Legends of the Jedi Forums General Chat Suggestions for Skills and Feats (Medical)
This topic has 18 replies, 6 voices, and was last updated 9 years, 1 month ago by IssacFrost.
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    • IssacFrost Participant
      March 20, 2015 at 4:12 pm #25008

      Have you played a pure Medical character? Its a bit frustrating since they can’t heal people when they MOST need it. In combat.

    • StormRyder Participant
      March 20, 2015 at 5:02 pm #25009

      Bioengineering could be interesting. Find the right materials, grow the part, put it in stasis, then installing with cyber surgery. The medical equivalent of engies. Installed bioware would not be detected via diagnosis unless a medical main with medical sciences maxed.
      Based on what materials you use it could give a wide variety of bonuses. Not just stats but based on location maybe resistances to damage types (limited of course).

      I’d say a 145 medical skill to start the growth in a special vat (purchased or built by engie), then a lengthy in game time for it to reach full growth, or it has to be /checked/ after a certain time to continue the growth (similar to makearmor but with a time delay between checks).

    • IssacFrost Participant
      March 20, 2015 at 5:41 pm #25010

      Medical Zone 130 Medical Feat-
      Increases all healing effects by 20%. This bonus is multiplicative.

      Cybernetic Proficiency 150 Medical Feat-
      All cybernetics installed with this feat act as if they were one level above their usual grade.

      Extraction 150 Skill-
      extract target
      extract target direction

      This skill locks on your target. As soon as they hit 20% Hp or less extraction kicks in. It allows a doctor to perform an automatic flee while pulling the target, even if stunned with them and then carrying them after that while moving. Extraction Target Direction lets you choose where to head when you extract. Extract automatically moves you two adjacent rooms.

    • IssacFrost Participant
      March 21, 2015 at 12:53 am #25013

      Another way to make Medical more valuable is making these changes:

      *Medpac no longer have units. They are single use items. Medpacs gain bonuses via medical level.

      *First Aid applies a medpac healing 40% of Max Hp.

      *Doctor is a five second activation skill. Healing without a medpac would be 40% Max HP and healing with a medpac would be 80% Max HP. This skill is now level 135.

      *Bonuses are added to the healing for First and Doctor. The higher the medical level the higher the bonuses.

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