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Get ready to change your characters

PostedFri Mar 18, 2005 11:38 pm
by Skarr
from the combat upgrade thread:

OLD Profession Prerequisites:
Rifleman = Marksman, Rifles Tree (4 boxes)
Carbineer = Marksman, Carbine Specialization Tree (4 boxes)
Pistoleer = Marksman, Pistol Specialization Tree (4 boxes)
Pikeman = Brawler, Polearm Specialization Tree (4 boxes)
Swordsman = Brawler, 2H Sword Specialization Tree (4 boxes)
Fencer = Brawler, 1H Sword Specialization Tree (4 boxes)
Teras Kasi Artist = Brawler, Unarmed Specialization Tree (4 boxes)
Bounty Hunter = Master Marksman (Full Novice Profession), Scout Exploration Tree (4 boxes)
Commando = Master Marksman (Full Novice Profession), Brawler Unarmed Specialization Tree (4 boxes)
Squad Leader = Marksman Ranged Support Tree (4 boxes), Scout Survival Tree (4 boxes), Scout Exploration Tree (4 boxes)

NEW Profession Prerequisites:
Rifleman = Marksman, Rifles Tree (4 boxes), Marksman Ranged Support Tree (4 boxes)
Carbineer = Marksman, Carbine Specialization Tree (4 boxes), Marksman Ranged Support Tree (4 boxes)
Pistoleer = Marksman, Pistol Specialization Tree (4 boxes), Marksman Ranged Support Tree (4 boxes)
Pikeman = Brawler, Polearm Specialization Tree (4 boxes), Brawler Unarmed Specialization Tree (4 boxes)
Swordsman = Brawler, 1H Sword Specialization Tree (4 boxes), Brawler, 2H Sword Specialization Tree (4 boxes)
Fencer = Brawler, 1H Sword Specialization Tree (4 boxes), Brawler, Unarmed Specialization Tree (4 boxes)
TKA= Brawler, Unarmed Specialization Tree (4 boxes), Brawler, 2H Sword Specialization Tree (4 boxes)
Bounty Hunter = Marksman Ranged Support Tree (4 boxes), Scout Exploration Tree (4 boxes)
Commando = Brawler, Unarmed Specialization Tree (4 boxes), Marksman Ranged Support Tree (4 boxes)
Squad Leader = Marksman Ranged Support Tree (4 boxes), Scout Survival Tree (4 boxes)



MUCH MUCH MUCH more info in the thread, from new HAM bars, to weapons, to armor, to buffs, etc

http://forums.station.sony.com/swg/boar ... 147#M63147

PostedFri Mar 18, 2005 11:52 pm
by Iri
Is it just me or does anyone else see Doc's becoming totally useless? I mean, I can't say I will miss all the wound healing, but they are taking most of that away and reducing buffs and giving stims to everyone for healing...

PostedFri Mar 18, 2005 11:58 pm
by Zannon
I was thinking about that too, but then, if the stims are only 1 use and you can only use them say, evdry 5 mins, a 10% heal would really only be useful in a small fight situation. I know when I hunt 10% would equate to maybe 1 extra hit that I could absorb before taking a dirt nap. I'd like to see more info on those puppies. As for buffs, I'll be happy to see them get the legs cut out from under them. I hate the fact that healers have nothing to do if you go hunting with them while buffed.

PostedSat Mar 19, 2005 12:02 am
by E-bo Obi
perhaps they are trying to get the docs out of the starport and into the field =)

PostedSat Mar 19, 2005 12:10 am
by Jabe Adaks
So wait a sec.. I gotta give up some skill points to keep what I have because I don't have the pre-reqs?

Jabe

PostedSat Mar 19, 2005 12:19 am
by Zannon
Jabe Adaks wrote:So wait a sec.. I gotta give up some skill points to keep what I have because I don't have the pre-reqs?

Jabe
Bingo!!

This screws me because now I have to have ranged weapon support too. right now I need brawler 4 and Pistols 4 for smuggler and pistoleer...now I'm gonna need Ranged weapons support 4 too, and that might change as well if they mess with the pre-reqs for smuggler.

PostedSat Mar 19, 2005 12:40 am
by Seret Sajet
This does seem to screw a lot of templates out there. I can't say it will affect me because I already have Master Brawler along with Fencer, Swordsman and TK but what about the large number of folks out there without these new pre-reqs? They might have some angry hordes on their hands.

PostedSat Mar 19, 2005 12:49 am
by Novall
It actually helps me. The only skill boxes I have to get ATM to keep TKA is the swordsman branch. I already have pistols and ranged support. Now I get to be that BH with a little bit of everything that I've always wanted to be :)

PostedSat Mar 19, 2005 12:50 am
by Jabe Adaks
Ok... I can't say this is unfair because it effects everyone. BUT.. this sucks because I can do less with my character. I mean I am a master TKA right now, so now I have to waste about 15 skill points on two handed swords. And guess what? I will never use any of that, thus limiting the number of specials I might use by spreading those skill points in to another elite profession.

