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Does Medic Expertise need a Structural Rework?

nojdeux

New member
Over the last week I've been having some public and private discussions with the community about the Medic expertise tree, specifically how certain abilities are linked together in ways that don't feel intuitive or reflective of actual medic specialisations.

Right now, some of the progression paths look like this:
  • Rez CD -> Blood Cleansers -> Bacta Bomb
  • Healing Action Cost Reduction -> Purge -> Bacta Grenade
These chains don't seem to follow a progression path of someone trying to improve a specific area of their profession and are instead gatekeeping abilities behind others that they may not need or want. For example, why is purge inbetween HACR and Bacta Grenade, and why do I need Rez CD and Blood Cleansers to get the big heal? It creates a feeling that players are forced to take unrelated boxes just to reach the abilities they actually want.

A few points raised in discussion;

  1. Seratonin Purge - Some players feel like Purge between HACR and Bacta Grenade is the wrong place for it, and instead a more suitable place would be linked to Cure Weaknesses or Blood Cleansers.
  2. Bacta Bomb - I've also had feedback that this is also linked to irrelevant boxes (Blood Cleansers and Rez CD).
  3. Others have also talked about the cooldown linkage of Grenade to Spray, arguing that it shouldn't be linked at all.

Some current thoughts and suggestions;

Change how some of the expertise are linked together.

  • Bacta Potency -> Bacta Efficency -> Grenade -> Bomb
  • Cure Affliction -> Purge -> Blood Cleansers
  • Rez CD -> Drag Corpse
This would create a more logical flow of ability choices: healing -> stronger healing -> stronger healing, whilst still grouping debuff-related abilities together.

Now, the counter to all this is other feedback that Medic is in a good place on this server, which is great, so we need to also think about unintentionally buffing medic by creating a better expertise tree. This can be done by moving boxes down the Expertise ladder so they require more points to get to them or by adding additional steps to getting to a box, e.g the idea of moving Cure Affliction to a line with Purge and Blood Cleansers.

Discussion Goal

This isn't a proposal (yet).
The goal is to gather and have a wider conversation on whether the medic expertise tree should be reorganised for clarity and consistency without changing the power level off the profession.

Some questions to consider:

  • Do the current expertise paths feel logical to you?
  • Should abilities be grouped by theme (healing, debuff removal, AoE tools, debuffs, ect)?
  • Would a re-organisation improve the experience, or is the current system "good enough"?
  • How do we avoid accidentally buffing or nerfing medic whilst improving the layout?
I look forward to hearing peoples perspectives and experiences playing medic.

I also would like to open conversations about other classes too, however please message me directly if you have any ideas and don't include them in this thread.

Thank-you.
 

Yekzunno

Active member
Currently the Expertise path for Medic feels crammed. everything feels like you HAVE to take every point in the middle expertise. creating a negative expertise balance. granted some of this is due to the added abilities for medic like advanced spray which was just randomly added in the middle. but to make a full expertise page, that picks up everything needed. you are left with very little play. the current state of medic for beyond. you MUST run bacta corruption, purge, boost, and cure affliction. thats 18 points spent just to get the 4 fundamental abilities for beyond legendary/hardmode content. then to take the bare minimum to get bacta bomb, stasis and the advanced spray. you are left with 18 points to spend. that isn't even enough to get a full dps/tank pet build with 1 or 2 abilities.

I do caution against doing things like unlinking grenade from spray. but possibly looking at linking grenade to ampule instead. same concept CD is based off whatever ability was used. so grenade gets used then ampule gets grenade CD as well.

Right now medic feels too heavy in Medic Specialization. if there was a way to free up some points and make the expertise have a flow instead of jumbled mess. I'm all for a restructure. I think potentially making the top row of medic specialization 3 points per box instead 4 points similar to the middle row. then shifting grenade up to where boost is, move bomb below grenade but not linked to grenade. (still having to spend 16 points to unlock bomb). then link boost underneath cure affliction. truthfully with the way medic is needed on Beyond. You are going to be taking the same stuff no matter what, I think what would help is freeing up a few points to add full BM or get creative within the first page with burst or focused resilience.

Currently with FR medic, no wasted points in anything outside of the necessity. you are able to pick up full focus resilience line and evasion. with 4 points extra. truthfully that isn't terrible.
Striker medic you aren't even able to pick up the full burst line because of the points spent into medic specialization.
Doom medic, you are left with 5-6 points. that just get thrown into add-ons in medic specialization, dead pet for added defense, or/and random attribute points in Field Survival.
BM Medic just doesn't feel good at all currently. you get a gimped pet and you also gimp yourself in ways that you could be more beneficial just not having the pet. And there is ZERO chance you are running the Blackwing set to make your pet stronger because it does not compare to any of the medic jewelry. (currently a QoL is posted to buff blackwing)
 

OMGABRIT

New member
With the variability of medic I feel like the three jewellery sets needs to be the base line for how expertise is reworked with tree lines for DPS/Heal/Debuffer, at the moment with how content is, there is tbh like 2 expertises for medic with players just swapping jewellery sets for specific boss fights.
 

Erotica

Well-known member
Few things i'd like to see, but i'm still dead on giving jedi a jedi healer spec/expertise.

Few suggestions below are to improve Medic while also giving them the option to be doom or BM still while maintaining there effective in combat. as well as remove some un-needed clutter.

I'm not sure why but medic revamp increased cost on expertise way to much and for what? made no sense.


  • Personally i think 2x boost needs to go back to expertise. but make the regular boost baseline. if not this just add it back into expertise.
  • Grenade should get unlinked. other servers did this and it didnt unbalance anything esp on here where there is way more damage being put out
  • Strikers should be given a group damage buff ability tied to the 7 piece much how DSJ is and does not stack with theres but max 10%. another option is add burst into the Reset chance.
  • Lethal Onslaught should be changed from ACR into Flat Damage % for carbine/melee/rifle/Pistol damage 5%/10%
  • Backlash should be just 1 point. it weak even at rank3.
  • Affiction Intensity/Duration should be lowered to 2 points each to make grabbing doom ability easier.
  • Vital Efficency should be changed to Vital Onslaught 2/2 not 4/4 and give 10%/20% Crit Chance.
  • Vital Accuracy should be 2/2 as well and give 10%/20% VS Damage.
  • Bacta Concentration should be boosted and changed to 2/2 and 40/80 Heal Potency due to how much damage output and how big dots are on this server using bacta HOT almost always is worse to use and needs to be given a boost hell even 50/100 would be a big boost otherwise it's an ability that usually just gets people killed or has such little healing.
  • Bacta Effciency should be moved to 2/2 20%/35%.
  • Increased Armors should be 2/2 not 4/4 and 500/1000 much how other classes had this change.
  • Anticipate should be changed from Block chance to Armors 500/1000.
  • Balanced armor should go from 1/2/3 % Dodge to 2/4/6%
  • Reactive armor should go from 1/3/5% CHR to 2/4/6% not sure why CHR was added even 6% is pretty low and feels like a waste when players can obtain almost 100% crit chance not even kidding.
  • Marksman training should be changed to Luck to better fit there class playstyle.
  • with reverting boost however i would like to see the player 7pc doom set get buffed and if doom is proced none of the debuffs can be boosted off players giving doom still an option to be strong vs double boost.
  • If we plan to merge medic buffs then purge needs to stay at the way it is cause it would be to easy to buffstrip players fully with medic buffs being merged into one buff would also make some endgame PVE Harder where bosses/npc buffstrip since they do not return this might make striping ents/etc way to fast.

Either way these my suggestions and to make BM also a bit more proper while making strikers/doom easier to spec into.
 
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