're talking a +600 health buff for a short period which isnt much with crappy armor. i'm looking forward to having to group again like back int he day but i also think melee will be just as useful as it was then. i'll probably be looking to sell my hammer too since all weapons will be either kinetic or energy base with a possibly addition elemental damage, blast wasnt included so i'm assuming it'll just be another kinetic weapon. i also see a new era of weapon crafting. all points put into speed and HAM cost then damage if there are any points remaining. nothing is set in stone but i'll be keeping my eye on ranged professions if melee ends up how it looks to me





Remember though that because doc and chef will affected so will BE. May not be much need for BE tissues for those profs after all is said and done. BEs are not even sure how their pets are going to be affected yet because of possible stat changes to creatures. They aren't really too sure what will be happening to them.
Broom
Tue Mar 29, 2005 6:19 am
#24

I am depressed about the whole thing. I have been master doc/master swords for almost a year. Not even my main, my main is a ranged BH. I made Enka, the doc/swords, to have something different. I love doc crafting, andI worked hard to get 18 points of FS to supplement her craptacular defenses, so she can go out and kill stuff without tons of tapes.


So what choices do I have left? The doc stuff is getting nerfed to death, literally. If I decide to keep mastery (don't really see why anymore), I have to drop FS. I don't really want to go jedi (although yes,I do have the points to take the last 6 boxes of fs). And I still don't really see what all the fuss is about. Yes, I can solo a canyon krayt. Takes me tons of stims, loss of armor condition to the extent of a suit per 4 buffs worth of krayt hunting, and 25 minutes per krayt (speedcapped, 727 PH). I see riflemen out there doing it in WAY less time. Why not just reduce the weapon damage for ALL in stead of nerfing the whole thing.


I don't know, I see nothing positive coming out of the CU. They are not fixing what is broken, they are redesigning the game. And I am not certain it is a game I want to play anymore.


Linna - Master Pistoleer / BH

Enka - Master Swords / Master doc



- R.I.P. SWG April 27, 2005
TwisRule
Tue Mar 29, 2005 2:20 pm
#25






Rapidwolf wrote:

Im glad all you master docs/swordmen are going, gives other people a chance for once, like me and my poor master pistoleer...


Im sorry your templetes will be changed but you wil see the lighter side of it once everyone is in groups and actually scared of something big, will make the game far more fun






Your idea of what will make the game "far more fun" is in direct conflict with what I view as being more fun. Amazingly, there are some of us out there who actually like playing solo and have absolutely no desire to be forced togroup with retards just to play this stupid game. You may like forced grouping but do not assume that we will all share your viewpoint. Forced groupingsucked in the early days of the game and will suck again post CU. If you want to take the game back to thenoob days, then by all means go ahead. I, for one, refuse togo back 18 months to the days whereyou had to stand in an outpost for a half hour or more shouting, "Looking for hunting group to kill Bols, pst."
Panther5150
Tue Mar 29, 2005 4:14 pm
#26

The interesting part of this is that I believe it will encourage those that have jedi, to play that toon more often. With all the fights about looting, rights, who gets what, etc, the old group days fell apart in constant squabbling. It appears that the current movement is to development more group interaction yet the "end game" for many players is jedi which is largely a social leper until its final manisfestation. For my part, if the combat aspect is seriously derailed, my solution is to play my jedi, and develop my other toon into a crafter - 2 solo occupations. Once you get your jedi worked up to knight level, it will potentially handle more than the other combat profs based on the loose information received so far. I know that a lot is speculation but we do have a glimmer from the devs as to the goals of the CU. I enjoy stretching my legs with my sword/doc as a way to interract with the rest of my guild socially when I get tired of the jedi grind. But it seems like I will be pigeon holded into a more solo existence if I want to keep my enjoyment of the game at its current levels.


***does anyone else feel that the cu is a desperate attempt to keep customers or stem the tide of those leaving? While we will never know the turnover numbers, why completely alter the fabric of a successful game. You don't. You revamp the entire system when it fails. If it was a failure, I would have left a year ago. So the real question is, what is the actual failure that is precipitating this "massive" change? Especially, when every profession has organized its top 5 issues into a simple format to improve gameplay? Where is the FRS revamp? Where is the smuggler slicing revamp? Where is the merchant restock all button? Simple things, asked for by all, for a long time, remain unanswered. Instead we get a new game instead of fixing the one we love. I know, I am on a pedestal at this point, but the reality does not sit well. All our correspondants apeear to be at gunpoint being cheerleaders for an unwanted change. Next time, fix the game, or make a new one, but don't try to do both.


**** This quite possibly could be the ramblings of a madman...
Page 2 of 4