Combat Medic Archive

Thread: The new Shotgun class

BenderTheGreat
Tue Nov 04, 2003 1:13 am
#14

Good argument there


Btw, I am totally in agreement that at the very least a Master Doctor should have access to AREA poison and disease cures. Perhaps two tosses of an area cure to counteract an area poison would work well. Of course, area cure would take more to cure a direct poisoning, but in that case it's more efficient to use direct cure which takes about two applications.


I am always in favor of buffing up other classes to meet any that are considered overpowered.




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Ailix Fry - assassin/doc/jedi
"What you must know is how man reacts.
Weapons change, but man who uses them changes not at all.
To win battles you do not beat weapons - You beat the soul of the enemy."

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Jacore
Tue Nov 04, 2003 1:26 am
#15

With the advent of non-sound bite arguments breaking out, there's several buff them instead of nerfing us answers that can help.



One set of them i posted here about a week ago:


http://forums.station.sony.com/swg/board/message?board.id=combat_medic&message.id=14054


Another type is a redefinition of DOTs that I put in the profession sticky here:


http://forums.station.sony.com/swg/board/message?board.id=combat_medic&message.id=14095



I really dont' wanna see us indiscrimantly nerfed. However at some point, I firmly believe that one we will have go take is a 10-15 potency nerf on AOEs relative to singles. You want 100% stick on AOE? Then put points there. You only have to put 1-2 right now with normal RCs. When ARC goes live, you likely won't have to at all.


Rather than a discussion of yes/no, nerf/n**f you!, I'd love to start thinking in terms of solutions.


In particular the ones above for armorsmiths and squad leaders I find quite compelling, but that's just my opinion.


Jacore

DroidRacer
Tue Nov 04, 2003 6:28 am
#16

Need to post this to the SWG Discussion forum - Woot!
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