Seems like "fun" is about to get nerfed.

Jabe

PostedSat Mar 19, 2005 12:55 am
by Zannon
Jabe Adaks wrote:Ok... I can't say this is unfair because it effects everyone. BUT.. this sucks because I can do less with my character. I mean I am a master TKA right now, so now I have to waste about 15 skill points on two handed swords. And guess what? I will never use any of that, thus limiting the number of specials I might use by spreading those skill points in to another elite profession.

Seems like "fun" is about to get nerfed.

Jabe
Welcome to my world...I have to have unarmed 4 for smuggler, yet have not used that skill since I got unarmed 4.

I understand what they're trying to do, making it impossible to master 3 elite combat professions with one character. I would bet that the the fencer/brawler/2 hand sword/pike trees as a novice profession will give you some small melee defense bonuses up and down the branches to counter the fact that they've said that the defense bonuses you get with elite professions (def vs knockdown, def vs dizzy, etc) will be weapon specific in the combat upgrade to eliminate the defense stacking templates.

PostedSat Mar 19, 2005 12:59 am
by Seret Sajet
Zannon wrote:
Jabe Adaks wrote:Ok... I can't say this is unfair because it effects everyone. BUT.. this sucks because I can do less with my character. I mean I am a master TKA right now, so now I have to waste about 15 skill points on two handed swords. And guess what? I will never use any of that, thus limiting the number of specials I might use by spreading those skill points in to another elite profession.

Seems like "fun" is about to get nerfed.

Jabe
Welcome to my world...I have to have unarmed 4 for smuggler, yet have not used that skill since I got unarmed 4.

I understand what they're trying to do, making it impossible to master 3 elite combat professions with one character. I would bet that the the fencer/brawler/2 hand sword/pike trees as a novice profession will give you some small melee defense bonuses up and down the branches to counter the fact that they've said that the defense bonuses you get with elite professions (def vs knockdown, def vs dizzy, etc) will be weapon specific in the combat upgrade to eliminate the defense stacking templates.
So wait, let me sift through that jumble@$% you just posted there Zannon. :) just messin' with ya :)

So you're saying not only will some templates people have get screwed because of new pre-reqs but those with defense-stacked templates like me are getting the shaft as well.

Well I feel better knowing the nerf is indiscriminatory. :)

PostedSat Mar 19, 2005 1:04 am
by Novall
The good thing is that you will be able to tailor make your combat uniqueness more.

For intsance, I've already figured out that I can have the following:

Master Pistoleer
Investigation 3
TKA Balance 4 and Precision Striking 4
Smuggler Dirty Fighting 4

This in essence is my dream come true...cause now I can be the perfect BH tecnincally. I'll have my main concentration on pistols, with enough unarmed to hold my own if a melee gets to close. I'll also be able to hunt jedi now FINALLY and stand a chance without having to be a TKM.

Its gonna be bad for some and good for others really :(

PostedSat Mar 19, 2005 1:06 am
by Jabe Adaks
Sounds totally great...

FOR ME TO POOP ON!!!

Jabe

PostedSat Mar 19, 2005 1:37 am
by Dwilah
People will be angry, yes. But I think it's just because their uberness is being knocked on. IMO, this equates to doctors having their buffs taken away. "What are doctors without their buffs?!" the masses may cry in dismay.

They're giving us a completely new game system to play. In case nobody else noticed, it's a lot like WoW. Wind ups, cool downs... One-use stims are similar to potions. They won't make doctors any less viable in the field any more than healers are useless in that game.

What I'm curious about is this line here... "Medical crafting will be handled by the crafting line in Medic as well as Bio-Engineers." Awhile ago I guessed that crafting in doctor would have to be addressed due to the combat rebalance, and there it is. If they're including Bio-Engineers too, well hot damn...we're getting close to affecting all professions in this rebalance. Imagine that.

I'll be interested to see how the Doctor skill trees will be re-addressed and how viable Doctor skills will be in the field. I personally will be excited to see the upcoming changes, and while you guys are upset about your stacked defenses being gone, or your templates being ruined--remember that everyone else will be in the same position as you are.

We're all starting again with what is basically a new game and a brand new combat system. Maybe in the current system the new template would be "useless" in your mind. However, in the new system, they're designing it specifically for all templates to work and be balanced.

PostedSat Mar 19, 2005 1:38 am
by Isleh
From what I understand, they are going to allow people to shuffle around their spend skillpoints.